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Diffstat (limited to 'scene/resources/shader.h')
-rw-r--r-- | scene/resources/shader.h | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/scene/resources/shader.h b/scene/resources/shader.h new file mode 100644 index 0000000000..d04774dada --- /dev/null +++ b/scene/resources/shader.h @@ -0,0 +1,95 @@ +/*************************************************************************/ +/* shader.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 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 */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef SHADER_H +#define SHADER_H + +#include "resource.h" +#include "io/resource_loader.h" + +class Shader : public Resource { + + OBJ_TYPE(Shader,Resource); + OBJ_SAVE_TYPE( Shader ); + RES_BASE_EXTENSION("shd"); + RID shader; + + Dictionary _get_code(); + void _set_code(const Dictionary& p_string); + + + // hack the name of performance + // shaders keep a list of ShaderMaterial -> VisualServer name translations, to make + // convertion fast and save memory. + mutable bool params_cache_dirty; + mutable Map<StringName,StringName> params_cache; //map a shader param to a material param.. + +protected: + + + static void _bind_methods(); +public: + enum Mode { + + MODE_MATERIAL, + MODE_CANVAS_ITEM, + MODE_POST_PROCESS + }; + + void set_mode(Mode p_mode); + Mode get_mode() const; + + void set_code( const String& p_vertex, const String& p_fragment, int p_vertex_ofs=0,int p_fragment_ofs=0); + String get_vertex_code() const; + String get_fragment_code() const; + + void get_param_list(List<PropertyInfo> *p_params) const; + bool has_param(const StringName& p_param) const; + + virtual RID get_rid() const; + + Shader(); + ~Shader(); + +}; + +VARIANT_ENUM_CAST( Shader::Mode ); + + + +class ResourceFormatLoaderShader : public ResourceFormatLoader { +public: + virtual RES load(const String &p_path,const String& p_original_path=""); + virtual void get_recognized_extensions(List<String> *p_extensions) const; + virtual bool handles_type(const String& p_type) const; + virtual String get_resource_type(const String &p_path) const; +}; + + + +#endif // SHADER_H |