shader.h 4.6 KB

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  1. /*************************************************************************/
  2. /* shader.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef SHADER_H
  31. #define SHADER_H
  32. #include "core/io/resource_loader.h"
  33. #include "core/io/resource_saver.h"
  34. #include "core/resource.h"
  35. #include "scene/resources/texture.h"
  36. class Shader : public Resource {
  37. GDCLASS(Shader, Resource);
  38. OBJ_SAVE_TYPE(Shader);
  39. public:
  40. enum Mode {
  41. MODE_SPATIAL,
  42. MODE_CANVAS_ITEM,
  43. MODE_PARTICLES,
  44. MODE_MAX
  45. };
  46. private:
  47. RID shader;
  48. Mode mode;
  49. String shader_custom_defines;
  50. // hack the name of performance
  51. // shaders keep a list of ShaderMaterial -> VisualServer name translations, to make
  52. // conversion fast and save memory.
  53. mutable bool params_cache_dirty;
  54. mutable Map<StringName, StringName> params_cache; //map a shader param to a material param..
  55. Map<StringName, Ref<Texture> > default_textures;
  56. virtual void _update_shader() const; //used for visual shader
  57. protected:
  58. static void _bind_methods();
  59. public:
  60. //void set_mode(Mode p_mode);
  61. virtual Mode get_mode() const;
  62. void set_code(const String &p_code);
  63. String get_code() const;
  64. void get_param_list(List<PropertyInfo> *p_params) const;
  65. bool has_param(const StringName &p_param) const;
  66. void set_default_texture_param(const StringName &p_param, const Ref<Texture> &p_texture);
  67. Ref<Texture> get_default_texture_param(const StringName &p_param) const;
  68. void get_default_texture_param_list(List<StringName> *r_textures) const;
  69. void set_custom_defines(const String &p_defines);
  70. String get_custom_defines() const;
  71. virtual bool is_text_shader() const;
  72. _FORCE_INLINE_ StringName remap_param(const StringName &p_param) const {
  73. if (params_cache_dirty)
  74. get_param_list(NULL);
  75. const Map<StringName, StringName>::Element *E = params_cache.find(p_param);
  76. if (E)
  77. return E->get();
  78. return StringName();
  79. }
  80. virtual RID get_rid() const;
  81. Shader();
  82. ~Shader();
  83. };
  84. VARIANT_ENUM_CAST(Shader::Mode);
  85. class ResourceFormatLoaderShader : public ResourceFormatLoader {
  86. public:
  87. virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
  88. virtual void get_recognized_extensions(List<String> *p_extensions) const;
  89. virtual bool handles_type(const String &p_type) const;
  90. virtual String get_resource_type(const String &p_path) const;
  91. };
  92. class ResourceFormatSaverShader : public ResourceFormatSaver {
  93. public:
  94. virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
  95. virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
  96. virtual bool recognize(const RES &p_resource) const;
  97. };
  98. #endif // SHADER_H