Added ability to visualize native shaders
This commit is contained in:
parent
cdfcf68af9
commit
cdb216f4e4
23 changed files with 342 additions and 6 deletions
72
editor/editor_native_shader_source_visualizer.cpp
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72
editor/editor_native_shader_source_visualizer.cpp
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@ -0,0 +1,72 @@
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/*************************************************************************/
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/* editor_native_shader_source_visualizer.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "editor_native_shader_source_visualizer.h"
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#include "scene/gui/text_edit.h"
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void EditorNativeShaderSourceVisualizer::_inspect_shader(RID p_shader) {
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if (versions) {
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memdelete(versions);
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versions = nullptr;
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}
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RS::ShaderNativeSourceCode nsc = RS::get_singleton()->shader_get_native_source_code(p_shader);
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versions = memnew(TabContainer);
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versions->set_v_size_flags(Control::SIZE_EXPAND_FILL);
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versions->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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for (int i = 0; i < nsc.versions.size(); i++) {
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TabContainer *vtab = memnew(TabContainer);
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vtab->set_name("Version " + itos(i));
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vtab->set_v_size_flags(Control::SIZE_EXPAND_FILL);
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vtab->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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versions->add_child(vtab);
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for (int j = 0; j < nsc.versions[i].stages.size(); j++) {
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TextEdit *vtext = memnew(TextEdit);
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vtext->set_readonly(true);
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vtext->set_name(nsc.versions[i].stages[j].name);
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vtext->set_text(nsc.versions[i].stages[j].code);
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vtext->set_v_size_flags(Control::SIZE_EXPAND_FILL);
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vtext->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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vtab->add_child(vtext);
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}
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}
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add_child(versions);
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popup_centered_ratio();
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}
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void EditorNativeShaderSourceVisualizer::_bind_methods() {
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ClassDB::bind_method("_inspect_shader", &EditorNativeShaderSourceVisualizer::_inspect_shader);
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}
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EditorNativeShaderSourceVisualizer::EditorNativeShaderSourceVisualizer() {
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add_to_group("_native_shader_source_visualizer");
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set_title(TTR("Native Shader Source Inspector"));
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}
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50
editor/editor_native_shader_source_visualizer.h
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50
editor/editor_native_shader_source_visualizer.h
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@ -0,0 +1,50 @@
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/*************************************************************************/
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/* editor_native_shader_source_visualizer.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITOR_NATIVE_SHADER_SOURCE_VISUALIZER_H
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#define EDITOR_NATIVE_SHADER_SOURCE_VISUALIZER_H
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#include "scene/gui/dialogs.h"
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#include "scene/gui/tab_container.h"
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class EditorNativeShaderSourceVisualizer : public AcceptDialog {
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GDCLASS(EditorNativeShaderSourceVisualizer, AcceptDialog)
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TabContainer *versions = nullptr;
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void _inspect_shader(RID p_shader);
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protected:
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static void _bind_methods();
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public:
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EditorNativeShaderSourceVisualizer();
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};
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#endif // EDITOR_NATIVE_SHADER_SOURCE_VISUALIZER_H
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@ -6528,6 +6528,9 @@ EditorNode::EditorNode() {
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center_split->connect("resized", callable_mp(this, &EditorNode::_vp_resized));
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center_split->connect("resized", callable_mp(this, &EditorNode::_vp_resized));
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native_shader_source_visualizer = memnew(EditorNativeShaderSourceVisualizer);
