#ifndef SHADER_H #define SHADER_H /* shader.h */ #include "core/io/resource_loader.h" #include "core/io/resource_saver.h" #include "core/object/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; String shader_custom_defines; // 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; mutable RBMap params_cache; //map a shader param to a material param.. RBMap> default_textures; 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; void set_code(const String &p_code); String get_code() const; void get_param_list(List *p_params) const; bool has_param(const StringName &p_param) const; void set_default_texture_param(const StringName &p_param, const Ref &p_texture); Ref get_default_texture_param(const StringName &p_param) const; void get_default_texture_param_list(List *r_textures) const; void set_custom_defines(const String &p_defines); String get_custom_defines() const; virtual bool is_text_shader() const; _FORCE_INLINE_ StringName remap_param(const StringName &p_param) const { if (params_cache_dirty) { get_param_list(nullptr); } const RBMap::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, bool p_no_subresource_cache = false); virtual void get_recognized_extensions(List *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 *p_extensions) const; virtual bool recognize(const RES &p_resource) const; }; #endif // SHADER_H