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| author | Juan Linietsky | 2016-10-07 11:31:18 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2016-10-07 11:31:18 -0300 |
| commit | 850eaf7ed796d2f2d9a35c6bc4ba9a4e69f5ca1d (patch) | |
| tree | 052ed86d4a0eafb2373e65b78b14b6eccba0f707 /servers/visual/shader_types.cpp | |
| parent | cf5778e51a883936ffc896231da8259e5ebabc0a (diff) | |
| download | godot-850eaf7ed796d2f2d9a35c6bc4ba9a4e69f5ca1d.tar.gz godot-850eaf7ed796d2f2d9a35c6bc4ba9a4e69f5ca1d.tar.zst godot-850eaf7ed796d2f2d9a35c6bc4ba9a4e69f5ca1d.zip | |
Diffstat (limited to 'servers/visual/shader_types.cpp')
| -rw-r--r-- | servers/visual/shader_types.cpp | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp new file mode 100644 index 000000000..675be3458 --- /dev/null +++ b/servers/visual/shader_types.cpp @@ -0,0 +1,99 @@ +#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; + + + 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"]["METAL"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGH"]=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("special_glow"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("special_subsurf"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("special_specular"); + + 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_disable"); + + shader_modes[VS::SHADER_SPATIAL].modes.insert("lightmap_on_uv2"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("ontop"); + + shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_model_space"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_camera_space"); + +} |
