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- /**************************************************************************/
- /* resource_importer_shader_file.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 "resource_importer_shader_file.h"
- #include "core/io/file_access.h"
- #include "core/io/marshalls.h"
- #include "core/io/resource_saver.h"
- #include "editor/editor_node.h"
- #include "editor/plugins/shader_file_editor_plugin.h"
- #include "servers/rendering/rendering_device_binds.h"
- String ResourceImporterShaderFile::get_importer_name() const {
- return "glsl";
- }
- String ResourceImporterShaderFile::get_visible_name() const {
- return "GLSL Shader File";
- }
- void ResourceImporterShaderFile::get_recognized_extensions(List<String> *p_extensions) const {
- p_extensions->push_back("glsl");
- }
- String ResourceImporterShaderFile::get_save_extension() const {
- return "res";
- }
- String ResourceImporterShaderFile::get_resource_type() const {
- return "RDShaderFile";
- }
- int ResourceImporterShaderFile::get_preset_count() const {
- return 0;
- }
- String ResourceImporterShaderFile::get_preset_name(int p_idx) const {
- return String();
- }
- void ResourceImporterShaderFile::get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset) const {
- }
- bool ResourceImporterShaderFile::get_option_visibility(const String &p_path, const String &p_option, const HashMap<StringName, Variant> &p_options) const {
- return true;
- }
- static String _include_function(const String &p_path, void *userpointer) {
- Error err;
- String *base_path = (String *)userpointer;
- String include = p_path;
- if (include.is_relative_path()) {
- include = base_path->path_join(include);
- }
- Ref<FileAccess> file_inc = FileAccess::open(include, FileAccess::READ, &err);
- if (err != OK) {
- return String();
- }
- return file_inc->get_as_utf8_string();
- }
- Error ResourceImporterShaderFile::import(const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files, Variant *r_metadata) {
- /* STEP 1, Read shader code */
- ERR_FAIL_COND_V_EDMSG((OS::get_singleton()->get_current_rendering_method() == "gl_compatibility"), ERR_UNAVAILABLE, "Cannot import custom .glsl shaders when using the gl_compatibility rendering_method. Please switch to the forward_plus or mobile rendering methods to use custom shaders.");
- Error err;
- Ref<FileAccess> file = FileAccess::open(p_source_file, FileAccess::READ, &err);
- ERR_FAIL_COND_V(err != OK, ERR_CANT_OPEN);
- ERR_FAIL_COND_V(!file.is_valid(), ERR_CANT_OPEN);
- String file_txt = file->get_as_utf8_string();
- Ref<RDShaderFile> shader_file;
- shader_file.instantiate();
- String base_path = p_source_file.get_base_dir();
- err = shader_file->parse_versions_from_text(file_txt, "", _include_function, &base_path);
- if (err != OK) {
- if (!ShaderFileEditor::singleton->is_visible_in_tree()) {
- callable_mp_static(&EditorNode::add_io_error).bind(vformat(TTR("Error importing GLSL shader file: '%s'. Open the file in the filesystem dock in order to see the reason."), p_source_file)).call_deferred();
- }
- }
- ResourceSaver::save(shader_file, p_save_path + ".res");
- return OK;
- }
- ResourceImporterShaderFile::ResourceImporterShaderFile() {
- }
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