#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");




}
