/*************************************************************************/ /* shader.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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; } void Shader::set_code(const String& p_code) { VisualServer::get_singleton()->shader_set_code(shader,p_code); params_cache_dirty=true; emit_signal(SceneStringNames::get_singleton()->changed); } String Shader::get_code() const { return VisualServer::get_singleton()->shader_get_code(shader); } void Shader::get_param_list(List *p_params) const { List local; VisualServer::get_singleton()->shader_get_param_list(shader,&local); params_cache.clear(); params_cache_dirty=false; for(List::Element *E=local.front();E;E=E->next()) { PropertyInfo pi=E->get(); pi.name="shader_param/"+pi.name; 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; } void Shader::set_default_texture_param(const StringName& p_param,const Ref& 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 Shader::get_default_texture_param(const StringName& p_param) const{ if (default_textures.has(p_param)) return default_textures[p_param]; else return Ref(); } void Shader::get_default_texture_param_list(List* r_textures) const{ for(const Map >::Element *E=default_textures.front();E;E=E->next()) { r_textures->push_back(E->key()); } } bool Shader::has_param(const StringName& p_param) const { return params_cache.has(p_param); } void Shader::_bind_methods() { ClassDB::bind_method(_MD("get_mode"),&Shader::get_mode); ClassDB::bind_method(_MD("set_code","code"),&Shader::set_code); ClassDB::bind_method(_MD("get_code"),&Shader::get_code); ClassDB::bind_method(_MD("set_default_texture_param","param","texture:Texture"),&Shader::set_default_texture_param); ClassDB::bind_method(_MD("get_default_texture_param:Texture","param"),&Shader::get_default_texture_param); ClassDB::bind_method(_MD("has_param","name"),&Shader::has_param); //ClassDB::bind_method(_MD("get_param_list"),&Shader::get_fragment_code); ADD_PROPERTY( PropertyInfo(Variant::STRING, "code",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), "set_code", "get_code") ; BIND_CONSTANT( MODE_SPATIAL); BIND_CONSTANT( MODE_CANVAS_ITEM ); BIND_CONSTANT( MODE_PARTICLES ); } Shader::Shader(Mode p_mode) { mode=p_mode; shader = VisualServer::get_singleton()->shader_create(VS::ShaderMode(p_mode)); params_cache_dirty=true; } Shader::~Shader() { VisualServer::get_singleton()->free(shader); }