7dbc458bb4
This PR is a follow up to #64092, which fixed important issues but it was implemented in an overly complex and inefficient way (because it forced the default code path to always go through string operations). This cleans up all the shader parameter code. This fixes #54336. Also fixes #56219 because, as the new code never queries the RenderingServer on load, potential deadlocks are avoided. **NOTE**: materials saved between #62972 and #64092 will no longer work and will need to be resaved in an earlier version.
109 lines
4.5 KiB
C++
109 lines
4.5 KiB
C++
/**************************************************************************/
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/* shader.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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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#ifndef SHADER_H
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#define SHADER_H
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#include "core/io/resource.h"
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#include "core/io/resource_loader.h"
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#include "core/io/resource_saver.h"
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#include "scene/resources/texture.h"
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#include "shader_include.h"
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class Shader : public Resource {
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GDCLASS(Shader, Resource);
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OBJ_SAVE_TYPE(Shader);
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public:
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enum Mode {
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MODE_SPATIAL,
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MODE_CANVAS_ITEM,
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MODE_PARTICLES,
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MODE_SKY,
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MODE_FOG,
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MODE_MAX
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};
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private:
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RID shader;
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Mode mode = MODE_SPATIAL;
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HashSet<Ref<ShaderInclude>> include_dependencies;
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String code;
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HashMap<StringName, HashMap<int, Ref<Texture2D>>> default_textures;
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void _dependency_changed();
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virtual void _update_shader() const; //used for visual shader
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Array _get_shader_uniform_list(bool p_get_groups = false);
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protected:
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static void _bind_methods();
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public:
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//void set_mode(Mode p_mode);
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virtual Mode get_mode() const;
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virtual void set_path(const String &p_path, bool p_take_over = false) override;
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void set_code(const String &p_code);
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String get_code() const;
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void get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups = false) const;
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void set_default_texture_parameter(const StringName &p_name, const Ref<Texture2D> &p_texture, int p_index = 0);
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Ref<Texture2D> get_default_texture_parameter(const StringName &p_name, int p_index = 0) const;
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void get_default_texture_parameter_list(List<StringName> *r_textures) const;
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virtual bool is_text_shader() const;
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virtual RID get_rid() const override;
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Shader();
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~Shader();
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};
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VARIANT_ENUM_CAST(Shader::Mode);
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class ResourceFormatLoaderShader : public ResourceFormatLoader {
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public:
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virtual Ref<Resource> load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String &p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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};
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class ResourceFormatSaverShader : public ResourceFormatSaver {
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public:
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virtual Error save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags = 0);
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virtual void get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const;
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virtual bool recognize(const Ref<Resource> &p_resource) const;
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};
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#endif // SHADER_H
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