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gui_base->add_child(native_shader_source_visualizer);
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orphan_resources = memnew(OrphanResourcesDialog);
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orphan_resources = memnew(OrphanResourcesDialog);
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gui_base->add_child(orphan_resources);
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gui_base->add_child(orphan_resources);
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@ -34,6 +34,7 @@
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#include "editor/editor_data.h"
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#include "editor/editor_data.h"
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#include "editor/editor_export.h"
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#include "editor/editor_export.h"
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#include "editor/editor_folding.h"
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#include "editor/editor_folding.h"
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#include "editor/editor_native_shader_source_visualizer.h"
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#include "editor/editor_run.h"
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#include "editor/editor_run.h"
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#include "editor/inspector_dock.h"
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#include "editor/inspector_dock.h"
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#include "editor/property_editor.h"
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#include "editor/property_editor.h"
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@ -323,6 +324,8 @@ private:
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String current_path;
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String current_path;
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MenuButton *update_spinner;
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MenuButton *update_spinner;
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EditorNativeShaderSourceVisualizer *native_shader_source_visualizer;
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String defer_load_scene;
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String defer_load_scene;
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Node *_last_instanced_scene;
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Node *_last_instanced_scene;
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@ -149,7 +149,7 @@ public:
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static void finish_shaders();
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static void finish_shaders();
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static void flush_changes();
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static void flush_changes();
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RID get_shader_rid() const;
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virtual RID get_shader_rid() const override;
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virtual Shader::Mode get_shader_mode() const override;
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virtual Shader::Mode get_shader_mode() const override;
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@ -36,6 +36,7 @@
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#include "editor/editor_settings.h"
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#include "editor/editor_settings.h"
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#endif
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#endif
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#include "scene/main/scene_tree.h"
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#include "scene/scene_string_names.h"
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#include "scene/scene_string_names.h"
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void Material::set_next_pass(const Ref<Material> &p_pass) {
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void Material::set_next_pass(const Ref<Material> &p_pass) {
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@ -80,6 +81,14 @@ void Material::_validate_property(PropertyInfo &property) const {
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}
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}
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}
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}
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void Material::inspect_native_shader_code() {
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SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
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RID shader = get_shader_rid();
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if (st && shader.is_valid()) {
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st->call_group("_native_shader_source_visualizer", "_inspect_shader", shader);
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}
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}
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void Material::_bind_methods() {
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void Material::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
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ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
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ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
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ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
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@ -87,6 +96,9 @@ void Material::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
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ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
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ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
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ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
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ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Material::inspect_native_shader_code);
