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-rw-r--r--scene/resources/shader_include.cpp144
1 files changed, 144 insertions, 0 deletions
diff --git a/scene/resources/shader_include.cpp b/scene/resources/shader_include.cpp
new file mode 100644
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+++ b/scene/resources/shader_include.cpp
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+/*************************************************************************/
+/* shader_include.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* 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 */
+/* "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. */
+/*************************************************************************/
+
+#include "shader_include.h"
+#include "servers/rendering/shader_language.h"
+#include "servers/rendering/shader_preprocessor.h"
+
+void ShaderInclude::_dependency_changed() {
+ emit_changed();
+}
+
+void ShaderInclude::set_code(const String &p_code) {
+ HashSet<Ref<ShaderInclude>> new_dependencies;
+ code = p_code;
+
+ for (Ref<ShaderInclude> E : dependencies) {
+ E->disconnect(SNAME("changed"), callable_mp(this, &ShaderInclude::_dependency_changed));
+ }
+
+ {
+ String pp_code;
+ ShaderPreprocessor preprocessor;
+ preprocessor.preprocess(p_code, pp_code, nullptr, nullptr, &new_dependencies);
+ }
+
+ // This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
+ dependencies = new_dependencies;
+
+ for (Ref<ShaderInclude> E : dependencies) {
+ E->connect(SNAME("changed"), callable_mp(this, &ShaderInclude::_dependency_changed));
+ }
+
+ emit_changed();
+}
+
+String ShaderInclude::get_code() const {
+ return code;
+}
+
+void ShaderInclude::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_code", "code"), &ShaderInclude::set_code);
+ ClassDB::bind_method(D_METHOD("get_code"), &ShaderInclude::get_code);
+
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
+}
+
+// ResourceFormatLoaderShaderInclude
+
+Ref<Resource> ResourceFormatLoaderShaderInclude::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<ShaderInclude> shader_inc;
+ shader_inc.instantiate();
+
+ Vector<uint8_t> buffer = FileAccess::get_file_as_array(p_path);
+
+ String str;
+ str.parse_utf8((const char *)buffer.ptr(), buffer.size());
+
+ shader_inc->set_code(str);
+
+ if (r_error) {
+ *r_error = OK;
+ }
+
+ return shader_inc;
+}
+
+void ResourceFormatLoaderShaderInclude::get_recognized_extensions(List<String> *p_extensions) const {
+ p_extensions->push_back("gdshaderinc");
+}
+
+bool ResourceFormatLoaderShaderInclude::handles_type(const String &p_type) const {
+ return (p_type == "ShaderInclude");
+}
+
+String ResourceFormatLoaderShaderInclude::get_resource_type(const String &p_path) const {
+ String extension = p_path.get_extension().to_lower();
+ if (extension == "gdshaderinc") {
+ return "ShaderInclude";
+ }
+ return "";
+}
+
+// ResourceFormatSaverShaderInclude
+
+Error ResourceFormatSaverShaderInclude::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) {
+ Ref<ShaderInclude> shader_inc = p_resource;
+ ERR_FAIL_COND_V(shader_inc.is_null(), ERR_INVALID_PARAMETER);
+
+ String source = shader_inc->get_code();
+
+ Error error;
+ Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &error);
+
+ ERR_FAIL_COND_V_MSG(error, error, "Cannot save shader include '" + p_path + "'.");
+
+ file->store_string(source);
+ if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
+ return ERR_CANT_CREATE;
+ }
+
+ return OK;
+}
+
+void ResourceFormatSaverShaderInclude::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
+ const ShaderInclude *shader_inc = Object::cast_to<ShaderInclude>(*p_resource);
+ if (shader_inc != nullptr) {
+ p_extensions->push_back("gdshaderinc");
+ }
+}
+
+bool ResourceFormatSaverShaderInclude::recognize(const Ref<Resource> &p_resource) const {
+ return p_resource->get_class_name() == "ShaderInclude"; //only shader, not inherited
+}