pandemonium_engine_minimal/scene/resources/shader.h

96 lines
2.6 KiB
C++

#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<StringName, StringName> params_cache; //map a shader param to a material param..
RBMap<StringName, Ref<Texture>> 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<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;
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<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, bool p_no_subresource_cache = false);
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