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ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RENDER_PRIORITY_MIN) + "," + itos(RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RENDER_PRIORITY_MIN) + "," + itos(RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
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@ -260,6 +272,13 @@ Shader::Mode ShaderMaterial::get_shader_mode() const {
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return Shader::MODE_SPATIAL;
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return Shader::MODE_SPATIAL;
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}
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}
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}
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}
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RID ShaderMaterial::get_shader_rid() const {
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if (shader.is_valid()) {
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return shader->get_rid();
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} else {
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return RID();
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}
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}
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ShaderMaterial::ShaderMaterial() {
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ShaderMaterial::ShaderMaterial() {
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}
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}
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@ -47,6 +47,8 @@ class Material : public Resource {
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Ref<Material> next_pass;
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Ref<Material> next_pass;
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int render_priority;
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int render_priority;
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void inspect_native_shader_code();
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protected:
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protected:
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_FORCE_INLINE_ RID _get_material() const { return material; }
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_FORCE_INLINE_ RID _get_material() const { return material; }
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static void _bind_methods();
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static void _bind_methods();
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int get_render_priority() const;
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int get_render_priority() const;
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virtual RID get_rid() const override;
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virtual RID get_rid() const override;
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virtual RID get_shader_rid() const = 0;
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virtual Shader::Mode get_shader_mode() const = 0;
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virtual Shader::Mode get_shader_mode() const = 0;
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Material();
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Material();
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virtual Shader::Mode get_shader_mode() const override;
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virtual Shader::Mode get_shader_mode() const override;
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virtual RID get_shader_rid() const override;
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ShaderMaterial();
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ShaderMaterial();
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~ShaderMaterial();
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~ShaderMaterial();
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};
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};
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static RID get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard = false, bool p_billboard_y = false);
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static RID get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard = false, bool p_billboard_y = false);
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RID get_shader_rid() const;
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virtual RID get_shader_rid() const override;
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virtual Shader::Mode get_shader_mode() const override;
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virtual Shader::Mode get_shader_mode() const override;
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void set_sub_emitter_keep_velocity(bool p_enable);
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void set_sub_emitter_keep_velocity(bool p_enable);
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bool get_sub_emitter_keep_velocity() const;
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bool get_sub_emitter_keep_velocity() const;
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RID get_shader_rid() const;
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virtual RID get_shader_rid() const override;
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virtual Shader::Mode get_shader_mode() const override;
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virtual Shader::Mode get_shader_mode() const override;
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float get_sun_curve() const;
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float get_sun_curve() const;
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virtual Shader::Mode get_shader_mode() const override;
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virtual Shader::Mode get_shader_mode() const override;
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RID get_shader_rid() const;
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virtual RID get_shader_rid() const override;
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ProceduralSkyMaterial();
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ProceduralSkyMaterial();
