242 lines
7.9 KiB
C++
242 lines
7.9 KiB
C++
/*************************************************************************/
|
|
/* shader.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 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.h"
|
|
|
|
#include "core/io/file_access.h"
|
|
#include "scene/scene_string_names.h"
|
|
#include "servers/rendering/shader_language.h"
|
|
#include "servers/rendering_server.h"
|
|
#include "texture.h"
|
|
|
|
Shader::Mode Shader::get_mode() const {
|
|
return mode;
|
|
}
|
|
|
|
void Shader::set_code(const String &p_code) {
|
|
String type = ShaderLanguage::get_shader_type(p_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;
|
|
}
|
|
|
|
RenderingServer::get_singleton()->shader_set_code(shader, p_code);
|
|
params_cache_dirty = true;
|
|
|
|
emit_changed();
|
|
}
|
|
|
|
String Shader::get_code() const {
|
|
_update_shader();
|
|
return RenderingServer::get_singleton()->shader_get_code(shader);
|
|
}
|
|
|
|
void Shader::get_param_list(List<PropertyInfo> *p_params) const {
|
|
_update_shader();
|
|
|
|
List<PropertyInfo> local;
|
|
RenderingServer::get_singleton()->shader_get_param_list(shader, &local);
|
|
params_cache.clear();
|
|
params_cache_dirty = false;
|
|
|
|
for (PropertyInfo &pi : local) {
|
|
if (default_textures.has(pi.name)) { //do not show default textures
|
|
continue;
|
|
}
|
|
String original_name = pi.name;
|
|
pi.name = "shader_param/" + pi.name;
|
|
params_cache[pi.name] = original_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 {
|
|
_update_shader();
|
|
|
|
return shader;
|
|
}
|
|
|
|
void Shader::set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture, int p_index) {
|
|
if (p_texture.is_valid()) {
|
|
if (!default_textures.has(p_param)) {
|
|
default_textures[p_param] = Map<int, Ref<Texture2D>>();
|
|
}
|
|
default_textures[p_param][p_index] = p_texture;
|
|
RS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid(), p_index);
|
|
} else {
|
|
if (default_textures.has(p_param) && default_textures[p_param].has(p_index)) {
|
|
default_textures[p_param].erase(p_index);
|
|
|
|
if (default_textures[p_param].is_empty()) {
|
|
default_textures.erase(p_param);
|
|
}
|
|
}
|
|
RS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID(), p_index);
|
|
}
|
|
|
|
emit_changed();
|
|
}
|
|
|
|
Ref<Texture2D> Shader::get_default_texture_param(const StringName &p_param, int p_index) const {
|
|
if (default_textures.has(p_param) && default_textures[p_param].has(p_index)) {
|
|
return default_textures[p_param][p_index];
|
|
}
|
|
return Ref<Texture2D>();
|
|
}
|
|
|
|
void Shader::get_default_texture_param_list(List<StringName> *r_textures) const {
|
|
for (const KeyValue<StringName, Map<int, Ref<Texture2D>>> &E : default_textures) {
|
|
r_textures->push_back(E.key);
|
|
}
|
|
}
|
|
|
|
bool Shader::is_text_shader() const {
|
|
return true;
|
|
}
|
|
|
|
bool Shader::has_param(const StringName &p_param) const {
|
|
return params_cache.has("shader_param/" + p_param);
|
|
}
|
|
|
|
void Shader::_update_shader() const {
|
|
}
|
|
|
|
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_param", "param", "texture", "index"), &Shader::set_default_texture_param, DEFVAL(0));
|
|
ClassDB::bind_method(D_METHOD("get_default_texture_param", "param", "index"), &Shader::get_default_texture_param, DEFVAL(0));
|
|
|
|
ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param);
|
|
|
|
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() {
|
|
RenderingServer::get_singleton()->free(shader);
|
|
}
|
|
|
|
////////////
|
|
|
|
RES 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;
|
|
}
|
|
|
|
Ref<Shader> shader;
|
|
shader.instantiate();
|
|
|
|
Vector<uint8_t> buffer = FileAccess::get_file_as_array(p_path);
|
|
|
|
String str;
|
|
str.parse_utf8((const char *)buffer.ptr(), buffer.size());
|
|
|
|
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 String &p_path, const RES &p_resource, 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 RES &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 RES &p_resource) const {
|
|
return p_resource->get_class_name() == "Shader"; //only shader, not inherited
|
|
}
|