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/*************************************************************************/
/* 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"
#include "shader_include.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;
HashSet<Ref<ShaderInclude>> include_dependencies;
String code;
// 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<StringName, StringName> params_cache; //map a shader param to a material param..
HashMap<StringName, HashMap<int, Ref<Texture2D>>> default_textures;
void _dependency_changed();
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;
virtual void set_path(const String &p_path, bool p_take_over = false) override;
void set_code(const String &p_code);
String get_code() const;
void get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups = false) const;
bool has_parameter(const StringName &p_name) const;
void set_default_texture_parameter(const StringName &p_name, const Ref<Texture2D> &p_texture, int p_index = 0);
Ref<Texture2D> get_default_texture_parameter(const StringName &p_name, int p_index = 0) const;
void get_default_texture_parameter_list(List<StringName> *r_textures) const;
virtual bool is_text_shader() const;
// Finds the shader parameter name for the given property name, which should start with "shader_parameter/".
_FORCE_INLINE_ StringName remap_parameter(const StringName &p_property) const {
if (params_cache_dirty) {
get_shader_uniform_list(nullptr);
}
String n = p_property;
// Backwards compatibility with old shader parameter names.
// Note: The if statements are important to make sure we are only replacing text exactly at index 0.
if (n.find("param/") == 0) {
n = n.replace_first("param/", "shader_parameter/");
}
if (n.find("shader_param/") == 0) {
n = n.replace_first("shader_param/", "shader_parameter/");
}
if (n.find("shader_uniform/") == 0) {
n = n.replace_first("shader_uniform/", "shader_parameter/");
}
{
// Additional backwards compatibility for projects between #62972 and #64092 (about a month of v4.0 development).
// These projects did not have any prefix for shader uniforms due to a bug.
// This code should be removed during beta or rc of 4.0.
const HashMap<StringName, StringName>::Iterator E = params_cache.find(n);
if (E) {
return E->value;
}
}
if (n.begins_with("shader_parameter/")) {
n = n.replace_first("shader_parameter/", "");
const HashMap<StringName, StringName>::Iterator E = params_cache.find(n);
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<Resource> 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<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 Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags = 0);
virtual void get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const;
virtual bool recognize(const Ref<Resource> &p_resource) const;
};
#endif // SHADER_H
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