/*************************************************************************/ /* shader.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef SHADER_H #define SHADER_H #include "core/io/resource.h" #include "core/io/resource_loader.h" #include "core/io/resource_saver.h" #include "scene/resources/texture.h" class Shader : public Resource { GDCLASS(Shader, Resource); OBJ_SAVE_TYPE(Shader); public: enum Mode { MODE_SPATIAL, MODE_CANVAS_ITEM, MODE_PARTICLES, MODE_SKY, MODE_FOG, MODE_MAX }; private: RID shader; Mode mode = MODE_SPATIAL; // hack the name of performance // shaders keep a list of ShaderMaterial -> RenderingServer name translations, to make // conversion fast and save memory. mutable bool params_cache_dirty = true; mutable HashMap params_cache; //map a shader param to a material param.. HashMap>> default_textures; virtual void _update_shader() const; //used for visual shader protected: static void _bind_methods(); public: //void set_mode(Mode p_mode); virtual Mode get_mode() const; void set_code(const String &p_code); String get_code() const; void get_param_list(List *p_params) const; bool has_param(const StringName &p_param) const; void set_default_texture_param(const StringName &p_param, const Ref &p_texture, int p_index = 0); Ref get_default_texture_param(const StringName &p_param, int p_index = 0) const; void get_default_texture_param_list(List *r_textures) const; virtual bool is_text_shader() const; _FORCE_INLINE_ StringName remap_param(const StringName &p_param) const { if (params_cache_dirty) { get_param_list(nullptr); } const HashMap::Iterator E = params_cache.find(p_param); if (E) { return E->value; } return StringName(); } virtual RID get_rid() const override; Shader(); ~Shader(); }; VARIANT_ENUM_CAST(Shader::Mode); class ResourceFormatLoaderShader : public ResourceFormatLoader { public: virtual Ref load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE); virtual void get_recognized_extensions(List *p_extensions) const; virtual bool handles_type(const String &p_type) const; virtual String get_resource_type(const String &p_path) const; }; class ResourceFormatSaverShader : public ResourceFormatSaver { public: virtual Error save(const String &p_path, const Ref &p_resource, uint32_t p_flags = 0); virtual void get_recognized_extensions(const Ref &p_resource, List *p_extensions) const; virtual bool recognize(const Ref &p_resource) const; }; #endif // SHADER_H