/*************************************************************************/ /* resource_importer_shader_file.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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/file_access.h" #include "core/io/marshalls.h" #include "core/io/resource_saver.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 *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(const String &p_path, List *r_options, int p_preset) const { } bool ResourceImporterShaderFile::get_option_visibility(const String &p_path, const String &p_option, const Map &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_relative_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 &p_options, List *r_platform_variants, List *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 shader_file; shader_file.instantiate(); 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() { }