3f3f5a5359
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
153 lines
5.1 KiB
C++
153 lines
5.1 KiB
C++
/*************************************************************************/
|
|
/* shader.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* http://www.godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2017 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_code) {
|
|
|
|
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() {
|
|
|
|
ObjectTypeDB::bind_method(_MD("get_mode"),&Shader::get_mode);
|
|
|
|
ObjectTypeDB::bind_method(_MD("set_code","code"),&Shader::set_code);
|
|
ObjectTypeDB::bind_method(_MD("get_code"),&Shader::get_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("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_SPATIAL);
|
|
BIND_CONSTANT( MODE_CANVAS_ITEM );
|
|
BIND_CONSTANT( MODE_PARTICLES );
|
|
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
|