virtualx-engine/editor/plugins/shader_file_editor_plugin.cpp

324 lines
9.6 KiB
C++

/*************************************************************************/
/* shader_file_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "shader_file_editor_plugin.h"
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/os/keyboard.h"
#include "core/os/os.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
#include "editor/property_editor.h"
#include "servers/display_server.h"
#include "servers/rendering/shader_types.h"
/*** SHADER SCRIPT EDITOR ****/
/*** SCRIPT EDITOR ******/
void ShaderFileEditor::_update_version(const StringName &p_version_txt, const RD::ShaderStage p_stage) {
}
void ShaderFileEditor::_version_selected(int p_option) {
int c = versions->get_current();
StringName version_txt = versions->get_item_metadata(c);
RD::ShaderStage stage = RD::SHADER_STAGE_MAX;
int first_found = -1;
Ref<RDShaderBytecode> bytecode = shader_file->get_bytecode(version_txt);
ERR_FAIL_COND(bytecode.is_null());
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
if (bytecode->get_stage_bytecode(RD::ShaderStage(i)).empty() && bytecode->get_stage_compile_error(RD::ShaderStage(i)) == String()) {
stages[i]->set_icon(Ref<Texture2D>());
continue;
}
Ref<Texture2D> icon;
if (bytecode->get_stage_compile_error(RD::ShaderStage(i)) != String()) {
icon = get_theme_icon("ImportFail", "EditorIcons");
} else {
icon = get_theme_icon("ImportCheck", "EditorIcons");
}
stages[i]->set_icon(icon);
if (first_found == -1) {
first_found = i;
}
if (stages[i]->is_pressed()) {
stage = RD::ShaderStage(i);
break;
}
}
error_text->clear();
if (stage == RD::SHADER_STAGE_MAX) { //need to change stage, does not have it
if (first_found == -1) {
error_text->add_text(TTR("No valid shader stages found."));
return; //well you did not put any stage I guess?
}
stages[first_found]->set_pressed(true);
stage = RD::ShaderStage(first_found);
}
String error = bytecode->get_stage_compile_error(stage);
error_text->push_font(get_theme_font("source", "EditorFonts"));
if (error == String()) {
error_text->add_text(TTR("Shader stage compiled without errors."));
} else {
error_text->add_text(error);
}
}
void ShaderFileEditor::_update_options() {
ERR_FAIL_COND(shader_file.is_null());
if (shader_file->get_base_error() != String()) {
stage_hb->hide();
versions->hide();
error_text->clear();
error_text->push_font(get_theme_font("source", "EditorFonts"));
error_text->add_text(vformat(TTR("File structure for '%s' contains unrecoverable errors:\n\n"), shader_file->get_path().get_file()));
error_text->add_text(shader_file->get_base_error());
return;
}
stage_hb->show();
versions->show();
int c = versions->get_current();
//remember current
versions->clear();
Vector<StringName> version_list = shader_file->get_version_list();
if (c >= version_list.size()) {
c = version_list.size() - 1;
}
if (c < 0) {
c = 0;
}
StringName current_version;
for (int i = 0; i < version_list.size(); i++) {
String title = version_list[i];
if (title == "") {
title = "default";
}
Ref<Texture2D> icon;
Ref<RDShaderBytecode> bytecode = shader_file->get_bytecode(version_list[i]);
ERR_FAIL_COND(bytecode.is_null());
bool failed = false;
for (int j = 0; j < RD::SHADER_STAGE_MAX; j++) {
String error = bytecode->get_stage_compile_error(RD::ShaderStage(j));
if (error != String()) {
failed = true;
}
}
if (failed) {
icon = get_theme_icon("ImportFail", "EditorIcons");
} else {
icon = get_theme_icon("ImportCheck", "EditorIcons");
}
versions->add_item(title, icon);
versions->set_item_metadata(i, version_list[i]);
if (i == c) {
versions->select(i);
current_version = version_list[i];
}
}
if (version_list.size() == 0) {
