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/**************************************************************************/
/* resource_importer_shader_file.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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# include "resource_importer_shader_file.h"
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# include "core/io/file_access.h"
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# include "core/io/marshalls.h"
# include "core/io/resource_saver.h"
# include "editor/editor_node.h"
# include "editor/plugins/shader_file_editor_plugin.h"
# include "servers/rendering/rendering_device_binds.h"
String ResourceImporterShaderFile : : get_importer_name ( ) const {
return " glsl " ;
}
String ResourceImporterShaderFile : : get_visible_name ( ) const {
return " GLSL Shader File " ;
}
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void ResourceImporterShaderFile : : get_recognized_extensions ( List < String > * p_extensions ) const {
p_extensions - > push_back ( " glsl " ) ;
}
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String ResourceImporterShaderFile : : get_save_extension ( ) const {
return " res " ;
}
String ResourceImporterShaderFile : : get_resource_type ( ) const {
return " RDShaderFile " ;
}
int ResourceImporterShaderFile : : get_preset_count ( ) const {
return 0 ;
}
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String ResourceImporterShaderFile : : get_preset_name ( int p_idx ) const {
return String ( ) ;
}
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void ResourceImporterShaderFile : : get_import_options ( const String & p_path , List < ImportOption > * r_options , int p_preset ) const {
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}
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bool ResourceImporterShaderFile : : get_option_visibility ( const String & p_path , const String & p_option , const HashMap < StringName , Variant > & p_options ) const {
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return true ;
}
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static String _include_function ( const String & p_path , void * userpointer ) {
Error err ;
String * base_path = ( String * ) userpointer ;
String include = p_path ;
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if ( include . is_relative_path ( ) ) {
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include = base_path - > path_join ( include ) ;
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}
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Ref < FileAccess > file_inc = FileAccess : : open ( include , FileAccess : : READ , & err ) ;
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if ( err ! = OK ) {
return String ( ) ;
}
return file_inc - > get_as_utf8_string ( ) ;
}
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Error ResourceImporterShaderFile : : import ( const String & p_source_file , const String & p_save_path , const HashMap < StringName , Variant > & p_options , List < String > * r_platform_variants , List < String > * r_gen_files , Variant * r_metadata ) {
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/* STEP 1, Read shader code */
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ERR_FAIL_COND_V_EDMSG ( ( OS : : get_singleton ( ) - > get_current_rendering_method ( ) = = " gl_compatibility " ) , ERR_UNAVAILABLE , " Cannot import custom .glsl shaders when using the gl_compatibility rendering_method. Please switch to the forward_plus or mobile rendering methods to use custom shaders. " ) ;
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Error err ;
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Ref < FileAccess > file = FileAccess : : open ( p_source_file , FileAccess : : READ , & err ) ;
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ERR_FAIL_COND_V ( err ! = OK , ERR_CANT_OPEN ) ;
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ERR_FAIL_COND_V ( ! file . is_valid ( ) , ERR_CANT_OPEN ) ;
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String file_txt = file - > get_as_utf8_string ( ) ;
Ref < RDShaderFile > shader_file ;
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shader_file . instantiate ( ) ;
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String base_path = p_source_file . get_base_dir ( ) ;
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err = shader_file - > parse_versions_from_text ( file_txt , " " , _include_function , & base_path ) ;
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if ( err ! = OK ) {
if ( ! ShaderFileEditor : : singleton - > is_visible_in_tree ( ) ) {
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callable_mp_static ( & EditorNode : : add_io_error ) . bind ( vformat ( TTR ( " Error importing GLSL shader file: '%s'. Open the file in the filesystem dock in order to see the reason. " ) , p_source_file ) ) . call_deferred ( ) ;
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}
}
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ResourceSaver : : save ( shader_file , p_save_path + " .res " ) ;
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return OK ;
}
ResourceImporterShaderFile : : ResourceImporterShaderFile ( ) {
}