118 lines
4.6 KiB
C++
118 lines
4.6 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#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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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_MAX
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};
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private:
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RID shader;
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Mode mode;
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// hack the name of performance
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// shaders keep a list of ShaderMaterial -> RenderingServer name translations, to make
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// conversion fast and save memory.
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mutable bool params_cache_dirty;
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mutable Map<StringName, StringName> params_cache; //map a shader param to a material param..
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Map<StringName, Ref<Texture2D>> default_textures;
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virtual void _update_shader() const; //used for visual shader
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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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void set_code(const String &p_code);
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String get_code() const;
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void get_param_list(List<PropertyInfo> *p_params) const;
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bool has_param(const StringName &p_param) const;
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void set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_default_texture_param(const StringName &p_param) const;
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void get_default_texture_param_list(List<StringName> *r_textures) const;
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virtual bool is_text_shader() const;
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_FORCE_INLINE_ StringName remap_param(const StringName &p_param) const {
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if (params_cache_dirty) {
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get_param_list(nullptr);
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}
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const Map<StringName, StringName>::Element *E = params_cache.find(p_param);
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if (E) {
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return E->get();
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}
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return StringName();
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}
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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 RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, bool p_no_cache = false);
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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 String &p_path, const RES &p_resource, uint32_t p_flags = 0);
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virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
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virtual bool recognize(const RES &p_resource) const;
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};
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#endif // SHADER_H
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