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https://github.com/Relintai/pandemonium_engine_minimal.git
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75 lines
2.3 KiB
C++
75 lines
2.3 KiB
C++
#ifndef SHADERCOMPILERGLES2_H
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#define SHADERCOMPILERGLES2_H
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/* shader_compiler_gles2.h */
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#include "core/containers/pair.h"
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#include "core/string/string_builder.h"
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#include "servers/rendering/shader_language.h"
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#include "servers/rendering/shader_types.h"
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#include "servers/rendering_server.h"
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class ShaderCompilerGLES2 {
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public:
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struct IdentifierActions {
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RBMap<StringName, Pair<int *, int>> render_mode_values;
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RBMap<StringName, bool *> render_mode_flags;
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RBMap<StringName, bool *> usage_flag_pointers;
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RBMap<StringName, bool *> write_flag_pointers;
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RBMap<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
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};
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struct GeneratedCode {
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Vector<CharString> custom_defines;
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Vector<StringName> uniforms;
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Vector<StringName> texture_uniforms;
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Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
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String vertex_global;
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String vertex;
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String fragment_global;
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String fragment;
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String light;
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bool uses_fragment_time;
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bool uses_vertex_time;
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};
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private:
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ShaderLanguage parser;
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struct DefaultIdentifierActions {
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RBMap<StringName, String> renames;
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RBMap<StringName, String> render_mode_defines;
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RBMap<StringName, String> usage_defines;
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};
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void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const RBMap<StringName, String> &p_func_code, StringBuilder &r_to_add, RBSet<StringName> &r_added);
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String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope = true);
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const ShaderLanguage::ShaderNode *shader;
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const ShaderLanguage::FunctionNode *function;
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StringName current_func_name;
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StringName vertex_name;
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StringName fragment_name;
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StringName light_name;
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StringName time_name;
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RBSet<StringName> used_name_defines;
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RBSet<StringName> used_flag_pointers;
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RBSet<StringName> used_rmode_defines;
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RBSet<StringName> internal_functions;
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RBSet<StringName> fragment_varyings;
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DefaultIdentifierActions actions[RS::SHADER_MAX];
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public:
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Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
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ShaderCompilerGLES2();
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};
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#endif // SHADERCOMPILERGLES2_H
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