156 lines
5.4 KiB
C++
156 lines
5.4 KiB
C++
/*************************************************************************/
|
|
/* shader.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
|
|
/* */
|
|
/* 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 "os/file_access.h"
|
|
#include "scene/scene_string_names.h"
|
|
#include "servers/visual/shader_language.h"
|
|
#include "servers/visual_server.h"
|
|
#include "texture.h"
|
|
|
|
Shader::Mode Shader::get_mode() const {
|
|
|
|
return mode;
|
|
}
|
|
|
|
void Shader::set_code(const String &p_code) {
|
|
|
|
String type = ShaderLanguage::get_shader_type(p_code);
|
|
|
|
print_line("mode: " + type);
|
|
|
|
if (type == "canvas_item") {
|
|
mode = MODE_CANVAS_ITEM;
|
|
} else if (type == "particles") {
|
|
mode = MODE_PARTICLES;
|
|
} else {
|
|
mode = MODE_SPATIAL;
|
|
}
|
|
|
|
VisualServer::get_singleton()->shader_set_code(shader, p_code);
|
|
params_cache_dirty = true;
|
|
emit_signal(SceneStringNames::get_singleton()->changed);
|
|
}
|
|
|
|
String Shader::get_code() const {
|
|
|
|
return VisualServer::get_singleton()->shader_get_code(shader);
|
|
}
|
|
|
|
void Shader::get_param_list(List<PropertyInfo> *p_params) const {
|
|
|
|
List<PropertyInfo> local;
|
|
VisualServer::get_singleton()->shader_get_param_list(shader, &local);
|
|
params_cache.clear();
|
|
params_cache_dirty = false;
|
|
|
|
for (List<PropertyInfo>::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;
|
|
}
|
|
|
|
void Shader::set_default_texture_param(const StringName &p_param, const Ref<Texture> &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<Texture> Shader::get_default_texture_param(const StringName &p_param) const {
|
|
|
|
if (default_textures.has(p_param))
|
|
return default_textures[p_param];
|
|
else
|
|
return Ref<Texture>();
|
|
}
|
|
|
|
void Shader::get_default_texture_param_list(List<StringName> *r_textures) const {
|
|
|
|
for (const Map<StringName, Ref<Texture> >::Element *E = default_textures.front(); E; E = E->next()) {
|
|
|
|
r_textures->push_back(E->key());
|
|
}
|
|
}
|
|
bool Shader::has_param(const StringName &p_param) const {
|
|
|
|
return params_cache.has(p_param);
|
|
}
|
|
|
|
void Shader::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
|
|
ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture"), &Shader::set_default_texture_param);
|
|
ClassDB::bind_method(D_METHOD("get_default_texture_param", "param"), &Shader::get_default_texture_param);
|
|
|
|
ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param);
|
|
|
|
//ClassDB::bind_method(D_METHOD("get_param_list"),&Shader::get_fragment_code);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_code", "get_code");
|
|
|
|
BIND_ENUM_CONSTANT(MODE_SPATIAL);
|
|
BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
|
|
BIND_ENUM_CONSTANT(MODE_PARTICLES);
|
|
}
|
|
|
|
Shader::Shader() {
|
|
|
|
mode = MODE_SPATIAL;
|
|
shader = VisualServer::get_singleton()->shader_create();
|
|
params_cache_dirty = true;
|
|
}
|
|
|
|
Shader::~Shader() {
|
|
|
|
VisualServer::get_singleton()->free(shader);
|
|
}
|