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~ProceduralSkyMaterial();
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~ProceduralSkyMaterial();
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Ref<Texture2D> get_panorama() const;
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Ref<Texture2D> get_panorama() const;
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virtual Shader::Mode get_shader_mode() const override;
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virtual Shader::Mode get_shader_mode() const override;
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RID get_shader_rid() const;
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virtual RID get_shader_rid() const override;
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PanoramaSkyMaterial();
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PanoramaSkyMaterial();
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~PanoramaSkyMaterial();
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~PanoramaSkyMaterial();
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Ref<Texture2D> get_night_sky() const;
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Ref<Texture2D> get_night_sky() const;
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virtual Shader::Mode get_shader_mode() const override;
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virtual Shader::Mode get_shader_mode() const override;
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RID get_shader_rid() const;
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virtual RID get_shader_rid() const override;
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PhysicalSkyMaterial();
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PhysicalSkyMaterial();
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~PhysicalSkyMaterial();
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~PhysicalSkyMaterial();
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@ -2239,6 +2239,11 @@ Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringNa
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return Variant();
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return Variant();
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}
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}
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RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const {
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RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
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return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
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}
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RendererCanvasRenderRD::ShaderData::ShaderData() {
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RendererCanvasRenderRD::ShaderData::ShaderData() {
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valid = false;
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valid = false;
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uses_screen_texture = false;
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uses_screen_texture = false;
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@ -188,6 +188,8 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
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virtual bool is_animated() const;
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual bool casts_shadows() const;
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virtual Variant get_default_parameter(const StringName &p_parameter) const;
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virtual Variant get_default_parameter(const StringName &p_parameter) const;
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virtual RS::ShaderNativeSourceCode get_native_source_code() const;
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ShaderData();
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ShaderData();
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virtual ~ShaderData();
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virtual ~ShaderData();
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};
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};
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@ -394,6 +394,12 @@ Variant RendererSceneRenderForward::ShaderData::get_default_parameter(const Stri
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return Variant();
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return Variant();
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}
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}
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RS::ShaderNativeSourceCode RendererSceneRenderForward::ShaderData::get_native_source_code() const {
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||||||
|
RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
|
||||||
|
|
||||||
|
return scene_singleton->shader.scene_shader.version_get_native_source_code(version);
|
||||||
|
}
|
||||||
|
|
||||||
RendererSceneRenderForward::ShaderData::ShaderData() {
|
RendererSceneRenderForward::ShaderData::ShaderData() {
|
||||||
valid = false;
|
valid = false;
|
||||||
uses_screen_texture = false;
|
uses_screen_texture = false;
|
||||||
|
|
|
@ -169,6 +169,8 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
|
||||||
virtual bool is_animated() const;
|
virtual bool is_animated() const;
|
||||||
virtual bool casts_shadows() const;
|
virtual bool casts_shadows() const;
|
||||||
virtual Variant get_default_parameter(const StringName &p_parameter) const;
|
virtual Variant get_default_parameter(const StringName &p_parameter) const;
|
||||||
|
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
|
||||||
|
|
||||||
ShaderData();
|
ShaderData();
|
||||||
virtual ~ShaderData();
|
virtual ~ShaderData();
|
||||||
};
|
};
|
||||||
|
|
|
@ -2674,6 +2674,12 @@ Variant RendererSceneRenderRD::SkyShaderData::get_default_parameter(const String
|
||||||
return Variant();
|
return Variant();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
RS::ShaderNativeSourceCode RendererSceneRenderRD::SkyShaderData::get_native_source_code() const {
|
||||||
|
RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
