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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /servers/visual/shader_compiler.h
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
downloadredot-engine-0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac.tar.gz
GODOT IS OPEN SOURCE
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+/*************************************************************************/
+/* shader_compiler.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#ifndef SHADER_COMPILER_H
+#define SHADER_COMPILER_H
+
+#include "map.h"
+#include "list.h"
+#include "vector.h"
+#if 0
+class ShaderSyntax {
+public:
+
+
+ enum DataType {
+ TYPE_BOOL,
+ TYPE_FLOAT,
+ TYPE_VEC3,
+ TYPE_TRANSFORM,
+ TYPE_TEXTURE
+ };
+
+ enum Operator {
+ OP_ASSIGN,
+ OP_ADD,
+ OP_SUB,
+ OP_MUL,
+ OP_DIV,
+ OP_NEG,
+ OP_CMP_EQ,
+ OP_CMP_NEQ,
+ OP_CMP_LEQ,
+ OP_CMP_GEQ,
+ OP_CMP_OR,
+ OP_CMP_AND,
+ OP_CALL
+ };
+
+ struct Node {
+
+ enum Type {
+ TYPE_PROGRAM,
+ TYPE_FUNCTION,
+ TYPE_BLOCK,
+ TYPE_VARIABLE,
+ TYPE_OPERATOR,
+ TYPE_IF,
+ };
+
+ Node * parent;
+ Type type;
+
+ virtual ~Node() {}
+ };
+
+
+ struct OperatorNode : public Node {
+
+ Operator op;
+ Vector<Node*> arguments;
+ OperatorNode() { type=TYPE_OPERATOR; }
+ };
+
+ struct VariableNode : public Node {
+
+ StringName variable;
+ VariableNode() { type=TYPE_VARIABLE; }
+ };
+
+ struct BlockNode : public Node {
+
+ Map<StringName,DataType> variables;
+ List<Node*> subnodes;
+ BlockNode() { type=TYPE_BLOCK; }
+ };
+
+ struct ConditionalNode : public Node {
+
+ Node *test;
+ Node *do_if;
+ Node *do_else;
+ ConditionalNode() { type=TYPE_CONDITIONAL; }
+ };
+
+
+ struct FunctionNode : public Node {
+
+ struct Argument {
+
+ StringName name;
+ DataType type;
+ };
+
+ Vector<Argument> arguments;
+ Node *body;
+
+ FunctionNode() { type=TYPE_FUNCTION; }
+
+ };
+
+
+ struct ProgramNode : public Node {
+
+ Vector<FunctionNode*> functions;
+ Node *body;
+
+ ProgramNode() { type=TYPE_PROGRAM; }
+ };
+
+
+
+
+ ShaderCompiler();
+};
+
+#endif // SHADER_COMPILER_H
+#endif