/*************************************************************************/ /* shader.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2015 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 "servers/visual_server.h" #include "texture.h" #include "os/file_access.h" #include "scene/scene_string_names.h" Shader::Mode Shader::get_mode() const { return mode; } void Shader::set_code( const String& p_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs,int p_light_ofs) { VisualServer::get_singleton()->shader_set_code(shader,p_vertex,p_fragment,p_light,0,p_fragment_ofs,p_light_ofs); params_cache_dirty=true; emit_signal(SceneStringNames::get_singleton()->changed); } String Shader::get_vertex_code() const { return VisualServer::get_singleton()->shader_get_vertex_code(shader); } String Shader::get_fragment_code() const { return VisualServer::get_singleton()->shader_get_fragment_code(shader); } String Shader::get_light_code() const { return VisualServer::get_singleton()->shader_get_light_code(shader); } bool Shader::has_param(const StringName& p_param) const { if (params_cache_dirty) get_param_list(NULL); return (params_cache.has(p_param)); } void Shader::get_param_list(List *p_params) const { List local; VisualServer::get_singleton()->shader_get_param_list(shader,&local); params_cache.clear(); params_cache_dirty=false; for(List::Element *E=local.front();E;E=E->next()) { PropertyInfo pi=E->get(); pi.name="shader_param/"+pi.name; params_cache[pi.name]=E->get().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 { return shader; } Dictionary Shader::_get_code() { String fs = VisualServer::get_singleton()->shader_get_fragment_code(shader); String vs = VisualServer::get_singleton()->shader_get_vertex_code(shader); String ls = VisualServer::get_singleton()->shader_get_light_code(shader); Dictionary c; c["fragment"]=fs; c["fragment_ofs"]=0; c["vertex"]=vs; c["vertex_ofs"]=0; c["light"]=ls; c["light_ofs"]=0; Array arr; for(const Map >::Element *E=default_textures.front();E;E=E->next()) { arr.push_back(E->key()); arr.push_back(E->get()); } if (arr.size()) c["default_tex"]=arr; return c; } void Shader::_set_code(const Dictionary& p_string) { ERR_FAIL_COND(!p_string.has("fragment")); ERR_FAIL_COND(!p_string.has("vertex")); String light; if (p_string.has("light")) light=p_string["light"]; set_code(p_string["vertex"],p_string["fragment"],light); if (p_string.has("default_tex")) { Array arr=p_string["default_tex"]; if ((arr.size()&1)==0) { for(int i=0;i& p_texture) { if (p_texture.is_valid()) { default_textures[p_param]=p_texture; VS::get_singleton()->shader_set_default_texture_param(shader,p_param,p_texture->get_rid()); } else { default_textures.erase(p_param); VS::get_singleton()->shader_set_default_texture_param(shader,p_param,RID()); } } Ref Shader::get_default_texture_param(const StringName& p_param) const{ if (default_textures.has(p_param)) return default_textures[p_param]; else return Ref(); } void Shader::get_default_texture_param_list(List* r_textures) const{ for(const Map >::Element *E=default_textures.front();E;E=E->next()) { r_textures->push_back(E->key()); } } void Shader::_bind_methods() { ObjectTypeDB::bind_method(_MD("get_mode"),&Shader::get_mode); ObjectTypeDB::bind_method(_MD("set_code","vcode","fcode","lcode","fofs","lofs"),&Shader::set_code,DEFVAL(0),DEFVAL(0)); ObjectTypeDB::bind_method(_MD("get_vertex_code"),&Shader::get_vertex_code); ObjectTypeDB::bind_method(_MD("get_fragment_code"),&Shader::get_fragment_code); ObjectTypeDB::bind_method(_MD("get_light_code"),&Shader::get_light_code); ObjectTypeDB::bind_method(_MD("set_default_texture_param","param","texture:Texture"),&Shader::set_default_texture_param); ObjectTypeDB::bind_method(_MD("get_default_texture_param:Texture","param"),&Shader::get_default_texture_param); ObjectTypeDB::bind_method(_MD("has_param","name"),&Shader::has_param); ObjectTypeDB::bind_method(_MD("_set_code","code"),&Shader::_set_code); ObjectTypeDB::bind_method(_MD("_get_code"),&Shader::_get_code); //ObjectTypeDB::bind_method(_MD("get_param_list"),&Shader::get_fragment_code); ADD_PROPERTY( PropertyInfo(Variant::STRING, "_code",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), _SCS("_set_code"), _SCS("_get_code") ); BIND_CONSTANT( MODE_MATERIAL ); BIND_CONSTANT( MODE_CANVAS_ITEM ); BIND_CONSTANT( MODE_POST_PROCESS ); } Shader::Shader(Mode p_mode) { mode=p_mode; shader = VisualServer::get_singleton()->shader_create(VS::ShaderMode(p_mode)); params_cache_dirty=true; } Shader::~Shader() { VisualServer::get_singleton()->free(shader); } /************ Loader from text ***************/ RES ResourceFormatLoaderShader::load(const String &p_path, const String& p_original_path, Error *r_error) { if (r_error) *r_error=ERR_FILE_CANT_OPEN; String fragment_code; String vertex_code; String light_code; int mode=-1; Error err; FileAccess *f = FileAccess::open(p_path,FileAccess::READ,&err); ERR_EXPLAIN("Unable to open shader file: "+p_path); ERR_FAIL_COND_V(err,RES()); String base_path = p_path.get_base_dir(); if (r_error) *r_error=ERR_FILE_CORRUPT; Ref shader;//( memnew( Shader ) ); int line=0; while(!f->eof_reached()) { String l = f->get_line(); line++; if (mode<=0) { l = l.strip_edges(); int comment = l.find(";"); if (comment!=-1) l=l.substr(0,comment); } if (mode<1) vertex_code+="\n"; if (mode<2) fragment_code+="\n"; if (mode < 1 && l=="") continue; if (l.begins_with("[")) { l=l.strip_edges(); if (l=="[params]") { if (mode>=0) { memdelete(f); ERR_EXPLAIN(p_path+":"+itos(line)+": Misplaced [params] section."); ERR_FAIL_V(RES()); } mode=0; } else if (l=="[vertex]") { if (mode>=1) { memdelete(f); ERR_EXPLAIN(p_path+":"+itos(line)+": Misplaced [vertex] section."); ERR_FAIL_V(RES()); } mode=1; } else if (l=="[fragment]") { if (mode>=2) { memdelete(f); ERR_EXPLAIN(p_path+":"+itos(line)+": Misplaced [fragment] section."); ERR_FAIL_V(RES()); } mode=1; } else { memdelete(f); ERR_EXPLAIN(p_path+":"+itos(line)+": Unknown section type: '"+l+"'."); ERR_FAIL_V(RES()); } continue; } if (mode==0) { int eqpos = l.find("="); if (eqpos==-1) { memdelete(f); ERR_EXPLAIN(p_path+":"+itos(line)+": Expected '='."); ERR_FAIL_V(RES()); } String right=l.substr(eqpos+1,l.length()).strip_edges(); if (right=="") { memdelete(f); ERR_EXPLAIN(p_path+":"+itos(line)+": Expected value after '='."); ERR_FAIL_V(RES()); } Variant value; if (right=="true") { value = true; } else if (right=="false") { value = false; } else if (right.is_valid_float()) { //is number value = right.to_double(); } else if (right.is_valid_html_color()) { //is html color value = Color::html(right); } else { //attempt to parse a constructor int popenpos = right.find("("); if (popenpos==-1) { memdelete(f); ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid constructor syntax: "+right); ERR_FAIL_V(RES()); } int pclosepos = right.find_last(")"); if (pclosepos==-1) { ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid constructor parameter syntax: "+right); ERR_FAIL_V(RES()); } String type = right.substr(0,popenpos); String param = right.substr(popenpos+1,pclosepos-popenpos-1).strip_edges(); if (type=="tex") { if (param=="") { value=RID(); } else { String path; if (param.is_abs_path()) path=param; else path=base_path+"/"+param; Ref texture = ResourceLoader::load(path); if (!texture.is_valid()) { memdelete(f); ERR_EXPLAIN(p_path+":"+itos(line)+": Couldn't find icon at path: "+path); ERR_FAIL_V(RES()); } value=texture; } } else if (type=="vec3") { if (param=="") { value=Vector3(); } else { Vector params = param.split(","); if (params.size()!=3) { memdelete(f); ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid param count for vec3(): '"+right+"'."); ERR_FAIL_V(RES()); } Vector3 v; for(int i=0;i<3;i++) v[i]=params[i].to_double(); value=v; } } else if (type=="xform") { if (param=="") { value=Transform(); } else { Vector params = param.split(","); if (params.size()!=12) { memdelete(f); ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid param count for xform(): '"+right+"'."); ERR_FAIL_V(RES()); } Transform t; for(int i=0;i<9;i++) t.basis[i%3][i/3]=params[i].to_double(); for(int i=0;i<3;i++) t.origin[i]=params[i-9].to_double(); value=t; } } else { memdelete(f); ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid constructor type: '"+type+"'."); ERR_FAIL_V(RES()); } } String left= l.substr(0,eqpos); // shader->set_param(left,value); } else if (mode==1) { vertex_code+=l; } else if (mode==2) { fragment_code+=l; } } shader->set_code(vertex_code,fragment_code,light_code); f->close(); memdelete(f); if (r_error) *r_error=OK; return shader; } void ResourceFormatLoaderShader::get_recognized_extensions(List *p_extensions) const { ObjectTypeDB::get_extensions_for_type("Shader", p_extensions); } bool ResourceFormatLoaderShader::handles_type(const String& p_type) const { return ObjectTypeDB::is_type(p_type, "Shader"); } String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const { if (p_path.extension().to_lower()=="shd") return "Shader"; return ""; }