91 lines
2.6 KiB
C++
91 lines
2.6 KiB
C++
#include "resource_importer_shader_file.h"
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#include "core/io/marshalls.h"
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#include "core/io/resource_saver.h"
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#include "core/os/file_access.h"
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#include "editor/editor_node.h"
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#include "editor/plugins/shader_file_editor_plugin.h"
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#include "servers/rendering/rendering_device_binds.h"
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String ResourceImporterShaderFile::get_importer_name() const {
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return "glsl";
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}
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String ResourceImporterShaderFile::get_visible_name() const {
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return "GLSL Shader File";
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}
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void ResourceImporterShaderFile::get_recognized_extensions(List<String> *p_extensions) const {
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p_extensions->push_back("glsl");
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}
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String ResourceImporterShaderFile::get_save_extension() const {
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return "res";
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}
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String ResourceImporterShaderFile::get_resource_type() const {
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return "RDShaderFile";
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}
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int ResourceImporterShaderFile::get_preset_count() const {
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return 0;
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}
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String ResourceImporterShaderFile::get_preset_name(int p_idx) const {
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return String();
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}
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void ResourceImporterShaderFile::get_import_options(List<ImportOption> *r_options, int p_preset) const {
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}
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bool ResourceImporterShaderFile::get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const {
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return true;
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}
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static String _include_function(const String &p_path, void *userpointer) {
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Error err;
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String *base_path = (String *)userpointer;
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String include = p_path;
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if (include.is_rel_path()) {
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include = base_path->plus_file(include);
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}
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FileAccessRef file_inc = FileAccess::open(include, FileAccess::READ, &err);
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if (err != OK) {
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return String();
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}
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return file_inc->get_as_utf8_string();
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}
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Error ResourceImporterShaderFile::import(const String &p_source_file, const String &p_save_path, const Map<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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Error err;
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FileAccessRef 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.operator->(), ERR_CANT_OPEN);
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String file_txt = file->get_as_utf8_string();
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Ref<RDShaderFile> shader_file;
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shader_file.instance();
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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) {
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if (!ShaderFileEditor::singleton->is_visible_in_tree()) {
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EditorNode::get_singleton()->add_io_error(vformat(TTR("Error importing GLSL shader file: '%s'. Open the file in the filesystem dock in order to see the reason."), p_source_file));
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}
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}
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ResourceSaver::save(p_save_path + ".res", shader_file);
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return OK;
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}
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ResourceImporterShaderFile::ResourceImporterShaderFile() {
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}
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