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
stages[i]->set_disabled(true);
}
return;
}
Ref<RDShaderBytecode> bytecode = shader_file->get_bytecode(current_version);
ERR_FAIL_COND(bytecode.is_null());
int first_valid = -1;
int current = -1;
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
Vector<uint8_t> bc = bytecode->get_stage_bytecode(RD::ShaderStage(i));
String error = bytecode->get_stage_compile_error(RD::ShaderStage(i));
bool disable = error == String() && bc.empty();
stages[i]->set_disabled(disable);
if (!disable) {
if (stages[i]->is_pressed()) {
current = i;
}
first_valid = i;
}
}
if (current == -1 && first_valid != -1) {
stages[first_valid]->set_pressed(true);
}
_version_selected(0);
}
void ShaderFileEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_WM_WINDOW_FOCUS_IN) {
if (is_visible_in_tree() && shader_file.is_valid()) {
_update_options();
}
}
}
void ShaderFileEditor::_editor_settings_changed() {
if (is_visible_in_tree() && shader_file.is_valid()) {
_update_options();
}
}
void ShaderFileEditor::_bind_methods() {
}
void ShaderFileEditor::edit(const Ref<RDShaderFile> &p_shader) {
if (p_shader.is_null()) {
if (shader_file.is_valid()) {
shader_file->disconnect("changed", callable_mp(this, &ShaderFileEditor::_shader_changed));
}
return;
}
if (shader_file == p_shader) {
return;
}
shader_file = p_shader;
if (shader_file.is_valid()) {
shader_file->connect("changed", callable_mp(this, &ShaderFileEditor::_shader_changed));
}
_update_options();
}
void ShaderFileEditor::_shader_changed() {
if (is_visible_in_tree()) {
_update_options();
}
}
ShaderFileEditor *ShaderFileEditor::singleton = nullptr;
ShaderFileEditor::ShaderFileEditor(EditorNode *p_node) {
singleton = this;
HSplitContainer *main_hs = memnew(HSplitContainer);
add_child(main_hs);
versions = memnew(ItemList);
versions->connect("item_selected", callable_mp(this, &ShaderFileEditor::_version_selected));
versions->set_custom_minimum_size(Size2i(200 * EDSCALE, 0));
main_hs->add_child(versions);
VBoxContainer *main_vb = memnew(VBoxContainer);
main_vb->set_h_size_flags(SIZE_EXPAND_FILL);
main_hs->add_child(main_vb);
static const char *stage_str[RD::SHADER_STAGE_MAX] = {
"Vertex",
"Fragment",
"TessControl",
"TessEval",
"Compute"
};
stage_hb = memnew(HBoxContainer);
main_vb->add_child(stage_hb);
Ref<ButtonGroup> bg;
bg.instance();
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
Button *button = memnew(Button(stage_str[i]));
button->set_toggle_mode(true);
button->set_focus_mode(FOCUS_NONE);
stage_hb->add_child(button);
stages[i] = button;
button->set_button_group(bg);
button->connect("pressed", callable_mp(this, &ShaderFileEditor::_version_selected), varray(i));
}
error_text = memnew(RichTextLabel);
error_text->set_v_size_flags(SIZE_EXPAND_FILL);
main_vb->add_child(error_text);
}
void ShaderFileEditorPlugin::edit(Object *p_object) {
RDShaderFile *s = Object::cast_to<RDShaderFile>(p_object);
shader_editor->edit(s);
}
bool ShaderFileEditorPlugin::handles(Object *p_object) const {
RDShaderFile *shader = Object::cast_to<RDShaderFile>(p_object);
return shader != nullptr;
}
void ShaderFileEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
button->show();
editor->make_bottom_panel_item_visible(shader_editor);
} else {
button->hide();
if (shader_editor->is_visible_in_tree()) {
editor->hide_bottom_panel();
}
}
}
ShaderFileEditorPlugin::ShaderFileEditorPlugin(EditorNode *p_node) {
editor = p_node;
shader_editor = memnew(ShaderFileEditor(p_node));
shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
button = editor->add_bottom_panel_item(TTR("ShaderFile"), shader_editor);
button->hide();
}
ShaderFileEditorPlugin::~ShaderFileEditorPlugin() {
}