/*************************************************************************/ /* 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> new_dependencies; code = p_code; for (Ref 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, 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 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 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 shader_inc; shader_inc.instantiate(); Vector buffer = FileAccess::get_file_as_bytes(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 *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 &p_resource, const String &p_path, uint32_t p_flags) { Ref shader_inc = p_resource; ERR_FAIL_COND_V(shader_inc.is_null(), ERR_INVALID_PARAMETER); String source = shader_inc->get_code(); Error error; Ref 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 &p_resource, List *p_extensions) const { const ShaderInclude *shader_inc = Object::cast_to(*p_resource); if (shader_inc != nullptr) { p_extensions->push_back("gdshaderinc"); } } bool ResourceFormatSaverShaderInclude::recognize(const Ref &p_resource) const { return p_resource->get_class_name() == "ShaderInclude"; //only shader, not inherited }