/*************************************************************************/ /* shader.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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_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); if (type == "canvas_item") { mode = MODE_CANVAS_ITEM; } else if (type == "particles") { mode = MODE_PARTICLES; } else if (type == "sky") { mode = MODE_SKY; } else { mode = MODE_SPATIAL; } RenderingServer::get_singleton()->shader_set_code(shader, p_code); params_cache_dirty = true; emit_changed(); } String Shader::get_code() const { _update_shader(); return RenderingServer::get_singleton()->shader_get_code(shader); } void Shader::get_param_list(List<PropertyInfo> *p_params) const { _update_shader(); List<PropertyInfo> local; RenderingServer::get_singleton()->shader_get_param_list(shader, &local); params_cache.clear(); params_cache_dirty = false; for (PropertyInfo &pi : local) { if (default_textures.has(pi.name)) { //do not show default textures continue; } String original_name = pi.name; pi.name = "shader_param/" + pi.name; params_cache[pi.name] = original_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<Texture2D> &p_texture) { if (p_texture.is_valid()) { default_textures[p_param] = p_texture; RS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid()); } else { default_textures.erase(p_param); RS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID()); } emit_changed(); } Ref<Texture2D> Shader::get_default_texture_param(const StringName &p_param) const { if (default_textures.has(p_param)) { return default_textures[p_param]; } else { return Ref<Texture2D>(); } } void Shader::get_default_texture_param_list(List<StringName> *r_textures) const { for (const Map<StringName, Ref<Texture2D>>::Element *E = default_textures.front(); E; E = E->next()) { r_textures->push_back(E->key()); } } bool Shader::is_text_shader() const { return true; } bool Shader::has_param(const StringName &p_param) const { return params_cache.has("shader_param/" + 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"), &Shader::set_default_texture_param); ClassDB::bind_method(D_METHOD("get_default_texture_param", "param"), &Shader::get_default_texture_param); ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param); ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "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); } Shader::Shader() { shader = RenderingServer::get_singleton()->shader_create(); } Shader::~Shader() { RenderingServer::get_singleton()->free(shader); } //////////// RES 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; shader.instantiate(); Vector<uint8_t> 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<String> *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 String &p_path, const RES &p_resource, uint32_t p_flags) { Ref<Shader> shader = p_resource; ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER); String source = shader->get_code(); Error err; FileAccess *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) { memdelete(file); return ERR_CANT_CREATE; } file->close(); memdelete(file); return OK; } void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const { if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) { if (shader->is_text_shader()) { p_extensions->push_back("gdshader"); } } } bool ResourceFormatSaverShader::recognize(const RES &p_resource) const { return p_resource->get_class_name() == "Shader"; //only shader, not inherited }