virtualx-engine/scene/resources/shader.cpp

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/*************************************************************************/
/* shader.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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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. */
/*************************************************************************/
#include "shader.h"
#include "servers/visual_server.h"
#include "texture.h"
#include "os/file_access.h"
#include "scene/scene_string_names.h"
Shader::Mode Shader::get_mode() const {
return mode;
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}
void Shader::set_code( const String& p_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs,int p_light_ofs) {
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VisualServer::get_singleton()->shader_set_code(shader,p_vertex,p_fragment,p_light,0,p_fragment_ofs,p_light_ofs);
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params_cache_dirty=true;
emit_signal(SceneStringNames::get_singleton()->changed);
}
String Shader::get_vertex_code() const {
return VisualServer::get_singleton()->shader_get_vertex_code(shader);
}
String Shader::get_fragment_code() const {
return VisualServer::get_singleton()->shader_get_fragment_code(shader);
}
String Shader::get_light_code() const {
return VisualServer::get_singleton()->shader_get_light_code(shader);
}
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bool Shader::has_param(const StringName& p_param) const {
if (params_cache_dirty)
get_param_list(NULL);
return (params_cache.has(p_param));
}
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;
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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;
}
Dictionary Shader::_get_code() {
String fs = VisualServer::get_singleton()->shader_get_fragment_code(shader);
String vs = VisualServer::get_singleton()->shader_get_vertex_code(shader);
String ls = VisualServer::get_singleton()->shader_get_light_code(shader);
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Dictionary c;
c["fragment"]=fs;
c["fragment_ofs"]=0;
c["vertex"]=vs;
c["vertex_ofs"]=0;
c["light"]=ls;
c["light_ofs"]=0;
Array arr;
for(const Map<StringName,Ref<Texture> >::Element *E=default_textures.front();E;E=E->next()) {
arr.push_back(E->key());
arr.push_back(E->get());
}
if (arr.size())
c["default_tex"]=arr;
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return c;
}
void Shader::_set_code(const Dictionary& p_string) {
ERR_FAIL_COND(!p_string.has("fragment"));
ERR_FAIL_COND(!p_string.has("vertex"));
String light;
if (p_string.has("light"))
light=p_string["light"];
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set_code(p_string["vertex"],p_string["fragment"],light);
if (p_string.has("default_tex")) {
Array arr=p_string["default_tex"];
if ((arr.size()&1)==0) {
for(int i=0;i<arr.size();i+=2) {
set_default_texture_param(arr[i],arr[i+1]);
}
}
}
}
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>();
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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());
}
}
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void Shader::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_mode"),&Shader::get_mode);
ObjectTypeDB::bind_method(_MD("set_code","vcode","fcode","lcode","fofs","lofs"),&Shader::set_code,DEFVAL(0),DEFVAL(0));
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ObjectTypeDB::bind_method(_MD("get_vertex_code"),&Shader::get_vertex_code);
ObjectTypeDB::bind_method(_MD("get_fragment_code"),&Shader::get_fragment_code);
ObjectTypeDB::bind_method(_MD("get_light_code"),&Shader::get_light_code);
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ObjectTypeDB::bind_method(_MD("set_default_texture_param","param","texture:Texture"),&Shader::set_default_texture_param);
ObjectTypeDB::bind_method(_MD("get_default_texture_param:Texture","param"),&Shader::get_default_texture_param);
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ObjectTypeDB::bind_method(_MD("has_param","name"),&Shader::has_param);
ObjectTypeDB::bind_method(_MD("_set_code","code"),&Shader::_set_code);
ObjectTypeDB::bind_method(_MD("_get_code"),&Shader::_get_code);
//ObjectTypeDB::bind_method(_MD("get_param_list"),&Shader::get_fragment_code);
ADD_PROPERTY( PropertyInfo(Variant::STRING, "_code",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), _SCS("_set_code"), _SCS("_get_code") );
BIND_CONSTANT( MODE_MATERIAL );
BIND_CONSTANT( MODE_CANVAS_ITEM );
BIND_CONSTANT( MODE_POST_PROCESS );
}
Shader::Shader(Mode p_mode) {
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mode=p_mode;
