118eed485e
All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
152 lines
5 KiB
C++
152 lines
5 KiB
C++
/*************************************************************************/
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/* shader.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "shader.h"
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#include "servers/visual_server.h"
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#include "texture.h"
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#include "os/file_access.h"
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#include "scene/scene_string_names.h"
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Shader::Mode Shader::get_mode() const {
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return mode;
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}
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void Shader::set_code(const String& p_code) {
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VisualServer::get_singleton()->shader_set_code(shader,p_code);
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params_cache_dirty=true;
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emit_signal(SceneStringNames::get_singleton()->changed);
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}
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String Shader::get_code() const {
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return VisualServer::get_singleton()->shader_get_code(shader);
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}
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void Shader::get_param_list(List<PropertyInfo> *p_params) const {
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List<PropertyInfo> local;
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VisualServer::get_singleton()->shader_get_param_list(shader,&local);
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params_cache.clear();
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params_cache_dirty=false;
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for(List<PropertyInfo>::Element *E=local.front();E;E=E->next()) {
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PropertyInfo pi=E->get();
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pi.name="shader_param/"+pi.name;
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params_cache[pi.name]=E->get().name;
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if (p_params) {
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//small little hack
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if (pi.type==Variant::_RID)
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pi.type=Variant::OBJECT;
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p_params->push_back(pi);
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}
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}
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}
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RID Shader::get_rid() const {
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return shader;
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}
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void Shader::set_default_texture_param(const StringName& p_param,const Ref<Texture>& p_texture) {
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if (p_texture.is_valid()) {
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default_textures[p_param]=p_texture;
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VS::get_singleton()->shader_set_default_texture_param(shader,p_param,p_texture->get_rid());
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} else {
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default_textures.erase(p_param);
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VS::get_singleton()->shader_set_default_texture_param(shader,p_param,RID());
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}
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}
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Ref<Texture> Shader::get_default_texture_param(const StringName& p_param) const{
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if (default_textures.has(p_param))
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return default_textures[p_param];
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else
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return Ref<Texture>();
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}
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void Shader::get_default_texture_param_list(List<StringName>* r_textures) const{
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for(const Map<StringName,Ref<Texture> >::Element *E=default_textures.front();E;E=E->next()) {
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r_textures->push_back(E->key());
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}
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}
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bool Shader::has_param(const StringName& p_param) const {
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return params_cache.has(p_param);
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}
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void Shader::_bind_methods() {
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ClassDB::bind_method(_MD("get_mode"),&Shader::get_mode);
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ClassDB::bind_method(_MD("set_code","code"),&Shader::set_code);
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ClassDB::bind_method(_MD("get_code"),&Shader::get_code);
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ClassDB::bind_method(_MD("set_default_texture_param","param","texture:Texture"),&Shader::set_default_texture_param);
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ClassDB::bind_method(_MD("get_default_texture_param:Texture","param"),&Shader::get_default_texture_param);
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ClassDB::bind_method(_MD("has_param","name"),&Shader::has_param);
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//ClassDB::bind_method(_MD("get_param_list"),&Shader::get_fragment_code);
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ADD_PROPERTY( PropertyInfo(Variant::STRING, "code",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), _SCS("set_code"), _SCS("get_code") );
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BIND_CONSTANT( MODE_SPATIAL);
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BIND_CONSTANT( MODE_CANVAS_ITEM );
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BIND_CONSTANT( MODE_PARTICLES );
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}
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Shader::Shader(Mode p_mode) {
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mode=p_mode;
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shader = VisualServer::get_singleton()->shader_create(VS::ShaderMode(p_mode));
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params_cache_dirty=true;
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}
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Shader::~Shader() {
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VisualServer::get_singleton()->free(shader);
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}
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