virtualx-engine/scene/resources/shader.cpp

343 lines
12 KiB
C++

/**************************************************************************/
/* shader.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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 "core/io/file_access.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_preprocessor.h"
#include "servers/rendering_server.h"
#include "texture.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_help.h"
#include "modules/modules_enabled.gen.h" // For regex.
#ifdef MODULE_REGEX_ENABLED
#include "modules/regex/regex.h"
#endif
#endif
Shader::Mode Shader::get_mode() const {
return mode;
}
void Shader::_dependency_changed() {
// Preprocess and compile the code again because a dependency has changed. It also calls emit_changed() for us.
_recompile();
}
void Shader::_recompile() {
set_code(get_code());
}
void Shader::set_path(const String &p_path, bool p_take_over) {
Resource::set_path(p_path, p_take_over);
RS::get_singleton()->shader_set_path_hint(shader, p_path);
}
void Shader::set_include_path(const String &p_path) {
// Used only if the shader does not have a resource path set,
// for example during loading stage or when created by code.
include_path = p_path;
}
void Shader::set_code(const String &p_code) {
for (const Ref<ShaderInclude> &E : include_dependencies) {
E->disconnect_changed(callable_mp(this, &Shader::_dependency_changed));
}
code = p_code;
String pp_code = p_code;
{
String path = get_path();
if (path.is_empty()) {
path = include_path;
}
// Preprocessor must run here and not in the server because:
// 1) Need to keep track of include dependencies at resource level
// 2) Server does not do interaction with Resource filetypes, this is a scene level feature.
HashSet<Ref<ShaderInclude>> new_include_dependencies;
ShaderPreprocessor preprocessor;
Error result = preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_include_dependencies);
if (result == OK) {
// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
include_dependencies = new_include_dependencies;
}
}
// Try to get the shader type from the final, fully preprocessed shader code.
String type = ShaderLanguage::get_shader_type(pp_code);
if (type == "canvas_item") {
mode = MODE_CANVAS_ITEM;
} else if (type == "particles") {
mode = MODE_PARTICLES;
} else if (type == "sky") {
mode = MODE_SKY;
} else if (type == "fog") {
mode = MODE_FOG;
} else {
mode = MODE_SPATIAL;
}
for (const Ref<ShaderInclude> &E : include_dependencies) {
E->connect_changed(callable_mp(this, &Shader::_dependency_changed));
}
RenderingServer::get_singleton()->shader_set_code(shader, pp_code);
emit_changed();
}
String Shader::get_code() const {
_update_shader();
return code;
}
void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups) const {
_update_shader();
List<PropertyInfo> local;
RenderingServer::get_singleton()->get_shader_parameter_list(shader, &local);
#ifdef TOOLS_ENABLED
DocData::ClassDoc class_doc;
class_doc.name = get_path();
class_doc.is_script_doc = true;
#endif
for (PropertyInfo &pi : local) {
bool is_group = pi.usage == PROPERTY_USAGE_GROUP || pi.usage == PROPERTY_USAGE_SUBGROUP;
if (!p_get_groups && is_group) {
continue;
}
if (!is_group) {
if (default_textures.has(pi.name)) { //do not show default textures
continue;
}
}
if (p_params) {
//small little hack
if (pi.type == Variant::RID) {
pi.type = Variant::OBJECT;
}
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
DocData::PropertyDoc prop_doc;
prop_doc.name = "shader_parameter/" + pi.name;
#ifdef MODULE_REGEX_ENABLED
const RegEx pattern("/\\*\\*\\s([^*]|[\\r\\n]|(\\*+([^*/]|[\\r\\n])))*\\*+/\\s*uniform\\s+\\w+\\s+" + pi.name + "(?=[\\s:;=])");
Ref<RegExMatch> pattern_ref = pattern.search(code);
if (pattern_ref != nullptr) {
RegExMatch *match = pattern_ref.ptr();
const RegEx pattern_tip("\\/\\*\\*([\\s\\S]*?)\\*/");
Ref<RegExMatch> pattern_tip_ref = pattern_tip.search(match->get_string(0));
RegExMatch *match_tip = pattern_tip_ref.ptr();
const RegEx pattern_stripped("\\n\\s*\\*\\s*");
prop_doc.description = pattern_stripped.sub(match_tip->get_string(1), "\n", true);
}
#endif
class_doc.properties.push_back(prop_doc);
}
#endif
p_params->push_back(pi);
}
}
#ifdef TOOLS_ENABLED
