virtualx-engine/scene/resources/shader.cpp

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/*************************************************************************/
/* shader.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
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#include "shader.h"
#include "core/os/file_access.h"
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#include "scene/scene_string_names.h"
#include "servers/visual/shader_language.h"
#include "servers/visual_server.h"
#include "texture.h"
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Shader::Mode Shader::get_mode() const {
return mode;
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}
void Shader::set_code(const String &p_code) {
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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;
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emit_changed();
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}
String Shader::get_code() const {
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_update_shader();
return VisualServer::get_singleton()->shader_get_code(shader);
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}
void Shader::get_param_list(List<PropertyInfo> *p_params) const {
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_update_shader();
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List<PropertyInfo> local;
VisualServer::get_singleton()->shader_get_param_list(shader, &local);
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params_cache.clear();
params_cache_dirty = false;
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for (List<PropertyInfo>::Element *E = local.front(); E; E = E->next()) {
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PropertyInfo pi = E->get();
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if (default_textures.has(pi.name)) { //do not show default textures
continue;
}
pi.name = "shader_param/" + pi.name;
params_cache[pi.name] = E->get().name;
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if (p_params) {
//small little hack
if (pi.type == Variant::_RID)
pi.type = Variant::OBJECT;
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p_params->push_back(pi);
}
}
}
RID Shader::get_rid() const {
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_update_shader();
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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());
}
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emit_changed();
}
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>();
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}
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::is_text_shader() const {
return true;
}
bool Shader::has_param(const StringName &p_param) const {
return params_cache.has(p_param);
}
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void Shader::_update_shader() const {
}
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void Shader::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
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ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
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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);
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//ClassDB::bind_method(D_METHOD("get_param_list"),&Shader::get_fragment_code);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_code", "get_code");
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BIND_ENUM_CONSTANT(MODE_SPATIAL);
BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
BIND_ENUM_CONSTANT(MODE_PARTICLES);
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}
Shader::Shader() {
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mode = MODE_SPATIAL;
shader = VisualServer::get_singleton()->shader_create();
params_cache_dirty = true;
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}
Shader::~Shader() {
VisualServer::get_singleton()->free(shader);
}
////////////
RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error) {
if (r_error)
*r_error = ERR_FILE_CANT_OPEN;
Ref<Shader> shader;
shader.instance();
Vector<uint8_t> buffer = FileAccess::get_file_as_array(p_path);
String str;
str.parse_utf8((const char *)buffer.ptr(), buffer.size());
shader->set_code(str);
if (r_error)
*r_error = OK;
return shader;
}
void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("shader");
}
bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
return (p_type == "Shader");
}
String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
String el = p_path.get_extension().to_lower();
if (el == "shader")
return "Shader";
return "";
}
Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
Ref<Shader> shader = p_resource;
ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
String source = shader->get_code();
Error err;
FileAccess *file = FileAccess::open(p_path, FileAccess::WRITE, &err);
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ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
file->store_string(source);
if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
memdelete(file);
return ERR_CANT_CREATE;
}
file->close();
memdelete(file);
return OK;
}
void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
if (shader->is_text_shader()) {
p_extensions->push_back("shader");
}
}
}
bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
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return p_resource->get_class_name() == "Shader"; //only shader, not inherited
}