2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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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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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2022-01-03 20:27:34 +00:00
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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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2014-02-10 01:10:30 +00:00
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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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2018-01-04 23:50:27 +00:00
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2014-02-10 01:10:30 +00:00
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#ifndef SHADER_H
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#define SHADER_H
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2020-11-07 22:33:38 +00:00
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#include "core/io/resource.h"
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2018-09-11 16:13:45 +00:00
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#include "core/io/resource_loader.h"
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#include "core/io/resource_saver.h"
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2014-12-21 14:42:44 +00:00
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#include "scene/resources/texture.h"
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2022-03-08 10:39:16 +00:00
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#include "shader_include.h"
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2016-10-03 19:33:42 +00:00
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2014-02-10 01:10:30 +00:00
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class Shader : public Resource {
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2017-03-05 15:44:50 +00:00
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GDCLASS(Shader, Resource);
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OBJ_SAVE_TYPE(Shader);
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2014-02-10 01:10:30 +00:00
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2015-06-07 01:06:58 +00:00
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public:
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enum Mode {
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2016-10-07 14:31:18 +00:00
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MODE_SPATIAL,
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2015-06-07 01:06:58 +00:00
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MODE_CANVAS_ITEM,
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2017-01-02 01:16:52 +00:00
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MODE_PARTICLES,
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2019-09-15 09:58:38 +00:00
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MODE_SKY,
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2021-10-03 11:28:55 +00:00
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MODE_FOG,
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2015-06-07 01:06:58 +00:00
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MODE_MAX
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};
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2017-03-05 15:44:50 +00:00
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2015-06-07 01:06:58 +00:00
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private:
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RID shader;
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2021-02-09 17:24:36 +00:00
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Mode mode = MODE_SPATIAL;
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2022-03-08 10:39:16 +00:00
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HashSet<Ref<ShaderInclude>> include_dependencies;
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2022-06-29 09:31:18 +00:00
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String code;
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2014-02-10 01:10:30 +00:00
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// hack the name of performance
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2020-03-27 18:21:27 +00:00
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// shaders keep a list of ShaderMaterial -> RenderingServer name translations, to make
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2017-03-24 20:45:31 +00:00
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// conversion fast and save memory.
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2021-02-09 17:24:36 +00:00
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mutable bool params_cache_dirty = true;
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2022-05-13 13:04:37 +00:00
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mutable HashMap<StringName, StringName> params_cache; //map a shader param to a material param..
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HashMap<StringName, HashMap<int, Ref<Texture2D>>> default_textures;
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2015-01-03 19:52:37 +00:00
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2022-03-08 10:39:16 +00:00
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void _dependency_changed();
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2018-07-14 21:15:42 +00:00
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virtual void _update_shader() const; //used for visual shader
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2014-02-10 01:10:30 +00:00
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protected:
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static void _bind_methods();
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2017-03-05 15:44:50 +00:00
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public:
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2015-01-03 19:52:37 +00:00
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//void set_mode(Mode p_mode);
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2018-07-14 21:15:42 +00:00
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virtual Mode get_mode() const;
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2014-02-10 01:10:30 +00:00
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2022-06-29 09:31:18 +00:00
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virtual void set_path(const String &p_path, bool p_take_over = false) override;
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2017-03-05 15:44:50 +00:00
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void set_code(const String &p_code);
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2016-10-03 19:33:42 +00:00
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String get_code() const;
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2014-02-10 01:10:30 +00:00
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2022-04-03 17:09:09 +00:00
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void get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups = false) const;
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2022-08-27 09:22:43 +00:00
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bool has_parameter(const StringName &p_name) const;
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2014-02-10 01:10:30 +00:00
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2022-08-27 09:22:43 +00:00
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void set_default_texture_parameter(const StringName &p_name, const Ref<Texture2D> &p_texture, int p_index = 0);
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Ref<Texture2D> get_default_texture_parameter(const StringName &p_name, int p_index = 0) const;
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void get_default_texture_parameter_list(List<StringName> *r_textures) const;
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2014-12-21 14:42:44 +00:00
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2018-09-15 01:54:59 +00:00
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virtual bool is_text_shader() const;
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2022-08-08 06:57:08 +00:00
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// Finds the shader parameter name for the given property name, which should start with "shader_parameter/".
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_FORCE_INLINE_ StringName remap_parameter(const StringName &p_property) const {
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2020-05-14 14:41:43 +00:00
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if (params_cache_dirty) {
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2022-04-03 17:09:09 +00:00
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get_shader_uniform_list(nullptr);
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2020-05-14 14:41:43 +00:00
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}
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2015-01-11 14:43:31 +00:00
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2022-08-08 06:57:08 +00:00
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String n = p_property;
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// Backwards compatibility with old shader parameter names.
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// Note: The if statements are important to make sure we are only replacing text exactly at index 0.
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if (n.find("param/") == 0) {
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n = n.replace_first("param/", "shader_parameter/");
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}
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if (n.find("shader_param/") == 0) {
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n = n.replace_first("shader_param/", "shader_parameter/");
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}
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if (n.find("shader_uniform/") == 0) {
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n = n.replace_first("shader_uniform/", "shader_parameter/");
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}
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{
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// Additional backwards compatibility for projects between #62972 and #64092 (about a month of v4.0 development).
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// These projects did not have any prefix for shader uniforms due to a bug.
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// This code should be removed during beta or rc of 4.0.
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const HashMap<StringName, StringName>::Iterator E = params_cache.find(n);
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if (E) {
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return E->value;
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}
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}
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if (n.begins_with("shader_parameter/")) {
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n = n.replace_first("shader_parameter/", "");
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const HashMap<StringName, StringName>::Iterator E = params_cache.find(n);
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if (E) {
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return E->value;
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}
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2020-05-14 14:41:43 +00:00
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}
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2022-08-08 06:57:08 +00:00
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2015-01-11 14:43:31 +00:00
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return StringName();
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}
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2020-07-10 10:34:39 +00:00
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virtual RID get_rid() const override;
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2014-02-10 01:10:30 +00:00
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2017-04-07 02:36:37 +00:00
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Shader();
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2014-02-10 01:10:30 +00:00
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~Shader();
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};
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2017-03-05 15:44:50 +00:00
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VARIANT_ENUM_CAST(Shader::Mode);
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2014-02-10 01:10:30 +00:00
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2017-12-26 16:52:09 +00:00
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class ResourceFormatLoaderShader : public ResourceFormatLoader {
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public:
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2022-05-02 23:43:50 +00:00
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virtual Ref<Resource> load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE);
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2017-12-26 16:52:09 +00:00
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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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2022-06-02 23:33:42 +00:00
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virtual Error save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags = 0);
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2022-05-02 23:43:50 +00:00
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virtual void get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const;
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virtual bool recognize(const Ref<Resource> &p_resource) const;
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2017-12-26 16:52:09 +00:00
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};
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2014-02-10 01:10:30 +00:00
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#endif // SHADER_H
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