/*************************************************************************/ /* shader.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef SHADER_H #define SHADER_H #include "resource.h" #include "io/resource_loader.h" #include "scene/resources/texture.h" class Shader : public Resource { OBJ_TYPE(Shader,Resource); OBJ_SAVE_TYPE( Shader ); RES_BASE_EXTENSION("shd"); public: enum Mode { MODE_MATERIAL, MODE_CANVAS_ITEM, MODE_POST_PROCESS, MODE_MAX }; private: RID shader; Mode mode; Dictionary _get_code(); void _set_code(const Dictionary& p_string); // hack the name of performance // shaders keep a list of ShaderMaterial -> VisualServer name translations, to make // convertion fast and save memory. mutable bool params_cache_dirty; mutable Map params_cache; //map a shader param to a material param.. Map > default_textures; protected: static void _bind_methods(); public: //void set_mode(Mode p_mode); Mode get_mode() const; void set_code( const String& p_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs=0,int p_light_ofs=0); String get_vertex_code() const; String get_fragment_code() const; String get_light_code() const; void get_param_list(List *p_params) const; bool has_param(const StringName& p_param) const; void set_default_texture_param(const StringName& p_param, const Ref &p_texture); Ref get_default_texture_param(const StringName& p_param) const; void get_default_texture_param_list(List* r_textures) const; _FORCE_INLINE_ StringName remap_param(const StringName& p_param) const { if (params_cache_dirty) get_param_list(NULL); const Map::Element *E=params_cache.find(p_param); if (E) return E->get(); return StringName(); } virtual RID get_rid() const; Shader(Mode p_mode); ~Shader(); }; VARIANT_ENUM_CAST( Shader::Mode ); class MaterialShader : public Shader { OBJ_TYPE(MaterialShader,Shader); public: MaterialShader() : Shader(MODE_MATERIAL) {}; }; class CanvasItemShader : public Shader { OBJ_TYPE(CanvasItemShader,Shader); public: CanvasItemShader() : Shader(MODE_CANVAS_ITEM) {}; }; class ResourceFormatLoaderShader : public ResourceFormatLoader { public: virtual RES load(const String &p_path,const String& p_original_path="",Error *r_error=NULL); virtual void get_recognized_extensions(List *p_extensions) const; virtual bool handles_type(const String& p_type) const; virtual String get_resource_type(const String &p_path) const; }; #endif // SHADER_H