/*************************************************************************/ /* shader_types.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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. */ /*************************************************************************/ #include "shader_types.h" const Map< StringName, Map >& ShaderTypes::get_functions(VS::ShaderMode p_mode) { return shader_modes[p_mode].functions; } const Set& 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"); }