/*************************************************************************/ /* shader_rd.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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_RD_H #define SHADER_RD_H #include "core/hash_map.h" #include "core/map.h" #include "core/rid_owner.h" #include "core/variant.h" #include /** @author Juan Linietsky */ class ShaderRD { //versions CharString general_defines; Vector variant_defines; int vertex_code_start; int fragment_code_start; struct Version { CharString uniforms; CharString vertex_globals; CharString vertex_code; CharString fragment_light; CharString fragment_globals; CharString fragment_code; Vector custom_defines; RID *variants; //same size as version defines bool valid; bool dirty; bool initialize_needed; }; void _clear_version(Version *p_version); void _compile_version(Version *p_version); RID_Owner version_owner; CharString fragment_codev; //for version and extensions CharString fragment_code0; CharString fragment_code1; CharString fragment_code2; CharString fragment_code3; CharString fragment_code4; CharString vertex_codev; //for version and extensions CharString vertex_code0; CharString vertex_code1; CharString vertex_code2; CharString vertex_code3; const char *name; protected: ShaderRD() {} void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name); public: RID version_create(); void version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector &p_custom_defines); _FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) { ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID()); Version *version = version_owner.getornull(p_version); ERR_FAIL_COND_V(!version, RID()); if (version->dirty) { _compile_version(version); } if (!version->valid) { return RID(); } return version->variants[p_variant]; } bool version_is_valid(RID p_version); bool version_free(RID p_version); void initialize(const Vector &p_variant_defines, const String &p_general_defines = ""); virtual ~ShaderRD(); }; #endif