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-rw-r--r--scene/resources/shader.cpp78
1 files changed, 63 insertions, 15 deletions
diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp
index 6d65da3782..a9376faf62 100644
--- a/scene/resources/shader.cpp
+++ b/scene/resources/shader.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -33,16 +33,10 @@
#include "scene/scene_string_names.h"
-void Shader::set_mode(Mode p_mode) {
-
- ERR_FAIL_INDEX(p_mode,2);
- VisualServer::get_singleton()->shader_set_mode(shader,VisualServer::ShaderMode(p_mode));
- emit_signal(SceneStringNames::get_singleton()->changed);
-}
Shader::Mode Shader::get_mode() const {
- return (Mode)VisualServer::get_singleton()->shader_get_mode(shader);
+ return mode;
}
void Shader::set_code( const String& p_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs,int p_light_ofs) {
@@ -90,7 +84,7 @@ void Shader::get_param_list(List<PropertyInfo> *p_params) const {
for(List<PropertyInfo>::Element *E=local.front();E;E=E->next()) {
PropertyInfo pi=E->get();
- pi.name="param/"+pi.name;
+ pi.name="shader_param/"+pi.name;
params_cache[pi.name]=E->get().name;
if (p_params) {
@@ -120,6 +114,13 @@ Dictionary Shader::_get_code() {
c["vertex_ofs"]=0;
c["light"]=ls;
c["light_ofs"]=0;
+ Array arr;
+ for(const Map<StringName,Ref<Texture> >::Element *E=default_textures.front();E;E=E->next()) {
+ arr.push_back(E->key());
+ arr.push_back(E->get());
+ }
+ if (arr.size())
+ c["default_tex"]=arr;
return c;
}
@@ -132,11 +133,48 @@ void Shader::_set_code(const Dictionary& p_string) {
light=p_string["light"];
set_code(p_string["vertex"],p_string["fragment"],light);
+ if (p_string.has("default_tex")) {
+ Array arr=p_string["default_tex"];
+ if ((arr.size()&1)==0) {
+ for(int i=0;i<arr.size();i+=2) {
+
+ set_default_texture_param(arr[i],arr[i+1]);
+ }
+ }
+ }
+}
+
+void Shader::set_default_texture_param(const StringName& p_param,const Ref<Texture>& p_texture) {
+
+ if (p_texture.is_valid()) {
+ default_textures[p_param]=p_texture;
+ VS::get_singleton()->shader_set_default_texture_param(shader,p_param,p_texture->get_rid());
+ } else {
+ default_textures.erase(p_param);
+ VS::get_singleton()->shader_set_default_texture_param(shader,p_param,RID());
+ }
}
+Ref<Texture> Shader::get_default_texture_param(const StringName& p_param) const{
+
+ if (default_textures.has(p_param))
+ return default_textures[p_param];
+ else
+ return Ref<Texture>();
+}
+
+void Shader::get_default_texture_param_list(List<StringName>* r_textures) const{
+
+ for(const Map<StringName,Ref<Texture> >::Element *E=default_textures.front();E;E=E->next()) {
+
+ r_textures->push_back(E->key());
+ }
+
+}
+
+
void Shader::_bind_methods() {
- ObjectTypeDB::bind_method(_MD("set_mode","mode"),&Shader::set_mode);
ObjectTypeDB::bind_method(_MD("get_mode"),&Shader::get_mode);
ObjectTypeDB::bind_method(_MD("set_code","vcode","fcode","lcode","fofs","lofs"),&Shader::set_code,DEFVAL(0),DEFVAL(0));
@@ -144,6 +182,9 @@ void Shader::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_fragment_code"),&Shader::get_fragment_code);
ObjectTypeDB::bind_method(_MD("get_light_code"),&Shader::get_light_code);
+ ObjectTypeDB::bind_method(_MD("set_default_texture_param","param","texture:Texture"),&Shader::set_default_texture_param);
+ ObjectTypeDB::bind_method(_MD("get_default_texture_param:Texture","param"),&Shader::get_default_texture_param);
+
ObjectTypeDB::bind_method(_MD("has_param","name"),&Shader::has_param);
ObjectTypeDB::bind_method(_MD("_set_code","code"),&Shader::_set_code);
@@ -160,9 +201,10 @@ void Shader::_bind_methods() {
}
-Shader::Shader() {
+Shader::Shader(Mode p_mode) {
- shader = VisualServer::get_singleton()->shader_create();
+ mode=p_mode;
+ shader = VisualServer::get_singleton()->shader_create(VS::ShaderMode(p_mode));
params_cache_dirty=true;
}
@@ -177,7 +219,10 @@ Shader::~Shader() {
-RES ResourceFormatLoaderShader::load(const String &p_path,const String& p_original_path) {
+RES ResourceFormatLoaderShader::load(const String &p_path, const String& p_original_path, Error *r_error) {
+
+ if (r_error)
+ *r_error=ERR_FILE_CANT_OPEN;
String fragment_code;
String vertex_code;
@@ -193,8 +238,10 @@ RES ResourceFormatLoaderShader::load(const String &p_path,const String& p_origin
ERR_FAIL_COND_V(err,RES());
String base_path = p_path.get_base_dir();
+ if (r_error)
+ *r_error=ERR_FILE_CORRUPT;
- Ref<Shader> shader( memnew( Shader ) );
+ Ref<Shader> shader;//( memnew( Shader ) );
int line=0;
@@ -299,7 +346,6 @@ RES ResourceFormatLoaderShader::load(const String &p_path,const String& p_origin
String type = right.substr(0,popenpos);
String param = right.substr(popenpos+1,pclosepos-popenpos-1).strip_edges();
- print_line("type: "+type+" param: "+param);
if (type=="tex") {
@@ -394,6 +440,8 @@ RES ResourceFormatLoaderShader::load(const String &p_path,const String& p_origin
f->close();
memdelete(f);
+ if (r_error)
+ *r_error=OK;
return shader;
}