/*************************************************************************/ /* shader.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.h" #include "core/io/file_access.h" #include "scene/scene_string_names.h" #include "servers/rendering/shader_language.h" #include "servers/rendering/shader_preprocessor.h" #include "servers/rendering_server.h" #include "texture.h" Shader::Mode Shader::get_mode() const { return mode; } void Shader::_dependency_changed() { RenderingServer::get_singleton()->shader_set_code(shader, RenderingServer::get_singleton()->shader_get_code(shader)); params_cache_dirty = true; emit_changed(); } void Shader::set_path(const String &p_path, bool p_take_over) { Resource::set_path(p_path, p_take_over); RS::get_singleton()->shader_set_path_hint(shader, p_path); } void Shader::set_code(const String &p_code) { for (Ref E : include_dependencies) { E->disconnect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed)); } String type = ShaderLanguage::get_shader_type(p_code); if (type == "canvas_item") { mode = MODE_CANVAS_ITEM; } else if (type == "particles") { mode = MODE_PARTICLES; } else if (type == "sky") { mode = MODE_SKY; } else if (type == "fog") { mode = MODE_FOG; } else { mode = MODE_SPATIAL; } code = p_code; String pp_code = p_code; HashSet> new_include_dependencies; { // Preprocessor must run here and not in the server because: // 1) Need to keep track of include dependencies at resource level // 2) Server does not do interaction with Resource filetypes, this is a scene level feature. ShaderPreprocessor preprocessor; preprocessor.preprocess(p_code, "", pp_code, nullptr, nullptr, nullptr, &new_include_dependencies); } // This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower) include_dependencies = new_include_dependencies; for (Ref E : include_dependencies) { E->connect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed)); } RenderingServer::get_singleton()->shader_set_code(shader, pp_code); params_cache_dirty = true; emit_changed(); } String Shader::get_code() const { _update_shader(); return code; } void Shader::get_shader_uniform_list(List *p_params, bool p_get_groups) const { _update_shader(); List local; RenderingServer::get_singleton()->shader_get_shader_uniform_list(shader, &local); params_cache.clear(); params_cache_dirty = false; for (PropertyInfo &pi : local) { bool is_group = pi.usage == PROPERTY_USAGE_GROUP || pi.usage == PROPERTY_USAGE_SUBGROUP; if (!p_get_groups && is_group) { continue; } if (!is_group) { if (default_textures.has(pi.name)) { //do not show default textures continue; } params_cache[pi.name] = pi.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 { _update_shader(); return shader; } void Shader::set_default_texture_param(const StringName &p_param, const Ref &p_texture, int p_index) { if (p_texture.is_valid()) { if (!default_textures.has(p_param)) { default_textures[p_param] = HashMap>(); } default_textures[p_param][p_index] = p_texture; RS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid(), p_index); } else { if (default_textures.has(p_param) && default_textures[p_param].has(p_index)) { default_textures[p_param].erase(p_index); if (default_textures[p_param].is_empty()) { default_textures.erase(p_param); } } RS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID(), p_index); } emit_changed(); } Ref Shader::get_default_texture_param(const StringName &p_param, int p_index) const { if (default_textures.has(p_param) && default_textures[p_param].has(p_index)) { return default_textures[p_param][p_index]; } return Ref(); } void Shader::get_default_texture_param_list(List *r_textures) const { for (const KeyValue>> &E : default_textures) { r_textures->push_back(E.key); } } bool Shader::is_text_shader() const { return true; } bool Shader::has_uniform(const StringName &p_param) const { return params_cache.has("shader_uniform/" + 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); ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code); ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture", "index"), &Shader::set_default_texture_param, DEFVAL(0)); ClassDB::bind_method(D_METHOD("get_default_texture_param", "param", "index"), &Shader::get_default_texture_param, DEFVAL(0)); ClassDB::bind_method(D_METHOD("has_uniform", "name"), &Shader::has_uniform); ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code"); BIND_ENUM_CONSTANT(MODE_SPATIAL); BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM); BIND_ENUM_CONSTANT(MODE_PARTICLES); BIND_ENUM_CONSTANT(MODE_SKY); BIND_ENUM_CONSTANT(MODE_FOG); } Shader::Shader() { shader = RenderingServer::get_singleton()->shader_create(); } Shader::~Shader() { RenderingServer::get_singleton()->free(shader); } //////////// Ref 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.instantiate(); Vector buffer = FileAccess::get_file_as_array(p_path); String str; str.parse_utf8((const char *)buffer.ptr(), buffer.size()); shader->set_code(str); if (r_error) { *r_error = OK; } return shader; } void ResourceFormatLoaderShader::get_recognized_extensions(List *p_extensions) const { 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 == "gdshader") { return "Shader"; } return ""; } Error ResourceFormatSaverShader::save(const Ref &p_resource, const String &p_path, uint32_t p_flags) { Ref shader = p_resource; ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER); String source = shader->get_code(); Error err; Ref file = FileAccess::open(p_path, FileAccess::WRITE, &err); ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'."); file->store_string(source); if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) { return ERR_CANT_CREATE; } return OK; } void ResourceFormatSaverShader::get_recognized_extensions(const Ref &p_resource, List *p_extensions) const { if (const Shader *shader = Object::cast_to(*p_resource)) { if (shader->is_text_shader()) { p_extensions->push_back("gdshader"); } } } bool ResourceFormatSaverShader::recognize(const Ref &p_resource) const { return p_resource->get_class_name() == "Shader"; //only shader, not inherited }