b524b40fdc
-fixed deadlock on previews thread -fixed compilation errors on unix
472 lines
12 KiB
C++
472 lines
12 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 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 "servers/visual_server.h"
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#include "texture.h"
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#include "os/file_access.h"
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#include "scene/scene_string_names.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_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs,int p_light_ofs) {
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VisualServer::get_singleton()->shader_set_code(shader,p_vertex,p_fragment,p_light,0,p_fragment_ofs,p_light_ofs);
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params_cache_dirty=true;
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emit_signal(SceneStringNames::get_singleton()->changed);
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}
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String Shader::get_vertex_code() const {
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return VisualServer::get_singleton()->shader_get_vertex_code(shader);
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}
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String Shader::get_fragment_code() const {
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return VisualServer::get_singleton()->shader_get_fragment_code(shader);
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}
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String Shader::get_light_code() const {
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return VisualServer::get_singleton()->shader_get_light_code(shader);
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}
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bool Shader::has_param(const StringName& p_param) const {
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if (params_cache_dirty)
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get_param_list(NULL);
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return (params_cache.has(p_param));
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}
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void Shader::get_param_list(List<PropertyInfo> *p_params) const {
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List<PropertyInfo> local;
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VisualServer::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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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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return shader;
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}
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Dictionary Shader::_get_code() {
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String fs = VisualServer::get_singleton()->shader_get_fragment_code(shader);
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String vs = VisualServer::get_singleton()->shader_get_vertex_code(shader);
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String ls = VisualServer::get_singleton()->shader_get_light_code(shader);
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Dictionary c;
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c["fragment"]=fs;
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c["fragment_ofs"]=0;
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c["vertex"]=vs;
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c["vertex_ofs"]=0;
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c["light"]=ls;
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c["light_ofs"]=0;
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Array arr;
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for(const Map<StringName,Ref<Texture> >::Element *E=default_textures.front();E;E=E->next()) {
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arr.push_back(E->key());
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arr.push_back(E->get());
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}
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if (arr.size())
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c["default_tex"]=arr;
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return c;
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}
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void Shader::_set_code(const Dictionary& p_string) {
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ERR_FAIL_COND(!p_string.has("fragment"));
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ERR_FAIL_COND(!p_string.has("vertex"));
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String light;
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if (p_string.has("light"))
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light=p_string["light"];
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set_code(p_string["vertex"],p_string["fragment"],light);
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if (p_string.has("default_tex")) {
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Array arr=p_string["default_tex"];
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if ((arr.size()&1)==0) {
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for(int i=0;i<arr.size();i+=2) {
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set_default_texture_param(arr[i],arr[i+1]);
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}
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}
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}
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}
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void Shader::set_default_texture_param(const StringName& p_param,const Ref<Texture>& 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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VS::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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VS::get_singleton()->shader_set_default_texture_param(shader,p_param,RID());
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}
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}
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Ref<Texture> 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<Texture>();
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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<Texture> >::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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void Shader::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("get_mode"),&Shader::get_mode);
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ObjectTypeDB::bind_method(_MD("set_code","vcode","fcode","lcode","fofs","lofs"),&Shader::set_code,DEFVAL(0),DEFVAL(0));
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ObjectTypeDB::bind_method(_MD("get_vertex_code"),&Shader::get_vertex_code);
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ObjectTypeDB::bind_method(_MD("get_fragment_code"),&Shader::get_fragment_code);
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ObjectTypeDB::bind_method(_MD("get_light_code"),&Shader::get_light_code);
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ObjectTypeDB::bind_method(_MD("set_default_texture_param","param","texture:Texture"),&Shader::set_default_texture_param);
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ObjectTypeDB::bind_method(_MD("get_default_texture_param:Texture","param"),&Shader::get_default_texture_param);
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ObjectTypeDB::bind_method(_MD("has_param","name"),&Shader::has_param);
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ObjectTypeDB::bind_method(_MD("_set_code","code"),&Shader::_set_code);
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ObjectTypeDB::bind_method(_MD("_get_code"),&Shader::_get_code);
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//ObjectTypeDB::bind_method(_MD("get_param_list"),&Shader::get_fragment_code);
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ADD_PROPERTY( PropertyInfo(Variant::STRING, "_code",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), _SCS("_set_code"), _SCS("_get_code") );
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BIND_CONSTANT( MODE_MATERIAL );
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BIND_CONSTANT( MODE_CANVAS_ITEM );
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BIND_CONSTANT( MODE_POST_PROCESS );
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}
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Shader::Shader(Mode p_mode) {
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mode=p_mode;
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shader = VisualServer::get_singleton()->shader_create(VS::ShaderMode(p_mode));
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params_cache_dirty=true;
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}
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Shader::~Shader() {
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VisualServer::get_singleton()->free(shader);
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}
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/************ Loader from text ***************/
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RES ResourceFormatLoaderShader::load(const String &p_path,const String& p_original_path) {
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String fragment_code;
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String vertex_code;
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String light_code;
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int mode=-1;
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Error err;
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FileAccess *f = FileAccess::open(p_path,FileAccess::READ,&err);
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ERR_EXPLAIN("Unable to open shader file: "+p_path);
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ERR_FAIL_COND_V(err,RES());
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String base_path = p_path.get_base_dir();
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Ref<Shader> shader;//( memnew( Shader ) );
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int line=0;
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while(!f->eof_reached()) {
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String l = f->get_line();
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line++;
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if (mode<=0) {
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l = l.strip_edges();
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int comment = l.find(";");
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if (comment!=-1)
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l=l.substr(0,comment);
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}
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if (mode<1)
