virtualx-engine/editor/import/resource_importer_shader_file.cpp

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2020-05-10 12:53:46 +02:00
/*************************************************************************/
/* resource_importer_shader_file.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "resource_importer_shader_file.h"
#include "core/io/marshalls.h"
#include "core/io/resource_saver.h"
#include "core/os/file_access.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(List<ImportOption> *r_options, int p_preset) const {
}
bool ResourceImporterShaderFile::get_option_visibility(const String &p_option, const Map<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_rel_path()) {
include = base_path->plus_file(include);
}
FileAccessRef 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 Map<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files, Variant *r_metadata) {
/* STEP 1, Read shader code */
Error err;
FileAccessRef file = FileAccess::open(p_source_file, FileAccess::READ, &err);
ERR_FAIL_COND_V(err != OK, ERR_CANT_OPEN);
ERR_FAIL_COND_V(!file.operator->(), ERR_CANT_OPEN);
String file_txt = file->get_as_utf8_string();
Ref<RDShaderFile> shader_file;
shader_file.instance();
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()) {
EditorNode::get_singleton()->add_io_error(vformat(TTR("Error importing GLSL shader file: '%s'. Open the file in the filesystem dock in order to see the reason."), p_source_file));
}
}
ResourceSaver::save(p_save_path + ".res", shader_file);
return OK;
}
ResourceImporterShaderFile::ResourceImporterShaderFile() {
}