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-rw-r--r--scene/resources/shader.cpp68
1 files changed, 25 insertions, 43 deletions
diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp
index a62e7ded16..44d524f142 100644
--- a/scene/resources/shader.cpp
+++ b/scene/resources/shader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 */
@@ -29,19 +29,18 @@
/*************************************************************************/
#include "shader.h"
-#include "core/os/file_access.h"
+
+#include "core/io/file_access.h"
#include "scene/scene_string_names.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering_server.h"
#include "texture.h"
Shader::Mode Shader::get_mode() const {
-
return mode;
}
void Shader::set_code(const String &p_code) {
-
String type = ShaderLanguage::get_shader_type(p_code);
if (type == "canvas_item") {
@@ -61,13 +60,11 @@ void Shader::set_code(const String &p_code) {
}
String Shader::get_code() const {
-
_update_shader();
return RenderingServer::get_singleton()->shader_get_code(shader);
}
void Shader::get_param_list(List<PropertyInfo> *p_params) const {
-
_update_shader();
List<PropertyInfo> local;
@@ -75,33 +72,30 @@ void Shader::get_param_list(List<PropertyInfo> *p_params) const {
params_cache.clear();
params_cache_dirty = false;
- for (List<PropertyInfo>::Element *E = local.front(); E; E = E->next()) {
-
- PropertyInfo pi = E->get();
+ for (PropertyInfo &pi : local) {
if (default_textures.has(pi.name)) { //do not show default textures
continue;
}
+ String original_name = pi.name;
pi.name = "shader_param/" + pi.name;
- params_cache[pi.name] = E->get().name;
+ params_cache[pi.name] = original_name;
if (p_params) {
-
//small little hack
- if (pi.type == Variant::_RID)
+ if (pi.type == Variant::RID) {
pi.type = Variant::OBJECT;
+ }
p_params->push_back(pi);
}
}
}
RID Shader::get_rid() const {
-
_update_shader();
return shader;
}
void Shader::set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture) {
-
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());
@@ -114,17 +108,15 @@ void Shader::set_default_texture_param(const StringName &p_param, const Ref<Text
}
Ref<Texture2D> Shader::get_default_texture_param(const StringName &p_param) const {
-
- if (default_textures.has(p_param))
+ if (default_textures.has(p_param)) {
return default_textures[p_param];
- else
+ } else {
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());
}
}
@@ -134,15 +126,13 @@ bool Shader::is_text_shader() const {
}
bool Shader::has_param(const StringName &p_param) const {
-
- return params_cache.has(p_param);
+ return params_cache.has("shader_param/" + p_param);
}
void Shader::_update_shader() const {
}
void Shader::_bind_methods() {
-
ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
@@ -153,8 +143,6 @@ void Shader::_bind_methods() {
ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param);
- //ClassDB::bind_method(D_METHOD("get_param_list"),&Shader::get_fragment_code);
-
ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_code", "get_code");
BIND_ENUM_CONSTANT(MODE_SPATIAL);
@@ -164,25 +152,22 @@ void Shader::_bind_methods() {
}
Shader::Shader() {
-
- mode = MODE_SPATIAL;
shader = RenderingServer::get_singleton()->shader_create();
- params_cache_dirty = true;
}
Shader::~Shader() {
-
RenderingServer::get_singleton()->free(shader);
}
-////////////
-RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress) {
+////////////
- if (r_error)
+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) {
+ if (r_error) {
*r_error = ERR_FILE_CANT_OPEN;
+ }
Ref<Shader> shader;
- shader.instance();
+ shader.instantiate();
Vector<uint8_t> buffer = FileAccess::get_file_as_array(p_path);
@@ -191,32 +176,30 @@ RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_origi
shader->set_code(str);
- if (r_error)
+ if (r_error) {
*r_error = OK;
+ }
return shader;
}
void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
-
- p_extensions->push_back("shader");
+ p_extensions->push_back("gdshader");
}
bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
-
return (p_type == "Shader");
}
String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
-
String el = p_path.get_extension().to_lower();
- if (el == "shader")
+ if (el == "gdshader") {
return "Shader";
+ }
return "";
}
Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
-
Ref<Shader> shader = p_resource;
ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
@@ -239,14 +222,13 @@ Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resourc
}
void ResourceFormatSaverShader::get_recognized_extensions(const RES &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("shader");
+ p_extensions->push_back("gdshader");
}
}
}
-bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
+bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
return p_resource->get_class_name() == "Shader"; //only shader, not inherited
}