shader_include.h 3.6 KB

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  1. /**************************************************************************/
  2. /* shader_include.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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. #pragma once
  31. #include "core/io/resource.h"
  32. #include "core/io/resource_loader.h"
  33. #include "core/io/resource_saver.h"
  34. #include "core/templates/hash_set.h"
  35. class ShaderInclude : public Resource {
  36. GDCLASS(ShaderInclude, Resource);
  37. OBJ_SAVE_TYPE(ShaderInclude);
  38. private:
  39. String code;
  40. String include_path;
  41. HashSet<Ref<ShaderInclude>> dependencies;
  42. void _dependency_changed();
  43. protected:
  44. static void _bind_methods();
  45. public:
  46. void set_code(const String &p_text);
  47. String get_code() const;
  48. void set_include_path(const String &p_path);
  49. };
  50. class ResourceFormatLoaderShaderInclude : public ResourceFormatLoader {
  51. public:
  52. virtual Ref<Resource> load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE) override;
  53. virtual void get_recognized_extensions(List<String> *p_extensions) const override;
  54. virtual bool handles_type(const String &p_type) const override;
  55. virtual String get_resource_type(const String &p_path) const override;
  56. };
  57. class ResourceFormatSaverShaderInclude : public ResourceFormatSaver {
  58. public:
  59. virtual Error save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags = 0) override;
  60. virtual void get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const override;
  61. virtual bool recognize(const Ref<Resource> &p_resource) const override;
  62. };