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/*************************************************************************/
/* 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 <stdio.h>
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ShaderRD {
//versions
Vector<CharString> 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<CharString> 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> 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<String> &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_free(RID p_version);
void initialize(const Vector<String> &p_variant_defines);
virtual ~ShaderRD();
};
#endif
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