746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
242 lines
8 KiB
C++
242 lines
8 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 "core/io/file_access.h"
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#include "scene/scene_string_names.h"
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#include "servers/rendering/shader_language.h"
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#include "servers/rendering_server.h"
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#include "texture.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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String type = ShaderLanguage::get_shader_type(p_code);
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if (type == "canvas_item") {
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mode = MODE_CANVAS_ITEM;
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} else if (type == "particles") {
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mode = MODE_PARTICLES;
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} else if (type == "sky") {
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mode = MODE_SKY;
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} else if (type == "fog") {
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mode = MODE_FOG;
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} else {
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mode = MODE_SPATIAL;
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}
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RenderingServer::get_singleton()->shader_set_code(shader, p_code);
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params_cache_dirty = true;
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emit_changed();
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}
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String Shader::get_code() const {
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_update_shader();
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return RenderingServer::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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_update_shader();
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List<PropertyInfo> local;
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RenderingServer::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 (PropertyInfo &pi : local) {
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if (default_textures.has(pi.name)) { //do not show default textures
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continue;
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}
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String original_name = pi.name;
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pi.name = "shader_param/" + pi.name;
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params_cache[pi.name] = original_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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}
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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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_update_shader();
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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<Texture2D> &p_texture, int p_index) {
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if (p_texture.is_valid()) {
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if (!default_textures.has(p_param)) {
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default_textures[p_param] = HashMap<int, Ref<Texture2D>>();
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}
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default_textures[p_param][p_index] = p_texture;
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RS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid(), p_index);
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} else {
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if (default_textures.has(p_param) && default_textures[p_param].has(p_index)) {
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default_textures[p_param].erase(p_index);
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if (default_textures[p_param].is_empty()) {
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default_textures.erase(p_param);
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}
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}
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RS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID(), p_index);
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}
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emit_changed();
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}
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Ref<Texture2D> Shader::get_default_texture_param(const StringName &p_param, int p_index) const {
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if (default_textures.has(p_param) && default_textures[p_param].has(p_index)) {
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return default_textures[p_param][p_index];
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}
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return Ref<Texture2D>();
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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 KeyValue<StringName, HashMap<int, Ref<Texture2D>>> &E : default_textures) {
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r_textures->push_back(E.key);
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}
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}
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bool Shader::is_text_shader() const {
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return true;
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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("shader_param/" + p_param);
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}
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void Shader::_update_shader() const {
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}
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void Shader::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
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ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
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ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
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ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture", "index"), &Shader::set_default_texture_param, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_default_texture_param", "param", "index"), &Shader::get_default_texture_param, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
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BIND_ENUM_CONSTANT(MODE_SPATIAL);
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BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
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BIND_ENUM_CONSTANT(MODE_PARTICLES);
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BIND_ENUM_CONSTANT(MODE_SKY);
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BIND_ENUM_CONSTANT(MODE_FOG);
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}
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Shader::Shader() {
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shader = RenderingServer::get_singleton()->shader_create();
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}
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Shader::~Shader() {
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RenderingServer::get_singleton()->free(shader);
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}
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////////////
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Ref<Resource> ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
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if (r_error) {
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*r_error = ERR_FILE_CANT_OPEN;
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}
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Ref<Shader> shader;
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shader.instantiate();
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Vector<uint8_t> buffer = FileAccess::get_file_as_array(p_path);
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String str;
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str.parse_utf8((const char *)buffer.ptr(), buffer.size());
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shader->set_code(str);
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if (r_error) {
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*r_error = OK;
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}
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return shader;
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}
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void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
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p_extensions->push_back("gdshader");
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}
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bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
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return (p_type == "Shader");
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}
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String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
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String el = p_path.get_extension().to_lower();
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if (el == "gdshader") {
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return "Shader";
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}
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return "";
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}
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Error ResourceFormatSaverShader::save(const String &p_path, const Ref<Resource> &p_resource, uint32_t p_flags) {
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Ref<Shader> shader = p_resource;
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ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
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String source = shader->get_code();
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Error err;
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Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
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ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
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file->store_string(source);
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if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
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return ERR_CANT_CREATE;
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}
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return OK;
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}
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void ResourceFormatSaverShader::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
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if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
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if (shader->is_text_shader()) {
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p_extensions->push_back("gdshader");
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}
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}
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}
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bool ResourceFormatSaverShader::recognize(const Ref<Resource> &p_resource) const {
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return p_resource->get_class_name() == "Shader"; //only shader, not inherited
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}
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