ae09b55a19
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
253 lines
7.6 KiB
C++
253 lines
7.6 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 "core/os/file_access.h"
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#include "scene/scene_string_names.h"
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#include "servers/rendering/shader_language.h"
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#include "servers/rendering_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_code) {
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String type = ShaderLanguage::get_shader_type(p_code);
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if (type == "canvas_item") {
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mode = MODE_CANVAS_ITEM;
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} else if (type == "particles") {
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mode = MODE_PARTICLES;
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} else if (type == "sky") {
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mode = MODE_SKY;
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} else {
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mode = MODE_SPATIAL;
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}
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RenderingServer::get_singleton()->shader_set_code(shader, p_code);
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params_cache_dirty = true;
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emit_changed();
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}
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String Shader::get_code() const {
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_update_shader();
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return RenderingServer::get_singleton()->shader_get_code(shader);
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}
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void Shader::get_param_list(List<PropertyInfo> *p_params) const {
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_update_shader();
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List<PropertyInfo> local;
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RenderingServer::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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if (default_textures.has(pi.name)) { //do not show default textures
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continue;
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}
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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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_update_shader();
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return shader;
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}
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void Shader::set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &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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RS::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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RS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID());
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}
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emit_changed();
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}
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Ref<Texture2D> 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<Texture2D>();
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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<Texture2D>>::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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bool Shader::is_text_shader() const {
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return true;
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}
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bool Shader::has_param(const StringName &p_param) const {
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return params_cache.has(p_param);
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}
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void Shader::_update_shader() const {
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}
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void Shader::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
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ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
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ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
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ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture"), &Shader::set_default_texture_param);
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ClassDB::bind_method(D_METHOD("get_default_texture_param", "param"), &Shader::get_default_texture_param);
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ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param);
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//ClassDB::bind_method(D_METHOD("get_param_list"),&Shader::get_fragment_code);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_code", "get_code");
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BIND_ENUM_CONSTANT(MODE_SPATIAL);
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BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
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BIND_ENUM_CONSTANT(MODE_PARTICLES);
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BIND_ENUM_CONSTANT(MODE_SKY);
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}
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Shader::Shader() {
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mode = MODE_SPATIAL;
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shader = RenderingServer::get_singleton()->shader_create();
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params_cache_dirty = true;
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}
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Shader::~Shader() {
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RenderingServer::get_singleton()->free(shader);
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}
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////////////
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RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, bool p_no_cache) {
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if (r_error)
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*r_error = ERR_FILE_CANT_OPEN;
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Ref<Shader> shader;
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shader.instance();
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Vector<uint8_t> buffer = FileAccess::get_file_as_array(p_path);
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String str;
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str.parse_utf8((const char *)buffer.ptr(), buffer.size());
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shader->set_code(str);
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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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p_extensions->push_back("shader");
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}
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bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
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return (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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String el = p_path.get_extension().to_lower();
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if (el == "shader")
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return "Shader";
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return "";
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}
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Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
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Ref<Shader> shader = p_resource;
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ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
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String source = shader->get_code();
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Error err;
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FileAccess *file = FileAccess::open(p_path, FileAccess::WRITE, &err);
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ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
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file->store_string(source);
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if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
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memdelete(file);
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return ERR_CANT_CREATE;
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}
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file->close();
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memdelete(file);
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return OK;
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}
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void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
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if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
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if (shader->is_text_shader()) {
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p_extensions->push_back("shader");
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}
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}
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}
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bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
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return p_resource->get_class_name() == "Shader"; //only shader, not inherited
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}
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