|
||||||
|
|
||||||
|
return scene_singleton->sky_shader.shader.version_get_native_source_code(version);
|
||||||
|
}
|
||||||
|
|
||||||
RendererSceneRenderRD::SkyShaderData::SkyShaderData() {
|
RendererSceneRenderRD::SkyShaderData::SkyShaderData() {
|
||||||
valid = false;
|
valid = false;
|
||||||
}
|
}
|
||||||
|
|
|
@ -233,6 +233,7 @@ private:
|
||||||
virtual bool is_animated() const;
|
virtual bool is_animated() const;
|
||||||
virtual bool casts_shadows() const;
|
virtual bool casts_shadows() const;
|
||||||
virtual Variant get_default_parameter(const StringName &p_parameter) const;
|
virtual Variant get_default_parameter(const StringName &p_parameter) const;
|
||||||
|
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
|
||||||
SkyShaderData();
|
SkyShaderData();
|
||||||
virtual ~SkyShaderData();
|
virtual ~SkyShaderData();
|
||||||
};
|
};
|
||||||
|
|
|
@ -1499,6 +1499,15 @@ void RendererStorageRD::shader_set_data_request_function(ShaderType p_shader_typ
|
||||||
shader_data_request_func[p_shader_type] = p_function;
|
shader_data_request_func[p_shader_type] = p_function;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
RS::ShaderNativeSourceCode RendererStorageRD::shader_get_native_source_code(RID p_shader) const {
|
||||||
|
Shader *shader = shader_owner.getornull(p_shader);
|
||||||
|
ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
|
||||||
|
if (shader->data) {
|
||||||
|
return shader->data->get_native_source_code();
|
||||||
|
}
|
||||||
|
return RS::ShaderNativeSourceCode();
|
||||||
|
}
|
||||||
|
|
||||||
/* COMMON MATERIAL API */
|
/* COMMON MATERIAL API */
|
||||||
|
|
||||||
RID RendererStorageRD::material_create() {
|
RID RendererStorageRD::material_create() {
|
||||||
|
@ -4823,6 +4832,10 @@ Variant RendererStorageRD::ParticlesShaderData::get_default_parameter(const Stri
|
||||||
return Variant();
|
return Variant();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
RS::ShaderNativeSourceCode RendererStorageRD::ParticlesShaderData::get_native_source_code() const {
|
||||||
|
return base_singleton->particles_shader.shader.version_get_native_source_code(version);
|
||||||
|
}
|
||||||
|
|
||||||
RendererStorageRD::ParticlesShaderData::ParticlesShaderData() {
|
RendererStorageRD::ParticlesShaderData::ParticlesShaderData() {
|
||||||
valid = false;
|
valid = false;
|
||||||
}
|
}
|
||||||
|
|
|
@ -127,6 +127,8 @@ public:
|
||||||
virtual bool is_animated() const = 0;
|
virtual bool is_animated() const = 0;
|
||||||
virtual bool casts_shadows() const = 0;
|
virtual bool casts_shadows() const = 0;
|
||||||
virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
|
virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
|
||||||
|
virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
|
||||||
|
|
||||||
virtual ~ShaderData() {}
|
virtual ~ShaderData() {}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -840,6 +842,8 @@ private:
|
||||||
virtual bool is_animated() const;
|
virtual bool is_animated() const;
|
||||||
virtual bool casts_shadows() const;
|
virtual bool casts_shadows() const;
|
||||||
virtual Variant get_default_parameter(const StringName &p_parameter) const;
|
virtual Variant get_default_parameter(const StringName &p_parameter) const;
|
||||||
|
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
|
||||||
|
|
||||||
ParticlesShaderData();
|
ParticlesShaderData();
|
||||||
virtual ~ParticlesShaderData();
|
virtual ~ParticlesShaderData();
|
||||||
};
|
};
|
||||||
|
@ -1339,6 +1343,8 @@ public:
|
||||||
Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
|
Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
|
||||||
void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
|
void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
|
||||||
|
|
||||||
|
virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const;
|
||||||
|
|
||||||
/* COMMON MATERIAL API */
|
/* COMMON MATERIAL API */
|
||||||
|
|
||||||
RID material_create();
|
RID material_create();
|
||||||
|
|
|
@ -351,6 +351,127 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
|
||||||
|
Version *version = version_owner.getornull(p_version);
|
||||||
|
RS::ShaderNativeSourceCode source_code;
|
||||||
|
ERR_FAIL_COND_V(!version, source_code);
|
||||||
|
|
||||||
|
source_code.versions.resize(variant_defines.size());
|
||||||
|
|
||||||
|
for (int i = 0; i < source_code.versions.size(); i++) {
|
||||||
|
if (!is_compute) {
|
||||||
|
//vertex stage
|
||||||
|
|
||||||
|
StringBuilder builder;
|
||||||
|
|
||||||
|
builder.append(vertex_codev.get_data()); // version info (if exists)
|
||||||
|
builder.append("\n"); //make sure defines begin at newline
|
||||||
|
builder.append(general_defines.get_data());
|
||||||
|
builder.append(variant_defines[i].get_data());
|
||||||
|
|
||||||
|
for (int j = 0; j < version->custom_defines.size(); j++) {
|
||||||
|
builder.append(version->custom_defines[j].get_data());
|
||||||
|
}
|
||||||
|
|
||||||
|
builder.append(vertex_code0.get_data()); //first part of vertex
|
||||||
|
|
||||||
|
builder.append(version->uniforms.get_data()); //uniforms (same for vertex and fragment)
|
||||||
|
|
||||||
|
builder.append(vertex_code1.get_data()); //second part of vertex
|
||||||
|
|
||||||
|
builder.append(version->vertex_globals.get_data()); // vertex globals
|
||||||
|
|
||||||
|
builder.append(vertex_code2.get_data()); //third part of vertex
|
||||||
|
|
||||||
|
builder.append(version->vertex_code.get_data()); // code
|
||||||
|
|
||||||
|
builder.append(vertex_code3.get_data()); //fourth of vertex
|
||||||
|
|
||||||
|
RS::ShaderNativeSourceCode::Version::Stage stage;
|
||||||
|
stage.name = "vertex";
|
||||||
|
stage.code = builder.as_string();
|
||||||
|
|
||||||
|
source_code.versions.write[i].stages.push_back(stage);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!is_compute) {
|
||||||
|
//fragment stage
|
||||||
|
|
||||||
|
StringBuilder builder;
|
||||||
|
|
||||||
|
builder.append(fragment_codev.get_data()); // version info (if exists)
|
||||||
|
builder.append("\n"); //make sure defines begin at newline
|
||||||
|
|
||||||
|
builder.append(general_defines.get_data());
|
||||||
|
builder.append(variant_defines[i].get_data());
|
||||||
|
for (int j = 0; j < version->custom_defines.size(); j++) {
|
||||||
|
