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