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/*************************************************************************/
/* shader.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 "io/resource_loader.h"
#include "io/resource_saver.h"
#include "resource.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_MAX
};
private:
RID shader;
Mode mode;
// hack the name of performance
// shaders keep a list of ShaderMaterial -> VisualServer name translations, to make
// conversion fast and save memory.
mutable bool params_cache_dirty;
mutable Map<StringName, StringName> params_cache; //map a shader param to a material param..
Map<StringName, Ref<Texture> > default_textures;
protected:
static void _bind_methods();
public:
//void set_mode(Mode p_mode);
Mode get_mode() const;
void set_code(const String &p_code);
String get_code() const;
void get_param_list(List<PropertyInfo> *p_params) const;
bool has_param(const StringName &p_param) const;
void set_default_texture_param(const StringName &p_param, const Ref<Texture> &p_texture);
Ref<Texture> get_default_texture_param(const StringName &p_param) const;
void get_default_texture_param_list(List<StringName> *r_textures) const;
_FORCE_INLINE_ StringName remap_param(const StringName &p_param) const {
if (params_cache_dirty)
get_param_list(NULL);
const Map<StringName, StringName>::Element *E = params_cache.find(p_param);
if (E)
return E->get();
return StringName();
}
virtual RID get_rid() const;
Shader();
~Shader();
};
VARIANT_ENUM_CAST(Shader::Mode);
class ResourceFormatLoaderShader : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
virtual void get_recognized_extensions(List<String> *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 RES &p_resource, uint32_t p_flags = 0);
virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
virtual bool recognize(const RES &p_resource) const;
};
#endif // SHADER_H
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