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- /*************************************************************************/
- /* shader.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2017 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 "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_signal(SceneStringNames::get_singleton()->changed);
- }
- String Shader::get_code() const {
- return VisualServer::get_singleton()->shader_get_code(shader);
- }
- void Shader::get_param_list(List<PropertyInfo> *p_params) const {
- 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();
- 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 {
- 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());
- }
- }
- 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());
- }
- }
- bool Shader::has_param(const StringName &p_param) const {
- return params_cache.has(p_param);
- }
- 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("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");
- 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);
- }
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