mirror of
https://github.com/godotengine/godot.git
synced 2024-11-25 21:52:51 +00:00
This commit is contained in:
parent
bca97e33ce
commit
e946fb8cb0
@ -161,7 +161,7 @@ void ShaderTextEditor::_load_theme_settings() {
|
||||
|
||||
for (const Map<StringName, ShaderLanguage::FunctionInfo>::Element *E = ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front(); E; E = E->next()) {
|
||||
|
||||
for (const Map<StringName, ShaderLanguage::DataType>::Element *F = E->get().built_ins.front(); F; F = F->next()) {
|
||||
for (const Map<StringName, ShaderLanguage::BuiltInInfo>::Element *F = E->get().built_ins.front(); F; F = F->next()) {
|
||||
keywords.push_back(F->key());
|
||||
}
|
||||
}
|
||||
|
@ -186,6 +186,11 @@ class GridMap : public Spatial {
|
||||
|
||||
Vector3 _get_offset() const;
|
||||
|
||||
struct BakedMesh {
|
||||
Ref<Mesh> mesh;
|
||||
Transform transform;
|
||||
};
|
||||
|
||||
protected:
|
||||
bool _set(const StringName &p_name, const Variant &p_value);
|
||||
bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
|
@ -755,12 +755,12 @@ void ShaderLanguage::clear() {
|
||||
}
|
||||
}
|
||||
|
||||
bool ShaderLanguage::_find_identifier(const BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type, IdentifierType *r_type) {
|
||||
bool ShaderLanguage::_find_identifier(const BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type, IdentifierType *r_type) {
|
||||
|
||||
if (p_builtin_types.has(p_identifier)) {
|
||||
|
||||
if (r_data_type) {
|
||||
*r_data_type = p_builtin_types[p_identifier];
|
||||
*r_data_type = p_builtin_types[p_identifier].type;
|
||||
}
|
||||
if (r_type) {
|
||||
*r_type = IDENTIFIER_BUILTIN_VAR;
|
||||
@ -2008,7 +2008,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, OperatorNode *p
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg) {
|
||||
bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg) {
|
||||
|
||||
TkPos pos = _get_tkpos();
|
||||
Token tk = _get_token();
|
||||
@ -2261,7 +2261,48 @@ bool ShaderLanguage::_get_completable_identifier(BlockNode *p_block, CompletionT
|
||||
return false;
|
||||
}
|
||||
|
||||
ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types) {
|
||||
bool ShaderLanguage::_is_operator_assign(Operator p_op) const {
|
||||
switch (p_op) {
|
||||
case OP_ASSIGN:
|
||||
case OP_ASSIGN_ADD:
|
||||
case OP_ASSIGN_SUB:
|
||||
case OP_ASSIGN_MUL:
|
||||
case OP_ASSIGN_DIV:
|
||||
case OP_ASSIGN_MOD:
|
||||
case OP_ASSIGN_SHIFT_LEFT:
|
||||
case OP_ASSIGN_SHIFT_RIGHT:
|
||||
case OP_ASSIGN_BIT_AND:
|
||||
case OP_ASSIGN_BIT_OR:
|
||||
case OP_ASSIGN_BIT_XOR:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ShaderLanguage::_validate_assign(Node *p_node, const Map<StringName, BuiltInInfo> &p_builtin_types) {
|
||||
|
||||
if (p_node->type == Node::TYPE_OPERATOR) {
|
||||
|
||||
OperatorNode *op = static_cast<OperatorNode *>(p_node);
|
||||
if (op->type == OP_INDEX) {
|
||||
return _validate_assign(op->arguments[0], p_builtin_types);
|
||||
}
|
||||
}
|
||||
|
||||
if (p_node->type == Node::TYPE_VARIABLE) {
|
||||
|
||||
VariableNode *var = static_cast<VariableNode *>(p_node);
|
||||
if (p_builtin_types.has(var->name) && p_builtin_types[var->name].constant) {
|
||||
return false; //ops not valid
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types) {
|
||||
|
||||
Vector<Expression> expression;
|
||||
//Vector<TokenType> operators;
|
||||
@ -2765,6 +2806,11 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
|
||||
_set_error("Invalid base type for increment/decrement operator");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (!_validate_assign(expr, p_builtin_types)) {
|
||||
_set_error("Invalid use of increment/decrement operator in constant expression.");
|
||||
return NULL;
|
||||
}
|
||||
expr = op;
|
||||
} else {
|
||||
|
||||
@ -2948,6 +2994,11 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
|
||||
|
||||
OperatorNode *op = alloc_node<OperatorNode>();
|
||||
op->op = expression[i].op;
|
||||
if ((op->op == OP_INCREMENT || op->op == OP_DECREMENT) && !_validate_assign(expression[i + 1].node, p_builtin_types)) {
|
||||
|
||||
_set_error("Can't use increment/decrement operator in constant expression.");
|
||||
return NULL;
|
||||
}
|
||||
op->arguments.push_back(expression[i + 1].node);