if (EditorHelp::get_doc_data() != nullptr && Engine::get_singleton()->is_editor_hint() && !class_doc.name.is_empty() && p_params) {
EditorHelp::get_doc_data()->add_doc(class_doc);
}
#endif
}
RID Shader::get_rid() const {
_update_shader();
return shader;
}
void Shader::set_default_texture_parameter(const StringName &p_name, const Ref<Texture2D> &p_texture, int p_index) {
if (p_texture.is_valid()) {
if (!default_textures.has(p_name)) {
default_textures[p_name] = HashMap<int, Ref<Texture2D>>();
}
default_textures[p_name][p_index] = p_texture;
RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, p_texture->get_rid(), p_index);
} else {
if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
default_textures[p_name].erase(p_index);
if (default_textures[p_name].is_empty()) {
default_textures.erase(p_name);
}
}
RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, RID(), p_index);
}
emit_changed();
}
Ref<Texture2D> Shader::get_default_texture_parameter(const StringName &p_name, int p_index) const {
if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
return default_textures[p_name][p_index];
}
return Ref<Texture2D>();
}
void Shader::get_default_texture_parameter_list(List<StringName> *r_textures) const {
for (const KeyValue<StringName, HashMap<int, Ref<Texture2D>>> &E : default_textures) {
r_textures->push_back(E.key);
}
}
bool Shader::is_text_shader() const {
return true;
}
void Shader::_update_shader() const {
}
Array Shader::_get_shader_uniform_list(bool p_get_groups) {
List<PropertyInfo> uniform_list;
get_shader_uniform_list(&uniform_list, p_get_groups);
Array ret;
for (const PropertyInfo &pi : uniform_list) {
ret.push_back(pi.operator Dictionary());
}
return ret;
}
void Shader::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
ClassDB::bind_method(D_METHOD("set_default_texture_parameter", "name", "texture", "index"), &Shader::set_default_texture_parameter, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_default_texture_parameter", "name", "index"), &Shader::get_default_texture_parameter, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_shader_uniform_list", "get_groups"), &Shader::_get_shader_uniform_list, DEFVAL(false));
ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
BIND_ENUM_CONSTANT(MODE_SPATIAL);
BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
BIND_ENUM_CONSTANT(MODE_PARTICLES);
BIND_ENUM_CONSTANT(MODE_SKY);
BIND_ENUM_CONSTANT(MODE_FOG);
}
Shader::Shader() {
shader = RenderingServer::get_singleton()->shader_create();
}
Shader::~Shader() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(shader);
}
////////////
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) {
if (r_error) {
*r_error = ERR_FILE_CANT_OPEN;
}
Error error = OK;
Vector<uint8_t> buffer = FileAccess::get_file_as_bytes(p_path, &error);
ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot load shader: " + p_path);
String str;
if (buffer.size() > 0) {
error = str.parse_utf8((const char *)buffer.ptr(), buffer.size());
ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot parse shader: " + p_path);
}
Ref<Shader> shader;
shader.instantiate();
shader->set_include_path(p_path);
shader->set_code(str);
if (r_error) {
*r_error = OK;
}
return shader;
}
void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("gdshader");
}
bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
return (p_type == "Shader");
}
String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
String el = p_path.get_extension().to_lower();
if (el == "gdshader") {
return "Shader";
}
return "";
}
Error ResourceFormatSaverShader::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) {
Ref<Shader> shader = p_resource;
ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
String source = shader->get_code();
Error err;
Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
file->store_string(source);
if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
return ERR_CANT_CREATE;
}
return OK;
}
void ResourceFormatSaverShader::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
if (shader->is_text_shader()) {
p_extensions->push_back("gdshader");
}
}
}
bool ResourceFormatSaverShader::recognize(const Ref<Resource> &p_resource) const {
return p_resource->get_class_name() == "Shader"; //only shader, not inherited
}