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mirror of https://github.com/godotengine/godot.git synced 2025-11-06 12:20:30 +00:00

add initial GLES2 3D renderer

This commit is contained in:
karroffel
2018-02-24 14:48:22 +01:00
parent bfb21be871
commit b64171e79c
18 changed files with 6372 additions and 2330 deletions

View File

@@ -325,7 +325,7 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
uniform_code += ";\n";
if (SL::is_sampler_type(E->get().type)) {
r_gen_code.texture_uniforms.write[E->get().texture_order] = _mkid(E->key());
r_gen_code.texture_uniforms.write[E->get().texture_order] = E->key();
r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
} else {
r_gen_code.uniforms.write[E->get().order] = E->key();
@@ -507,7 +507,6 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
case SL::OP_ASSIGN_DIV:
case SL::OP_ASSIGN_SHIFT_LEFT:
case SL::OP_ASSIGN_SHIFT_RIGHT:
case SL::OP_ASSIGN_MOD:
case SL::OP_ASSIGN_BIT_AND:
case SL::OP_ASSIGN_BIT_OR:
case SL::OP_ASSIGN_BIT_XOR: {
@@ -518,6 +517,16 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
} break;
case SL::OP_ASSIGN_MOD: {
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
code += " = ";
code += "mod(";
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
code += ", ";
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")";
} break;
case SL::OP_BIT_INVERT:
case SL::OP_NEGATE:
case SL::OP_NOT:
@@ -552,6 +561,45 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
code += "textureCube";
}
} else if (var_node->name == "textureLod") {
// emit texture call
if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
code += "texture2DLod";
} else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
code += "textureCubeLod";
}
} else if (var_node->name == "mix") {
switch (op_node->arguments[3]->get_datatype()) {
case SL::TYPE_BVEC2: {
code += "select2";
} break;
case SL::TYPE_BVEC3: {
code += "select3";
} break;
case SL::TYPE_BVEC4: {
code += "select4";
} break;
case SL::TYPE_VEC2:
case SL::TYPE_VEC3:
case SL::TYPE_VEC4:
case SL::TYPE_FLOAT: {
code += "mix";
} break;
default: {
SL::DataType type = op_node->arguments[3]->get_datatype();
print_line(String("uhhhh invalid mix with type: ") + itos(type));
} break;
}
} else if (p_default_actions.renames.has(var_node->name)) {
code += p_default_actions.renames[var_node->name];
} else if (internal_functions.has(var_node->name)) {
@@ -590,6 +638,15 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
code += _dump_node_code(op_node->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
} break;
case SL::OP_MOD: {
code += "mod(";
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ", ";
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")";
} break;
default: {
code += "(";
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
@@ -751,10 +808,10 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
/** SPATIAL SHADER **/
actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_matrix";
actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";