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- #ifndef SHADERCOMPILERGLES2_H
- #define SHADERCOMPILERGLES2_H
- #include "core/pair.h"
- #include "core/string_builder.h"
- #include "servers/visual/shader_language.h"
- #include "servers/visual/shader_types.h"
- #include "servers/visual_server.h"
- class ShaderCompilerGLES2 {
- public:
- struct IdentifierActions {
- Map<StringName, Pair<int *, int> > render_mode_values;
- Map<StringName, bool *> render_mode_flags;
- Map<StringName, bool *> usage_flag_pointers;
- Map<StringName, bool *> write_flag_pointers;
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
- };
- struct GeneratedCode {
- Vector<CharString> custom_defines;
- Vector<StringName> uniforms;
- Vector<StringName> texture_uniforms;
- Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
- String vertex_global;
- String vertex;
- String fragment_global;
- String fragment;
- String light;
- bool uses_fragment_time;
- bool uses_vertex_time;
- };
- private:
- ShaderLanguage parser;
- struct DefaultIdentifierActions {
- Map<StringName, String> renames;
- Map<StringName, String> render_mode_defines;
- Map<StringName, String> usage_defines;
- };
- void _dump_function_deps(ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_added);
- String _dump_node_code(ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning);
- StringName current_func_name;
- StringName vertex_name;
- StringName fragment_name;
- StringName light_name;
- StringName time_name;
- Set<StringName> used_name_defines;
- Set<StringName> used_flag_pointers;
- Set<StringName> used_rmode_defines;
- Set<StringName> internal_functions;
- DefaultIdentifierActions actions[VS::SHADER_MAX];
- public:
- Error compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
- ShaderCompilerGLES2();
- };
- #endif
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