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vertex_code+="\n";
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if (mode<2)
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fragment_code+="\n";
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if (mode < 1 && l=="")
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continue;
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if (l.begins_with("[")) {
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l=l.strip_edges();
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if (l=="[params]") {
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if (mode>=0) {
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memdelete(f);
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ERR_EXPLAIN(p_path+":"+itos(line)+": Misplaced [params] section.");
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ERR_FAIL_V(RES());
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}
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mode=0;
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} else if (l=="[vertex]") {
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if (mode>=1) {
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memdelete(f);
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ERR_EXPLAIN(p_path+":"+itos(line)+": Misplaced [vertex] section.");
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ERR_FAIL_V(RES());
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}
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mode=1;
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} else if (l=="[fragment]") {
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if (mode>=2) {
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memdelete(f);
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ERR_EXPLAIN(p_path+":"+itos(line)+": Misplaced [fragment] section.");
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ERR_FAIL_V(RES());
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}
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mode=1;
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} else {
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memdelete(f);
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ERR_EXPLAIN(p_path+":"+itos(line)+": Unknown section type: '"+l+"'.");
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ERR_FAIL_V(RES());
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}
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continue;
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}
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if (mode==0) {
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int eqpos = l.find("=");
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if (eqpos==-1) {
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memdelete(f);
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ERR_EXPLAIN(p_path+":"+itos(line)+": Expected '='.");
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ERR_FAIL_V(RES());
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}
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String right=l.substr(eqpos+1,l.length()).strip_edges();
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if (right=="") {
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memdelete(f);
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ERR_EXPLAIN(p_path+":"+itos(line)+": Expected value after '='.");
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ERR_FAIL_V(RES());
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}
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Variant value;
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if (right=="true") {
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value = true;
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} else if (right=="false") {
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value = false;
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} else if (right.is_valid_float()) {
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//is number
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value = right.to_double();
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} else if (right.is_valid_html_color()) {
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//is html color
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value = Color::html(right);
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} else {
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//attempt to parse a constructor
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int popenpos = right.find("(");
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if (popenpos==-1) {
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memdelete(f);
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ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid constructor syntax: "+right);
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ERR_FAIL_V(RES());
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}
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int pclosepos = right.find_last(")");
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if (pclosepos==-1) {
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ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid constructor parameter syntax: "+right);
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ERR_FAIL_V(RES());
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}
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String type = right.substr(0,popenpos);
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String param = right.substr(popenpos+1,pclosepos-popenpos-1).strip_edges();
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if (type=="tex") {
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if (param=="") {
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value=RID();
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} else {
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String path;
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if (param.is_abs_path())
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path=param;
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else
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path=base_path+"/"+param;
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Ref<Texture> texture = ResourceLoader::load(path);
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if (!texture.is_valid()) {
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memdelete(f);
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ERR_EXPLAIN(p_path+":"+itos(line)+": Couldn't find icon at path: "+path);
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ERR_FAIL_V(RES());
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}
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value=texture;
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}
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} else if (type=="vec3") {
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if (param=="") {
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value=Vector3();
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} else {
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Vector<String> params = param.split(",");
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if (params.size()!=3) {
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memdelete(f);
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ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid param count for vec3(): '"+right+"'.");
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ERR_FAIL_V(RES());
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}
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Vector3 v;
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for(int i=0;i<3;i++)
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v[i]=params[i].to_double();
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value=v;
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}
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} else if (type=="xform") {
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if (param=="") {
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value=Transform();
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} else {
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Vector<String> params = param.split(",");
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if (params.size()!=12) {
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memdelete(f);
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ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid param count for xform(): '"+right+"'.");
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ERR_FAIL_V(RES());
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}
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Transform t;
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for(int i=0;i<9;i++)
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t.basis[i%3][i/3]=params[i].to_double();
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for(int i=0;i<3;i++)
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t.origin[i]=params[i-9].to_double();
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value=t;
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}
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} else {
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memdelete(f);
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ERR_EXPLAIN(p_path+":"+itos(line)+": Invalid constructor type: '"+type+"'.");
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ERR_FAIL_V(RES());
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}
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}
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String left= l.substr(0,eqpos);
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// shader->set_param(left,value);
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} else if (mode==1) {
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vertex_code+=l;
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} else if (mode==2) {
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fragment_code+=l;
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}
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}
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shader->set_code(vertex_code,fragment_code,light_code);
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f->close();
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memdelete(f);
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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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if (p_path.extension().to_lower()=="shader")
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return "Shader";
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return "";
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}
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