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- /*************************************************************************/
- /* shader.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2021 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. */
- /*************************************************************************/
- #ifndef SHADER_H
- #define SHADER_H
- #include "core/io/resource_loader.h"
- #include "core/io/resource_saver.h"
- #include "core/resource.h"
- #include "scene/resources/texture.h"
- class Shader : public Resource {
- GDCLASS(Shader, Resource);
- OBJ_SAVE_TYPE(Shader);
- public:
- enum Mode {
- MODE_SPATIAL,
- MODE_CANVAS_ITEM,
- MODE_PARTICLES,
- MODE_MAX
- };
- private:
- RID shader;
- Mode mode;
- String shader_custom_defines;
- // hack the name of performance
- // shaders keep a list of ShaderMaterial -> VisualServer name translations, to make
- // conversion fast and save memory.
- mutable bool params_cache_dirty;
- mutable Map<StringName, StringName> params_cache; //map a shader param to a material param..
- Map<StringName, Ref<Texture> > default_textures;
- virtual void _update_shader() const; //used for visual shader
- protected:
- static void _bind_methods();
- public:
- //void set_mode(Mode p_mode);
- virtual Mode get_mode() const;
- void set_code(const String &p_code);
- String get_code() const;
- void get_param_list(List<PropertyInfo> *p_params) const;
- bool has_param(const StringName &p_param) const;
- void set_default_texture_param(const StringName &p_param, const Ref<Texture> &p_texture);
- Ref<Texture> get_default_texture_param(const StringName &p_param) const;
- void get_default_texture_param_list(List<StringName> *r_textures) const;
- void set_custom_defines(const String &p_defines);
- String get_custom_defines() const;
- virtual bool is_text_shader() const;
- _FORCE_INLINE_ StringName remap_param(const StringName &p_param) const {
- if (params_cache_dirty)
- get_param_list(NULL);
- const Map<StringName, StringName>::Element *E = params_cache.find(p_param);
- if (E)
- return E->get();
- return StringName();
- }
- virtual RID get_rid() const;
- Shader();
- ~Shader();
- };
- VARIANT_ENUM_CAST(Shader::Mode);
- class ResourceFormatLoaderShader : public ResourceFormatLoader {
- public:
- virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
- virtual void get_recognized_extensions(List<String> *p_extensions) const;
- virtual bool handles_type(const String &p_type) const;
- virtual String get_resource_type(const String &p_path) const;
- };
- class ResourceFormatSaverShader : public ResourceFormatSaver {
- public:
- virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
- virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
- virtual bool recognize(const RES &p_resource) const;
- };
- #endif // SHADER_H
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