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author | Juan Linietsky <reduzio@gmail.com> | 2017-01-02 19:12:25 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2017-01-02 19:12:25 -0300 |
commit | ce26eb74bca48f16e9a34b4eb1c34e50dfc5daae (patch) | |
tree | 5f9c387037d0142d40f7275575436483dc0a7237 /servers/visual/shader_types.cpp | |
parent | ab4126f51061277e87b41c48b40e7b54942d4eca (diff) | |
parent | 45c5c89de961357a7042d9e1f063e288d7a510cf (diff) | |
download | redot-engine-ce26eb74bca48f16e9a34b4eb1c34e50dfc5daae.tar.gz |
Merge branch 'master' of https://github.com/godotengine/godot
Diffstat (limited to 'servers/visual/shader_types.cpp')
-rw-r--r-- | servers/visual/shader_types.cpp | 182 |
1 files changed, 182 insertions, 0 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp new file mode 100644 index 0000000000..0eb3e0fc5a --- /dev/null +++ b/servers/visual/shader_types.cpp @@ -0,0 +1,182 @@ +#include "shader_types.h" + + +const Map< StringName, Map<StringName,ShaderLanguage::DataType> >& ShaderTypes::get_functions(VS::ShaderMode p_mode) { + + return shader_modes[p_mode].functions; +} + +const Set<String>& ShaderTypes::get_modes(VS::ShaderMode p_mode) { + + return shader_modes[p_mode].modes; +} + + +ShaderTypes *ShaderTypes::singleton=NULL; + +ShaderTypes::ShaderTypes() +{ + singleton=this; + + /*************** SPATIAL ***********************/ + + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_VERTEX"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_NORMAL"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_TANGENT"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_BONES"]=ShaderLanguage::TYPE_IVEC4; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_WEIGHTS"]=ShaderLanguage::TYPE_VEC4; + + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["POSITION"]=ShaderLanguage::TYPE_VEC4 ; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["VERTEX"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["NORMAL"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["TANGENT"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["BINORMAL"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["UV"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["UV2"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["COLOR"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["POINT_SIZE"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INSTANCE_ID"]=ShaderLanguage::TYPE_INT; + + //builtins + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["WORLD_MATRIX"]=ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INV_CAMERA_MATRIX"]=ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["PROJECTION_MATRIX"]=ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["TIME"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2; + + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["VERTEX"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["FRAGCOORD"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["FRONT_FACING"]=ShaderLanguage::TYPE_BOOL; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["TANGENT"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["BINORMAL"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMALMAP"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMALMAP_DEPTH"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["UV"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["UV2"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["COLOR"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALBEDO"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALPHA"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGHNESS"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM_TINT"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["CLEARCOAT"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["CLEARCOAT_GLOSS"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ANISOTROPY"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ANISOTROPY_FLOW"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SSS_STRENGTH"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["AO"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["EMISSION"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECIAL"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DISCARD"]=ShaderLanguage::TYPE_BOOL; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["POINT_COORD"]=ShaderLanguage::TYPE_VEC2; + + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["WORLD_MATRIX"]=ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["INV_CAMERA_MATRIX"]=ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["PROJECTION_MATRIX"]=ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["TIME"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2; + + shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mix"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_add"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_sub"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mul"); + + shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_opaque"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_always"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_never"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_alpha_prepass"); + + shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_front"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_back"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_disabled"); + + shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("ontop"); + + shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_transform"); + + /************ CANVAS ITEM **************************/ + + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["SRC_VERTEX"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["VERTEX"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["UV"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["VERTEX_COLOR"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["POINT_SIZE"]=ShaderLanguage::TYPE_FLOAT; + + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["WORLD_MATRIX"]=ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["PROJECTION_MATRIX"]=ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["EXTRA_MATRIX"]=ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["TIME"]=ShaderLanguage::TYPE_FLOAT; + + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SRC_COLOR"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POSITION"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMAL"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP_DEPTH"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["UV"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["COLOR"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TEXTURE"]=ShaderLanguage::TYPE_SAMPLER2D; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TEXTURE_PIXEL_SIZE"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POINT_COORD"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TIME"]=ShaderLanguage::TYPE_FLOAT; + + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POSITION"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["NORMAL"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["UV"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["COLOR"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE"]=ShaderLanguage::TYPE_SAMPLER2D; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE_PIXEL_SIZE"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["VAR1"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["VAR2"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_VEC"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_HEIGHT"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_COLOR"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_UV"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_SHADOW"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["SHADOW"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POINT_COORD"]=ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TIME"]=ShaderLanguage::TYPE_FLOAT; + + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("skip_transform"); + + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_mix"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_add"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_sub"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_mul"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_premul_alpha"); + + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("unshaded"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("light_only"); + + + /************ PARTICLES **************************/ + + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["COLOR"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["VELOCITY"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["MASS"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["ACTIVE"]=ShaderLanguage::TYPE_BOOL; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["RESTART"]=ShaderLanguage::TYPE_BOOL; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["CUSTOM"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["TRANSFORM"]=ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["TIME"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["LIFETIME"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["DELTA"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["SEED"]=ShaderLanguage::TYPE_BOOL; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["ORIGIN"]=ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["INDEX"]=ShaderLanguage::TYPE_INT; + + shader_modes[VS::SHADER_PARTICLES].modes.insert("billboard"); + shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_force"); + shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_velocity"); + + + + +} |