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+/*************************************************************************/
+/* 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