|
||||
|
||||
expression[i].is_op = false;
|
||||
@ -3019,6 +3070,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
|
||||
ERR_FAIL_V(NULL);
|
||||
}
|
||||
|
||||
if (_is_operator_assign(op->op) && !_validate_assign(expression[next_op - 1].node, p_builtin_types)) {
|
||||
|
||||
_set_error("Assignment to constant expression.");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (expression[next_op + 1].is_op) {
|
||||
// this is not invalid and can really appear
|
||||
// but it becomes invalid anyway because no binary op
|
||||
@ -3142,7 +3199,7 @@ ShaderLanguage::Node *ShaderLanguage::_reduce_expression(BlockNode *p_block, Sha
|
||||
return p_node;
|
||||
}
|
||||
|
||||
ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types) {
|
||||
ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types) {
|
||||
|
||||
ShaderLanguage::Node *expr = _parse_expression(p_block, p_builtin_types);
|
||||
if (!expr) //errored
|
||||
@ -3153,7 +3210,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_
|
||||
return expr;
|
||||
}
|
||||
|
||||
Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, bool p_just_one, bool p_can_break, bool p_can_continue) {
|
||||
Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, bool p_just_one, bool p_can_break, bool p_can_continue) {
|
||||
|
||||
while (true) {
|
||||
|
||||
@ -3636,7 +3693,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
|
||||
|
||||
name = tk.text;
|
||||
|
||||
if (_find_identifier(NULL, Map<StringName, DataType>(), name)) {
|
||||
if (_find_identifier(NULL, Map<StringName, BuiltInInfo>(), name)) {
|
||||
_set_error("Redefinition of '" + String(name) + "'");
|
||||
return ERR_PARSE_ERROR;
|
||||
}
|
||||
@ -3660,7 +3717,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
|
||||
tk = _get_token();
|
||||
if (tk.type == TK_OP_ASSIGN) {
|
||||
|
||||
Node *expr = _parse_and_reduce_expression(NULL, Map<StringName, DataType>());
|
||||
Node *expr = _parse_and_reduce_expression(NULL, Map<StringName, BuiltInInfo>());
|
||||
if (!expr)
|
||||
return ERR_PARSE_ERROR;
|
||||
if (expr->type != Node::TYPE_CONSTANT) {
|
||||
@ -3841,7 +3898,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
|
||||
return ERR_PARSE_ERROR;
|
||||
}
|
||||
|
||||
if (_find_identifier(NULL, Map<StringName, DataType>(), name)) {
|
||||
if (_find_identifier(NULL, Map<StringName, BuiltInInfo>(), name)) {
|
||||
_set_error("Redefinition of '" + String(name) + "'");
|
||||
return ERR_PARSE_ERROR;
|
||||
}
|
||||
@ -3852,7 +3909,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
|
||||
return ERR_PARSE_ERROR;
|
||||
}
|
||||
|
||||
Map<StringName, DataType> builtin_types;
|
||||
Map<StringName, BuiltInInfo> builtin_types;
|
||||
if (p_functions.has(name)) {
|
||||
builtin_types = p_functions[name].built_ins;
|
||||
}
|
||||
@ -4109,7 +4166,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
|
||||
|
||||
if (comp_ident && skip_function != StringName() && p_functions.has(skip_function)) {
|
||||
|
||||
for (Map<StringName, DataType>::Element *E = p_functions[skip_function].built_ins.front(); E; E = E->next()) {
|
||||
for (Map<StringName, BuiltInInfo>::Element *E = p_functions[skip_function].built_ins.front(); E; E = E->next()) {
|
||||
matches.insert(E->key());
|
||||
}
|
||||
}
|
||||
|
@ -537,8 +537,18 @@ public:
|
||||
static void get_keyword_list(List<String> *r_keywords);
|
||||
static void get_builtin_funcs(List<String> *r_keywords);
|
||||
|
||||
struct BuiltInInfo {
|
||||
DataType type;
|
||||
bool constant;
|
||||
BuiltInInfo() {}
|
||||
BuiltInInfo(DataType p_type, bool p_constant = false) {
|
||||
type = p_type;
|
||||
constant = p_constant;
|
||||
}
|
||||
};
|
||||
|
||||
struct FunctionInfo {
|
||||
Map<StringName, DataType> built_ins;
|
||||
Map<StringName, BuiltInInfo> built_ins;
|
||||
bool can_discard;
|
||||
};
|
||||
|
||||
@ -601,7 +611,10 @@ private:
|
||||
IDENTIFIER_BUILTIN_VAR,
|
||||
};
|
||||
|
||||
bool _find_identifier(const BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type = NULL, IdentifierType *r_type = NULL);
|
||||
bool _find_identifier(const BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type = NULL, IdentifierType *r_type = NULL);
|
||||
|
||||
bool _is_operator_assign(Operator p_op) const;
