/*************************************************************************/ /* shader.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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. */ /*************************************************************************/ #include "shader.h" #include "os/file_access.h" #include "scene/scene_string_names.h" #include "servers/visual/shader_language.h" #include "servers/visual_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); print_line("mode: " + type); if (type == "canvas_item") { mode = MODE_CANVAS_ITEM; } else if (type == "particles") { mode = MODE_PARTICLES; } else { mode = MODE_SPATIAL; } VisualServer::get_singleton()->shader_set_code(shader, p_code); params_cache_dirty = true; emit_signal(SceneStringNames::get_singleton()->changed); } String Shader::get_code() const { return VisualServer::get_singleton()->shader_get_code(shader); } void Shader::get_param_list(List *p_params) const { List local; VisualServer::get_singleton()->shader_get_param_list(shader, &local); params_cache.clear(); params_cache_dirty = false; for (List::Element *E = local.front(); E; E = E->next()) { PropertyInfo pi = E->get(); pi.name = "shader_param/" + pi.name; params_cache[pi.name] = E->get().name; if (p_params) { //small little hack if (pi.type == Variant::_RID) pi.type = Variant::OBJECT; p_params->push_back(pi); } } } RID Shader::get_rid() const { return shader; } void Shader::set_default_texture_param(const StringName &p_param, const Ref &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 Shader::get_default_texture_param(const StringName &p_param) const { if (default_textures.has(p_param)) return default_textures[p_param]; else return Ref(); } void Shader::get_default_texture_param_list(List *r_textures) const { for (const Map >::Element *E = default_textures.front(); E; E = E->next()) { r_textures->push_back(E->key()); } } bool Shader::has_param(const StringName &p_param) const { return params_cache.has(p_param); } 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); ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code); ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture:Texture"), &Shader::set_default_texture_param); ClassDB::bind_method(D_METHOD("get_default_texture_param:Texture", "param"), &Shader::get_default_texture_param); 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_CONSTANT(MODE_SPATIAL); BIND_CONSTANT(MODE_CANVAS_ITEM); BIND_CONSTANT(MODE_PARTICLES); } Shader::Shader() { mode = MODE_SPATIAL; shader = VisualServer::get_singleton()->shader_create(); params_cache_dirty = true; } Shader::~Shader() { VisualServer::get_singleton()->free(shader); }