shader = VisualServer::get_singleton()->shader_create(VS::ShaderMode(p_mode));
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params_cache_dirty=true;
}
Shader::~Shader() {
VisualServer::get_singleton()->free(shader);
}
/************ Loader from text ***************/
RES ResourceFormatLoaderShader::load(const String &p_path, const String& p_original_path, Error *r_error) {
if (r_error)
*r_error=ERR_FILE_CANT_OPEN;
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String fragment_code;
String vertex_code;
String light_code;
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int mode=-1;
Error err;
FileAccess *f = FileAccess::open(p_path,FileAccess::READ,&err);
ERR_EXPLAIN("Unable to open shader file: "+p_path);
ERR_FAIL_COND_V(err,RES());
String base_path = p_path.get_base_dir();
if (r_error)
*r_error=ERR_FILE_CORRUPT;
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Ref<Shader> shader;//( memnew( Shader ) );
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int line=0;
while(!f->eof_reached()) {
String l = f->get_line();
line++;
if (mode<=0) {
l = l.strip_edges();
int comment = l.find(";");
if (comment!=-1)
l=l.substr(0,comment);
}
if (mode<1)
vertex_code+="\n";
if (mode<2)
fragment_code+="\n";
if (mode < 1 && l=="")
continue;
if (l.begins_with("[")) {
l=l.strip_edges();
if (l=="[params]") {
if (mode>=0) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Misplaced [params] section.");
ERR_FAIL_V(RES());
}
mode=0;
} else if (l=="[vertex]") {
if (mode>=1) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Misplaced [vertex] section.");
ERR_FAIL_V(RES());
}
mode=1;
} else if (l=="[fragment]") {
if (mode>=2) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Misplaced [fragment] section.");
ERR_FAIL_V(RES());
}
mode=1;
} else {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Unknown section type: '"+l+"'.");
ERR_FAIL_V(RES());
}
continue;
}
if (mode==0) {
int eqpos = l.find("=");
if (eqpos==-1) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Expected '='.");
ERR_FAIL_V(RES());
}
String right=l.substr(eqpos+1,l.length()).strip_edges();
if (right=="") {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Expected value after '='.");
ERR_FAIL_V(RES());
}
Variant value;
if (right=="true") {
value = true;
} else if (right=="false") {
value = false;
} else if (right.is_valid_float()) {
//is number
value = right.to_double();
} else if (right.is_valid_html_color()) {
//is html color
value = Color::html(right);
} else {
//attempt to parse a constructor
int popenpos = right.find("(");
if (popenpos==-1) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid constructor syntax: "+right);
ERR_FAIL_V(RES());
}
int pclosepos = right.find_last(")");
if (pclosepos==-1) {
ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid constructor parameter syntax: "+right);
ERR_FAIL_V(RES());
}
String type = right.substr(0,popenpos);
String param = right.substr(popenpos+1,pclosepos-popenpos-1).strip_edges();
if (type=="tex") {
if (param=="") {
value=RID();
} else {
String path;
if (param.is_abs_path())
path=param;
else
path=base_path+"/"+param;
Ref<Texture> texture = ResourceLoader::load(path);
if (!texture.is_valid()) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Couldn't find icon at path: "+path);
ERR_FAIL_V(RES());
}
value=texture;
}
} else if (type=="vec3") {
if (param=="") {
value=Vector3();
} else {
Vector<String> params = param.split(",");
if (params.size()!=3) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid param count for vec3(): '"+right+"'.");
ERR_FAIL_V(RES());
}
Vector3 v;
for(int i=0;i<3;i++)
v[i]=params[i].to_double();
value=v;
}
} else if (type=="xform") {
if (param=="") {
value=Transform();
} else {
Vector<String> params = param.split(",");
if (params.size()!=12) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid param count for xform(): '"+right+"'.");
ERR_FAIL_V(RES());
}
Transform t;
for(int i=0;i<9;i++)
t.basis[i%3][i/3]=params[i].to_double();
for(int i=0;i<3;i++)
t.origin[i]=params[i-9].to_double();
value=t;
}
} else {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid constructor type: '"+type+"'.");
ERR_FAIL_V(RES());
}
}
String left= l.substr(0,eqpos);
// shader->set_param(left,value);
} else if (mode==1) {
vertex_code+=l;
} else if (mode==2) {
fragment_code+=l;
}
}
shader->set_code(vertex_code,fragment_code,light_code);
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f->close();
memdelete(f);
if (r_error)
*r_error=OK;
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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 {
if (p_path.extension().to_lower()=="shader")
return "Shader";
return "";
}