|
||||
bool _validate_assign(Node *p_node, const Map<StringName, BuiltInInfo> &p_builtin_types);
|
||||
|
||||
bool _validate_operator(OperatorNode *p_op, DataType *r_ret_type = NULL);
|
||||
|
||||
@ -625,14 +638,14 @@ private:
|
||||
static const BuiltinFuncDef builtin_func_defs[];
|
||||
bool _validate_function_call(BlockNode *p_block, OperatorNode *p_func, DataType *r_ret_type);
|
||||
|
||||
bool _parse_function_arguments(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg = NULL);
|
||||
bool _parse_function_arguments(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg = NULL);
|
||||
|
||||
Node *_parse_expression(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types);
|
||||
Node *_parse_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types);
|
||||
|
||||
ShaderLanguage::Node *_reduce_expression(BlockNode *p_block, ShaderLanguage::Node *p_node);
|
||||
Node *_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types);
|
||||
Node *_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types);
|
||||
|
||||
Error _parse_block(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, bool p_just_one = false, bool p_can_break = false, bool p_can_continue = false);
|
||||
Error _parse_block(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, bool p_just_one = false, bool p_can_break = false, bool p_can_continue = false);
|
||||
|
||||
Error _parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Set<String> &p_render_modes, const Set<String> &p_shader_types);
|
||||
|
||||
|
@ -45,6 +45,11 @@ const Set<String> &ShaderTypes::get_types() {
|
||||
|
||||
ShaderTypes *ShaderTypes::singleton = NULL;
|
||||
|
||||
static ShaderLanguage::BuiltInInfo constt(ShaderLanguage::DataType p_type) {
|
||||
|
||||
return ShaderLanguage::BuiltInInfo(p_type, true);
|
||||
}
|
||||
|
||||
ShaderTypes::ShaderTypes() {
|
||||
singleton = this;
|
||||
|
||||
@ -58,32 +63,32 @@ ShaderTypes::ShaderTypes() {
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = ShaderLanguage::TYPE_INT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].can_discard = false;
|
||||
|
||||
//builtins
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRONT_FACING"] = ShaderLanguage::TYPE_BOOL;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRONT_FACING"] = constt(ShaderLanguage::TYPE_BOOL);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT;
|
||||
@ -103,33 +108,33 @@ ShaderTypes::ShaderTypes() {
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SIDE"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SIDE"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR"] = ShaderLanguage::TYPE_FLOAT;
|
||||
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].can_discard = true;
|
||||
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
|
||||
|
||||
@ -177,38 +182,38 @@ ShaderTypes::ShaderTypes() {
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
|
||||
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["EXTRA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["EXTRA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
|
||||
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
|
||||
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POSITION"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_VEC"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC4;
|
||||
@ -216,8 +221,8 @@ ShaderTypes::ShaderTypes() {
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_SHADOW"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
|
||||
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("skip_vertex_transform");
|
||||
@ -237,16 +242,16 @@ ShaderTypes::ShaderTypes() {
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = ShaderLanguage::TYPE_BOOL;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = ShaderLanguage::TYPE_UINT;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["INDEX"] = ShaderLanguage::TYPE_INT;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["EMISSION_TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = ShaderLanguage::TYPE_UINT;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].can_discard = false;
|
||||
|
||||
shader_modes[VS::SHADER_PARTICLES].modes.insert("billboard");
|
||||
|
Loading…
Reference in New Issue
Block a user