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-rw-r--r--scene/resources/shader.cpp58
1 files changed, 33 insertions, 25 deletions
diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp
index 44d524f142..d49157b1b8 100644
--- a/scene/resources/shader.cpp
+++ b/scene/resources/shader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -49,6 +49,8 @@ void Shader::set_code(const String &p_code) {
mode = MODE_PARTICLES;
} else if (type == "sky") {
mode = MODE_SKY;
+ } else if (type == "fog") {
+ mode = MODE_FOG;
} else {
mode = MODE_SPATIAL;
}
@@ -95,29 +97,37 @@ RID Shader::get_rid() const {
return shader;
}
-void Shader::set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture) {
+void Shader::set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture, int p_index) {
if (p_texture.is_valid()) {
- default_textures[p_param] = p_texture;
- RS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid());
+ if (!default_textures.has(p_param)) {
+ default_textures[p_param] = HashMap<int, Ref<Texture2D>>();
+ }
+ default_textures[p_param][p_index] = p_texture;
+ RS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid(), p_index);
} else {
- default_textures.erase(p_param);
- RS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID());
+ if (default_textures.has(p_param) && default_textures[p_param].has(p_index)) {
+ default_textures[p_param].erase(p_index);
+
+ if (default_textures[p_param].is_empty()) {
+ default_textures.erase(p_param);
+ }
+ }
+ RS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID(), p_index);
}
emit_changed();
}
-Ref<Texture2D> Shader::get_default_texture_param(const StringName &p_param) const {
- if (default_textures.has(p_param)) {
- return default_textures[p_param];
- } else {
- return Ref<Texture2D>();
+Ref<Texture2D> Shader::get_default_texture_param(const StringName &p_param, int p_index) const {
+ if (default_textures.has(p_param) && default_textures[p_param].has(p_index)) {
+ return default_textures[p_param][p_index];
}
+ return Ref<Texture2D>();
}
void Shader::get_default_texture_param_list(List<StringName> *r_textures) const {
- for (const Map<StringName, Ref<Texture2D>>::Element *E = default_textures.front(); E; E = E->next()) {
- r_textures->push_back(E->key());
+ for (const KeyValue<StringName, HashMap<int, Ref<Texture2D>>> &E : default_textures) {
+ r_textures->push_back(E.key);
}
}
@@ -138,17 +148,18 @@ void Shader::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
- ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture"), &Shader::set_default_texture_param);
- ClassDB::bind_method(D_METHOD("get_default_texture_param", "param"), &Shader::get_default_texture_param);
+ ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture", "index"), &Shader::set_default_texture_param, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_default_texture_param", "param", "index"), &Shader::get_default_texture_param, DEFVAL(0));
ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param);
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_code", "get_code");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
BIND_ENUM_CONSTANT(MODE_SPATIAL);
BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
BIND_ENUM_CONSTANT(MODE_PARTICLES);
BIND_ENUM_CONSTANT(MODE_SKY);
+ BIND_ENUM_CONSTANT(MODE_FOG);
}
Shader::Shader() {
@@ -161,7 +172,7 @@ Shader::~Shader() {
////////////
-RES 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) {
+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) {
if (r_error) {
*r_error = ERR_FILE_CANT_OPEN;
}
@@ -199,29 +210,26 @@ String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const
return "";
}
-Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
+Error ResourceFormatSaverShader::save(const String &p_path, const Ref<Resource> &p_resource, uint32_t p_flags) {
Ref<Shader> shader = p_resource;
ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
String source = shader->get_code();
Error err;
- FileAccess *file = FileAccess::open(p_path, FileAccess::WRITE, &err);
+ Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
file->store_string(source);
if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
- memdelete(file);
return ERR_CANT_CREATE;
}
- file->close();
- memdelete(file);
return OK;
}
-void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
+void ResourceFormatSaverShader::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
if (shader->is_text_shader()) {
p_extensions->push_back("gdshader");
@@ -229,6 +237,6 @@ void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource,
}
}
-bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
+bool ResourceFormatSaverShader::recognize(const Ref<Resource> &p_resource) const {
return p_resource->get_class_name() == "Shader"; //only shader, not inherited
}