/**************************************************************************/ /* shader_include.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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. */ /**************************************************************************/ #ifndef SHADER_INCLUDE_H #define SHADER_INCLUDE_H #include "core/io/resource.h" #include "core/io/resource_loader.h" #include "core/io/resource_saver.h" #include "core/templates/hash_set.h" class ShaderInclude : public Resource { GDCLASS(ShaderInclude, Resource); OBJ_SAVE_TYPE(ShaderInclude); private: String code; String include_path; HashSet> dependencies; void _dependency_changed(); protected: static void _bind_methods(); public: void set_code(const String &p_text); String get_code() const; void set_include_path(const String &p_path); }; class ResourceFormatLoaderShaderInclude : public ResourceFormatLoader { public: virtual Ref 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) override; virtual void get_recognized_extensions(List *p_extensions) const override; virtual bool handles_type(const String &p_type) const override; virtual String get_resource_type(const String &p_path) const override; }; class ResourceFormatSaverShaderInclude : public ResourceFormatSaver { public: virtual Error save(const Ref &p_resource, const String &p_path, uint32_t p_flags = 0) override; virtual void get_recognized_extensions(const Ref &p_resource, List *p_extensions) const override; virtual bool recognize(const Ref &p_resource) const override; }; #endif // SHADER_INCLUDE_H