godot/scene/resources/shader.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

138 lines
4.5 KiB
C++

/*************************************************************************/
/* shader.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef SHADER_H
#define SHADER_H
#include "resource.h"
#include "io/resource_loader.h"
#include "scene/resources/texture.h"
class Shader : public Resource {
OBJ_TYPE(Shader,Resource);
OBJ_SAVE_TYPE( Shader );
RES_BASE_EXTENSION("shd");
public:
enum Mode {
MODE_MATERIAL,
MODE_CANVAS_ITEM,
MODE_POST_PROCESS,
MODE_MAX
};
private:
RID shader;
Mode mode;
Dictionary _get_code();
void _set_code(const Dictionary& p_string);
// hack the name of performance
// shaders keep a list of ShaderMaterial -> VisualServer name translations, to make
// convertion fast and save memory.
mutable bool params_cache_dirty;
mutable Map<StringName,StringName> params_cache; //map a shader param to a material param..
Map<StringName,Ref<Texture> > default_textures;
protected:
static void _bind_methods();
public:
//void set_mode(Mode p_mode);
Mode get_mode() const;
void set_code( const String& p_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs=0,int p_light_ofs=0);
String get_vertex_code() const;
String get_fragment_code() const;
String get_light_code() const;
void get_param_list(List<PropertyInfo> *p_params) const;
bool has_param(const StringName& p_param) const;
void set_default_texture_param(const StringName& p_param, const Ref<Texture> &p_texture);
Ref<Texture> get_default_texture_param(const StringName& p_param) const;
void get_default_texture_param_list(List<StringName>* r_textures) const;
_FORCE_INLINE_ StringName remap_param(const StringName& p_param) const {
if (params_cache_dirty)
get_param_list(NULL);
const Map<StringName,StringName>::Element *E=params_cache.find(p_param);
if (E)
return E->get();
return StringName();
}
virtual RID get_rid() const;
Shader(Mode p_mode);
~Shader();
};
VARIANT_ENUM_CAST( Shader::Mode );
class MaterialShader : public Shader {
OBJ_TYPE(MaterialShader,Shader);
public:
MaterialShader() : Shader(MODE_MATERIAL) {};
};
class CanvasItemShader : public Shader {
OBJ_TYPE(CanvasItemShader,Shader);
public:
CanvasItemShader() : Shader(MODE_CANVAS_ITEM) {};
};
class ResourceFormatLoaderShader : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path,const String& p_original_path="",Error *r_error=NULL);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual bool handles_type(const String& p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
#endif // SHADER_H