godot/editor/import/resource_importer_shader_file.h
Juan Linietsky ae09b55a19 Exposed RenderingDevice to script API
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.
2020-04-20 21:21:58 -03:00

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C++

#ifndef RESOURCE_IMPORTER_SHADER_FILE_H
#define RESOURCE_IMPORTER_SHADER_FILE_H
#include "core/io/resource_importer.h"
class ResourceImporterShaderFile : public ResourceImporter {
GDCLASS(ResourceImporterShaderFile, ResourceImporter);
public:
virtual String get_importer_name() const;
virtual String get_visible_name() const;
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual String get_save_extension() const;
virtual String get_resource_type() const;
virtual int get_preset_count() const;
virtual String get_preset_name(int p_idx) const;
virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const;
virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const;
virtual Error 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 = nullptr, Variant *r_metadata = nullptr);
ResourceImporterShaderFile();
};
#endif // RESOURCE_IMPORTER_SHADER_FILE_H