286 lines
9.5 KiB
C++
286 lines
9.5 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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/io/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/shader_preprocessor.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::_dependency_changed() {
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RenderingServer::get_singleton()->shader_set_code(shader, RenderingServer::get_singleton()->shader_get_code(shader));
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emit_changed();
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}
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void Shader::set_path(const String &p_path, bool p_take_over) {
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Resource::set_path(p_path, p_take_over);
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RS::get_singleton()->shader_set_path_hint(shader, p_path);
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}
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void Shader::set_code(const String &p_code) {
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for (Ref<ShaderInclude> E : include_dependencies) {
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E->disconnect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
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}
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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 if (type == "fog") {
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mode = MODE_FOG;
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} else {
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mode = MODE_SPATIAL;
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}
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code = p_code;
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String pp_code = p_code;
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HashSet<Ref<ShaderInclude>> new_include_dependencies;
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{
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// Preprocessor must run here and not in the server because:
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// 1) Need to keep track of include dependencies at resource level
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// 2) Server does not do interaction with Resource filetypes, this is a scene level feature.
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ShaderPreprocessor preprocessor;
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preprocessor.preprocess(p_code, "", pp_code, nullptr, nullptr, nullptr, &new_include_dependencies);
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}
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// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
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include_dependencies = new_include_dependencies;
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for (Ref<ShaderInclude> E : include_dependencies) {
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E->connect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
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}
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RenderingServer::get_singleton()->shader_set_code(shader, pp_code);
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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 code;
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}
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void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups) const {
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_update_shader();
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List<PropertyInfo> local;
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RenderingServer::get_singleton()->get_shader_parameter_list(shader, &local);
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for (PropertyInfo &pi : local) {
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bool is_group = pi.usage == PROPERTY_USAGE_GROUP || pi.usage == PROPERTY_USAGE_SUBGROUP;
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if (!p_get_groups && is_group) {
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continue;
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}
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if (!is_group) {
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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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}
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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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}
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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_parameter(const StringName &p_name, const Ref<Texture2D> &p_texture, int p_index) {
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if (p_texture.is_valid()) {
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if (!default_textures.has(p_name)) {
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default_textures[p_name] = HashMap<int, Ref<Texture2D>>();
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}
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default_textures[p_name][p_index] = p_texture;
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RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, p_texture->get_rid(), p_index);
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} else {
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if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
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default_textures[p_name].erase(p_index);
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if (default_textures[p_name].is_empty()) {
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default_textures.erase(p_name);
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}
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}
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RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, RID(), p_index);
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}
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emit_changed();
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}
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Ref<Texture2D> Shader::get_default_texture_parameter(const StringName &p_name, int p_index) const {
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if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
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return default_textures[p_name][p_index];
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}
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return Ref<Texture2D>();
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}
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void Shader::get_default_texture_parameter_list(List<StringName> *r_textures) const {
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for (const KeyValue<StringName, HashMap<int, Ref<Texture2D>>> &E : default_textures) {
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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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void Shader::_update_shader() const {
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}
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Array Shader::_get_shader_uniform_list(bool p_get_groups) {
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List<PropertyInfo> uniform_list;
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get_shader_uniform_list(&uniform_list, p_get_groups);
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Array ret;
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for (const PropertyInfo &pi : uniform_list) {
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ret.push_back(pi.operator Dictionary());
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}
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return ret;
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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_parameter", "name", "texture", "index"), &Shader::set_default_texture_parameter, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_default_texture_parameter", "name", "index"), &Shader::get_default_texture_parameter, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_shader_uniform_list", "get_groups"), &Shader::_get_shader_uniform_list, DEFVAL(false));
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "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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BIND_ENUM_CONSTANT(MODE_FOG);
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}
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Shader::Shader() {
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shader = RenderingServer::get_singleton()->shader_create();
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}
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Shader::~Shader() {
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ERR_FAIL_NULL(RenderingServer::get_singleton());
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RenderingServer::get_singleton()->free(shader);
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}
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////////////
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Ref<Resource> ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
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if (r_error) {
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*r_error = ERR_FILE_CANT_OPEN;
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}
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Ref<Shader> shader;
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shader.instantiate();
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Vector<uint8_t> buffer = FileAccess::get_file_as_bytes(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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}
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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("gdshader");
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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 == "gdshader") {
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return "Shader";
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}
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return "";
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}
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Error ResourceFormatSaverShader::save(const Ref<Resource> &p_resource, const String &p_path, 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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Ref<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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return ERR_CANT_CREATE;
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}
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return OK;
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}
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void ResourceFormatSaverShader::get_recognized_extensions(const Ref<Resource> &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("gdshader");
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}
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}
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}
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bool ResourceFormatSaverShader::recognize(const Ref<Resource> &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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