builder.append(version->custom_defines[j].get_data());
|
||||||
|
}
|
||||||
|
|
||||||
|
builder.append(fragment_code0.get_data()); //first part of fragment
|
||||||
|
|
||||||
|
builder.append(version->uniforms.get_data()); //uniforms (same for fragment and fragment)
|
||||||
|
|
||||||
|
builder.append(fragment_code1.get_data()); //first part of fragment
|
||||||
|
|
||||||
|
builder.append(version->fragment_globals.get_data()); // fragment globals
|
||||||
|
|
||||||
|
builder.append(fragment_code2.get_data()); //third part of fragment
|
||||||
|
|
||||||
|
builder.append(version->fragment_light.get_data()); // fragment light
|
||||||
|
|
||||||
|
builder.append(fragment_code3.get_data()); //fourth part of fragment
|
||||||
|
|
||||||
|
builder.append(version->fragment_code.get_data()); // fragment code
|
||||||
|
|
||||||
|
builder.append(fragment_code4.get_data()); //fourth part of fragment
|
||||||
|
|
||||||
|
RS::ShaderNativeSourceCode::Version::Stage stage;
|
||||||
|
stage.name = "fragment";
|
||||||
|
stage.code = builder.as_string();
|
||||||
|
|
||||||
|
source_code.versions.write[i].stages.push_back(stage);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (is_compute) {
|
||||||
|
//compute stage
|
||||||
|
|
||||||
|
StringBuilder builder;
|
||||||
|
|
||||||
|
builder.append(compute_codev.get_data()); // version info (if exists)
|
||||||
|
builder.append("\n"); //make sure defines begin at newline
|
||||||
|
builder.append(general_defines.get_data());
|
||||||
|
builder.append(variant_defines[i].get_data());
|
||||||
|
|
||||||
|
for (int j = 0; j < version->custom_defines.size(); j++) {
|
||||||
|
builder.append(version->custom_defines[j].get_data());
|
||||||
|
}
|
||||||
|
|
||||||
|
builder.append(compute_code0.get_data()); //first part of compute
|
||||||
|
|
||||||
|
builder.append(version->uniforms.get_data()); //uniforms (same for compute and fragment)
|
||||||
|
|
||||||
|
builder.append(compute_code1.get_data()); //second part of compute
|
||||||
|
|
||||||
|
builder.append(version->compute_globals.get_data()); // compute globals
|
||||||
|
|
||||||
|
builder.append(compute_code2.get_data()); //third part of compute
|
||||||
|
|
||||||
|
builder.append(version->compute_code.get_data()); // code
|
||||||
|
|
||||||
|
builder.append(compute_code3.get_data()); //fourth of compute
|
||||||
|
|
||||||
|
RS::ShaderNativeSourceCode::Version::Stage stage;
|
||||||
|
stage.name = "compute";
|
||||||
|
stage.code = builder.as_string();
|
||||||
|
|
||||||
|
source_code.versions.write[i].stages.push_back(stage);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return source_code;
|
||||||
|
}
|
||||||
|
|
||||||
void ShaderRD::_compile_version(Version *p_version) {
|
void ShaderRD::_compile_version(Version *p_version) {
|
||||||
_clear_version(p_version);
|
_clear_version(p_version);
|
||||||
|
|
||||||
|
|
|
@ -36,6 +36,7 @@
|
||||||
#include "core/templates/map.h"
|
#include "core/templates/map.h"
|
||||||
#include "core/templates/rid_owner.h"
|
#include "core/templates/rid_owner.h"
|
||||||
#include "core/variant/variant.h"
|
#include "core/variant/variant.h"
|
||||||
|
#include "servers/rendering_server.h"
|
||||||
|
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
/**
|
/**
|
||||||
|
@ -133,6 +134,8 @@ public:
|
||||||
void set_variant_enabled(int p_variant, bool p_enabled);
|
void set_variant_enabled(int p_variant, bool p_enabled);
|
||||||
bool is_variant_enabled(int p_variant) const;
|
bool is_variant_enabled(int p_variant) const;
|
||||||
|
|
||||||
|
RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
|
||||||
|
|
||||||
void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
|
void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
|
||||||
virtual ~ShaderRD();
|
virtual ~ShaderRD();
|
||||||
};
|
};
|
||||||
|
|
|
@ -179,6 +179,8 @@ public:
|
||||||
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
|
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
|
||||||
virtual Variant shader_get_param_default(RID p_material, const StringName &p_param) const = 0;
|
virtual Variant shader_get_param_default(RID p_material, const StringName &p_param) const = 0;
|
||||||
|
|
||||||
|
virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const = 0;
|
||||||
|
|
||||||
/* COMMON MATERIAL API */
|
/* COMMON MATERIAL API */
|
||||||
|
|
||||||
virtual RID material_create() = 0;
|
virtual RID material_create() = 0;
|
||||||
|
|
|
@ -219,6 +219,8 @@ public:
|
||||||
BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &)
|
BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &)
|
||||||
BIND2RC(Variant, shader_get_param_default, RID, const StringName &)
|
BIND2RC(Variant, shader_get_param_default, RID, const StringName &)
|
||||||
|
|
||||||
|
BIND1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)
|
||||||
|
|
||||||
/* COMMON MATERIAL API */
|
/* COMMON MATERIAL API */
|
||||||
|
|
||||||
BIND0R(RID, material_create)
|
BIND0R(RID, material_create)
|
||||||
|
|
|
@ -129,6 +129,8 @@ public:
|
||||||
FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
|
FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
|
||||||
FUNC2RC(Variant, shader_get_param_default, RID, const StringName &)
|
FUNC2RC(Variant, shader_get_param_default, RID, const StringName &)
|
||||||
|
|
||||||
|
FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)
|
||||||
|
|
||||||
/* COMMON MATERIAL API */
|
/* COMMON MATERIAL API */
|
||||||
|
|
||||||
FUNCRID(material)
|
FUNCRID(material)
|
||||||
|
|
|
@ -179,6 +179,19 @@ public:
|
||||||
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
|
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
|
||||||
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
|
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
|
||||||
|
|
||||||
|
struct ShaderNativeSourceCode {
|
||||||
|
struct Version {
|
||||||
|
struct Stage {
|
||||||
|
String name;
|
||||||
|
String code;
|
||||||
|
};
|
||||||
|
Vector<Stage> stages;
|
||||||
|
};
|
||||||
|
Vector<Version> versions;
|
||||||
|
};
|
||||||
|
|
||||||
|
virtual ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const = 0;
|
||||||
|
|
||||||
/* COMMON MATERIAL API */
|
/* COMMON MATERIAL API */
|
||||||
|
|
||||||
enum {
|
enum {
|
||||||
|
|
Loading…
Reference in a new issue