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- /*************************************************************************/
- /* shader.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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.h"
- #include "core/os/file_access.h"
- #include "scene/scene_string_names.h"
- #include "servers/visual/shader_language.h"
- #include "servers/visual_server.h"
- #include "texture.h"
- Shader::Mode Shader::get_mode() const {
- return mode;
- }
- void Shader::set_code(const String &p_code) {
- String type = ShaderLanguage::get_shader_type(p_code);
- if (type == "canvas_item") {
- mode = MODE_CANVAS_ITEM;
- } else if (type == "particles") {
- mode = MODE_PARTICLES;
- } else {
- mode = MODE_SPATIAL;
- }
- VisualServer::get_singleton()->shader_set_code(shader, p_code);
- params_cache_dirty = true;
- emit_changed();
- }
- String Shader::get_code() const {
- _update_shader();
- return VisualServer::get_singleton()->shader_get_code(shader);
- }
- void Shader::get_param_list(List<PropertyInfo> *p_params) const {
- _update_shader();
- List<PropertyInfo> local;
- VisualServer::get_singleton()->shader_get_param_list(shader, &local);
- params_cache.clear();
- params_cache_dirty = false;
- for (List<PropertyInfo>::Element *E = local.front(); E; E = E->next()) {
- PropertyInfo pi = E->get();
- if (default_textures.has(pi.name)) { //do not show default textures
- continue;
- }
- pi.name = "shader_param/" + pi.name;
- params_cache[pi.name] = E->get().name;
- if (p_params) {
- //small little hack
- if (pi.type == Variant::_RID)
- pi.type = Variant::OBJECT;
- p_params->push_back(pi);
- }
- }
- }
- RID Shader::get_rid() const {
- _update_shader();
- return shader;
- }
- void Shader::set_default_texture_param(const StringName &p_param, const Ref<Texture> &p_texture) {
- if (p_texture.is_valid()) {
- default_textures[p_param] = p_texture;
- VS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid());
- } else {
- default_textures.erase(p_param);
- VS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID());
- }
- emit_changed();
- }
- Ref<Texture> Shader::get_default_texture_param(const StringName &p_param) const {
- if (default_textures.has(p_param))
- return default_textures[p_param];
- else
- return Ref<Texture>();
- }
- void Shader::get_default_texture_param_list(List<StringName> *r_textures) const {
- for (const Map<StringName, Ref<Texture> >::Element *E = default_textures.front(); E; E = E->next()) {
- r_textures->push_back(E->key());
- }
- }
- void Shader::set_custom_defines(const String &p_defines) {
- if (shader_custom_defines == p_defines) {
- return;
- }
- if (!shader_custom_defines.empty()) {
- VS::get_singleton()->shader_remove_custom_define(shader, shader_custom_defines);
- }
- shader_custom_defines = p_defines;
- VS::get_singleton()->shader_add_custom_define(shader, shader_custom_defines);
- }
- String Shader::get_custom_defines() const {
- return shader_custom_defines;
- }
- bool Shader::is_text_shader() const {
- return true;
- }
- bool Shader::has_param(const StringName &p_param) const {
- return params_cache.has("shader_param/" + p_param);
- }
- void Shader::_update_shader() const {
- }
- void Shader::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
- ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
- ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
- ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture"), &Shader::set_default_texture_param);
- ClassDB::bind_method(D_METHOD("get_default_texture_param", "param"), &Shader::get_default_texture_param);
- ClassDB::bind_method(D_METHOD("set_custom_defines", "custom_defines"), &Shader::set_custom_defines);
- ClassDB::bind_method(D_METHOD("get_custom_defines"), &Shader::get_custom_defines);
- ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param);
- //ClassDB::bind_method(D_METHOD("get_param_list"),&Shader::get_fragment_code);
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_code", "get_code");
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "custom_defines", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_custom_defines", "get_custom_defines");
- BIND_ENUM_CONSTANT(MODE_SPATIAL);
- BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
- BIND_ENUM_CONSTANT(MODE_PARTICLES);
- }
- Shader::Shader() {
- mode = MODE_SPATIAL;
- shader = VisualServer::get_singleton()->shader_create();
- params_cache_dirty = true;
- }
- Shader::~Shader() {
- VisualServer::get_singleton()->free(shader);
- }
- ////////////
- RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error) {
- if (r_error)
- *r_error = ERR_FILE_CANT_OPEN;
- Ref<Shader> shader;
- shader.instance();
- Vector<uint8_t> buffer = FileAccess::get_file_as_array(p_path);
- String str;
- str.parse_utf8((const char *)buffer.ptr(), buffer.size());
- shader->set_code(str);
- if (r_error)
- *r_error = OK;
- return shader;
- }
- void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
- p_extensions->push_back("shader");
- }
- bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
- return (p_type == "Shader");
- }
- String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
- String el = p_path.get_extension().to_lower();
- if (el == "shader")
- return "Shader";
- return "";
- }
- Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
- Ref<Shader> shader = p_resource;
- ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
- String source = shader->get_code();
- Error err;
- FileAccess *file = FileAccess::open(p_path, FileAccess::WRITE, &err);
- ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
- file->store_string(source);
- if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
- memdelete(file);
- return ERR_CANT_CREATE;
- }
- file->close();
- memdelete(file);
- return OK;
- }
- void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
- if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
- if (shader->is_text_shader()) {
- p_extensions->push_back("shader");
- }
- }
- }
- bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
- return p_resource->get_class_name() == "Shader"; //only shader, not inherited
- }
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