pandemonium_engine_minimal/scene/resources/shader.cpp

231 lines
6.3 KiB
C++

/* shader.cpp */
#include "shader.h"
#include "core/os/file_access.h"
#include "scene/main/scene_string_names.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering_server.h"
#include "texture.h"
Shader::Mode Shader::get_mode() const {
return mode;
}
void Shader::set_code(const String &p_code) {
String type = ShaderLanguage::get_shader_type(p_code);
if (type == "canvas_item") {
mode = MODE_CANVAS_ITEM;
} else if (type == "particles") {
mode = MODE_PARTICLES;
} else {
mode = MODE_SPATIAL;
}
RenderingServer::get_singleton()->shader_set_code(shader, p_code);
params_cache_dirty = true;
emit_changed();
}
String Shader::get_code() const {
_update_shader();
return RenderingServer::get_singleton()->shader_get_code(shader);
}
void Shader::get_param_list(List<PropertyInfo> *p_params) const {
_update_shader();
List<PropertyInfo> local;
RenderingServer::get_singleton()->shader_get_param_list(shader, &local);
params_cache.clear();
params_cache_dirty = false;
for (List<PropertyInfo>::Element *E = local.front(); E; E = E->next()) {
PropertyInfo pi = E->get();
if (default_textures.has(pi.name)) { //do not show default textures
continue;
}
pi.name = "shader_param/" + pi.name;
params_cache[pi.name] = E->get().name;
if (p_params) {
//small little hack
if (pi.type == Variant::RID) {
pi.type = Variant::OBJECT;
}
p_params->push_back(pi);
}
}
}
RID Shader::get_rid() const {
_update_shader();
return shader;
}
void Shader::set_default_texture_param(const StringName &p_param, const Ref<Texture> &p_texture) {
if (p_texture.is_valid()) {
default_textures[p_param] = p_texture;
RS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid());
} else {
default_textures.erase(p_param);
RS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID());
}
emit_changed();
}
Ref<Texture> Shader::get_default_texture_param(const StringName &p_param) const {
if (default_textures.has(p_param)) {
return default_textures[p_param];
} else {
return Ref<Texture>();
}
}
void Shader::get_default_texture_param_list(List<StringName> *r_textures) const {
for (const RBMap<StringName, Ref<Texture>>::Element *E = default_textures.front(); E; E = E->next()) {
r_textures->push_back(E->key());
}
}
void Shader::set_custom_defines(const String &p_defines) {
if (shader_custom_defines == p_defines) {
return;
}
if (!shader_custom_defines.empty()) {
RS::get_singleton()->shader_remove_custom_define(shader, shader_custom_defines);
}
shader_custom_defines = p_defines;
RS::get_singleton()->shader_add_custom_define(shader, shader_custom_defines);
}
String Shader::get_custom_defines() const {
return shader_custom_defines;
}
bool Shader::is_text_shader() const {
return true;
}
bool Shader::has_param(const StringName &p_param) const {
return params_cache.has("shader_param/" + p_param);
}
void Shader::_update_shader() const {
}
void Shader::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture"), &Shader::set_default_texture_param);
ClassDB::bind_method(D_METHOD("get_default_texture_param", "param"), &Shader::get_default_texture_param);
ClassDB::bind_method(D_METHOD("set_custom_defines", "custom_defines"), &Shader::set_custom_defines);
ClassDB::bind_method(D_METHOD("get_custom_defines"), &Shader::get_custom_defines);
ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param);
//ClassDB::bind_method(D_METHOD("get_param_list"),&Shader::get_fragment_code);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_code", "get_code");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "custom_defines", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_custom_defines", "get_custom_defines");
BIND_ENUM_CONSTANT(MODE_SPATIAL);
BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
BIND_ENUM_CONSTANT(MODE_PARTICLES);
}
Shader::Shader() {
mode = MODE_SPATIAL;
shader = RenderingServer::get_singleton()->shader_create();
params_cache_dirty = true;
}
Shader::~Shader() {
RenderingServer::get_singleton()->free(shader);
}
////////////
RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_no_subresource_cache) {
if (r_error) {
*r_error = ERR_FILE_CANT_OPEN;
}
Ref<Shader> shader;
shader.instance();
Vector<uint8_t> buffer = FileAccess::get_file_as_array(p_path);
String str;
str.parse_utf8((const char *)buffer.ptr(), buffer.size());
shader->set_code(str);
if (r_error) {
*r_error = OK;
}
return shader;
}
void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("gdshader");
p_extensions->push_back("shader");
}
bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
return (p_type == "Shader");
}
String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
String el = p_path.get_extension().to_lower();
if (el == "gdshader" || el == "shader") {
return "Shader";
}
return "";
}
Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
Ref<Shader> shader = p_resource;
ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
String source = shader->get_code();
Error err;
FileAccess *file = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
file->store_string(source);
if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
memdelete(file);
return ERR_CANT_CREATE;
}
file->close();
memdelete(file);
return OK;
}
void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
if (shader->is_text_shader()) {
p_extensions->push_back("gdshader");
p_extensions->push_back("shader");
}
}
}
bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
return p_resource->get_class_name() == "Shader"; //only shader, not inherited
}