virtualx-engine/scene/resources/shader.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

466 lines
12 KiB
C++

/*************************************************************************/
/* 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_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs,int p_light_ofs) {
VisualServer::get_singleton()->shader_set_code(shader,p_vertex,p_fragment,p_light,0,p_fragment_ofs,p_light_ofs);
params_cache_dirty=true;
emit_signal(SceneStringNames::get_singleton()->changed);
}
String Shader::get_vertex_code() const {
return VisualServer::get_singleton()->shader_get_vertex_code(shader);
}
String Shader::get_fragment_code() const {
return VisualServer::get_singleton()->shader_get_fragment_code(shader);
}
String Shader::get_light_code() const {
return VisualServer::get_singleton()->shader_get_light_code(shader);
}
bool Shader::has_param(const StringName& p_param) const {
if (params_cache_dirty)
get_param_list(NULL);
return (params_cache.has(p_param));
}
void Shader::get_param_list(List<PropertyInfo> *p_params) const {
List<PropertyInfo> local;
VisualServer::get_singleton()->shader_get_param_list(shader,&local);
params_cache.clear();
params_cache_dirty=false;
for(List<PropertyInfo>::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;
}
Dictionary Shader::_get_code() {
String fs = VisualServer::get_singleton()->shader_get_fragment_code(shader);
String vs = VisualServer::get_singleton()->shader_get_vertex_code(shader);
String ls = VisualServer::get_singleton()->shader_get_light_code(shader);
Dictionary c;
c["fragment"]=fs;
c["fragment_ofs"]=0;
c["vertex"]=vs;
c["vertex_ofs"]=0;
c["light"]=ls;
c["light_ofs"]=0;
Array arr;
for(const Map<StringName,Ref<Texture> >::Element *E=default_textures.front();E;E=E->next()) {
arr.push_back(E->key());
arr.push_back(E->get());
}
if (arr.size())
c["default_tex"]=arr;
return c;
}
void Shader::_set_code(const Dictionary& p_string) {
ERR_FAIL_COND(!p_string.has("fragment"));
ERR_FAIL_COND(!p_string.has("vertex"));
String light;
if (p_string.has("light"))
light=p_string["light"];
set_code(p_string["vertex"],p_string["fragment"],light);
if (p_string.has("default_tex")) {
Array arr=p_string["default_tex"];
if ((arr.size()&1)==0) {
for(int i=0;i<arr.size();i+=2) {
set_default_texture_param(arr[i],arr[i+1]);
}
}
}
}
void Shader::set_default_texture_param(const StringName& p_param,const Ref<Texture>& 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<Texture> Shader::get_default_texture_param(const StringName& p_param) const{
if (default_textures.has(p_param))
return default_textures[p_param];
else
return Ref<Texture>();
}
void Shader::get_default_texture_param_list(List<StringName>* r_textures) const{
for(const Map<StringName,Ref<Texture> >::Element *E=default_textures.front();E;E=E->next()) {
r_textures->push_back(E->key());
}
}
void Shader::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_mode"),&Shader::get_mode);
ObjectTypeDB::bind_method(_MD("set_code","vcode","fcode","lcode","fofs","lofs"),&Shader::set_code,DEFVAL(0),DEFVAL(0));
ObjectTypeDB::bind_method(_MD("get_vertex_code"),&Shader::get_vertex_code);
ObjectTypeDB::bind_method(_MD("get_fragment_code"),&Shader::get_fragment_code);
ObjectTypeDB::bind_method(_MD("get_light_code"),&Shader::get_light_code);
ObjectTypeDB::bind_method(_MD("set_default_texture_param","param","texture:Texture"),&Shader::set_default_texture_param);
ObjectTypeDB::bind_method(_MD("get_default_texture_param:Texture","param"),&Shader::get_default_texture_param);
ObjectTypeDB::bind_method(_MD("has_param","name"),&Shader::has_param);
ObjectTypeDB::bind_method(_MD("_set_code","code"),&Shader::_set_code);
ObjectTypeDB::bind_method(_MD("_get_code"),&Shader::_get_code);
//ObjectTypeDB::bind_method(_MD("get_param_list"),&Shader::get_fragment_code);
ADD_PROPERTY( PropertyInfo(Variant::STRING, "_code",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), _SCS("_set_code"), _SCS("_get_code") );
BIND_CONSTANT( MODE_MATERIAL );
BIND_CONSTANT( MODE_CANVAS_ITEM );
BIND_CONSTANT( MODE_POST_PROCESS );
}
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);
}
/************ Loader from text ***************/
RES ResourceFormatLoaderShader::load(const String &p_path, const String& p_original_path, Error *r_error) {
if (r_error)
*r_error=ERR_FILE_CANT_OPEN;
String fragment_code;
String vertex_code;
String light_code;
int mode=-1;
Error err;
FileAccess *f = FileAccess::open(p_path,FileAccess::READ,&err);
ERR_EXPLAIN("Unable to open shader file: "+p_path);
ERR_FAIL_COND_V(err,RES());
String base_path = p_path.get_base_dir();
if (r_error)
*r_error=ERR_FILE_CORRUPT;
Ref<Shader> shader;//( memnew( Shader ) );
int line=0;
while(!f->eof_reached()) {
String l = f->get_line();
line++;
if (mode<=0) {
l = l.strip_edges();
int comment = l.find(";");
if (comment!=-1)
l=l.substr(0,comment);
}
if (mode<1)
vertex_code+="\n";
if (mode<2)
fragment_code+="\n";
if (mode < 1 && l=="")
continue;
if (l.begins_with("[")) {
l=l.strip_edges();
if (l=="[params]") {
if (mode>=0) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Misplaced [params] section.");
ERR_FAIL_V(RES());
}
mode=0;
} else if (l=="[vertex]") {
if (mode>=1) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Misplaced [vertex] section.");
ERR_FAIL_V(RES());
}
mode=1;
} else if (l=="[fragment]") {
if (mode>=2) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Misplaced [fragment] section.");
ERR_FAIL_V(RES());
}
mode=1;
} else {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Unknown section type: '"+l+"'.");
ERR_FAIL_V(RES());
}
continue;
}
if (mode==0) {
int eqpos = l.find("=");
if (eqpos==-1) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Expected '='.");
ERR_FAIL_V(RES());
}
String right=l.substr(eqpos+1,l.length()).strip_edges();
if (right=="") {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Expected value after '='.");
ERR_FAIL_V(RES());
}
Variant value;
if (right=="true") {
value = true;
} else if (right=="false") {
value = false;
} else if (right.is_valid_float()) {
//is number
value = right.to_double();
} else if (right.is_valid_html_color()) {
//is html color
value = Color::html(right);
} else {
//attempt to parse a constructor
int popenpos = right.find("(");
if (popenpos==-1) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid constructor syntax: "+right);
ERR_FAIL_V(RES());
}
int pclosepos = right.find_last(")");
if (pclosepos==-1) {
ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid constructor parameter syntax: "+right);
ERR_FAIL_V(RES());
}
String type = right.substr(0,popenpos);
String param = right.substr(popenpos+1,pclosepos-popenpos-1).strip_edges();
if (type=="tex") {
if (param=="") {
value=RID();
} else {
String path;
if (param.is_abs_path())
path=param;
else
path=base_path+"/"+param;
Ref<Texture> texture = ResourceLoader::load(path);
if (!texture.is_valid()) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Couldn't find icon at path: "+path);
ERR_FAIL_V(RES());
}
value=texture;
}
} else if (type=="vec3") {
if (param=="") {
value=Vector3();
} else {
Vector<String> params = param.split(",");
if (params.size()!=3) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid param count for vec3(): '"+right+"'.");
ERR_FAIL_V(RES());
}
Vector3 v;
for(int i=0;i<3;i++)
v[i]=params[i].to_double();
value=v;
}
} else if (type=="xform") {
if (param=="") {
value=Transform();
} else {
Vector<String> params = param.split(",");
if (params.size()!=12) {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid param count for xform(): '"+right+"'.");
ERR_FAIL_V(RES());
}
Transform t;
for(int i=0;i<9;i++)
t.basis[i%3][i/3]=params[i].to_double();
for(int i=0;i<3;i++)
t.origin[i]=params[i-9].to_double();
value=t;
}
} else {
memdelete(f);
ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid constructor type: '"+type+"'.");
ERR_FAIL_V(RES());
}
}
String left= l.substr(0,eqpos);
// shader->set_param(left,value);
} else if (mode==1) {
vertex_code+=l;
} else if (mode==2) {
fragment_code+=l;
}
}
shader->set_code(vertex_code,fragment_code,light_code);
f->close();
memdelete(f);
if (r_error)
*r_error=OK;
return shader;
}
void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
ObjectTypeDB::get_extensions_for_type("Shader", p_extensions);
}
bool ResourceFormatLoaderShader::handles_type(const String& p_type) const {
return ObjectTypeDB::is_type(p_type, "Shader");
}
String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
if (p_path.extension().to_lower()=="shd")
return "Shader";
return "";
}