/*************************************************************************/ /* shader.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "shader.h" #include "os/file_access.h" #include "scene/scene_string_names.h" #include "servers/visual_server.h" #include "texture.h" Shader::Mode Shader::get_mode() const { return mode; } void Shader::set_code(const String &p_vertex, const String &p_fragment, const String &p_light, int p_fragment_ofs, int p_light_ofs) { VisualServer::get_singleton()->shader_set_code(shader, p_vertex, p_fragment, p_light, 0, p_fragment_ofs, p_light_ofs); params_cache_dirty = true; emit_signal(SceneStringNames::get_singleton()->changed); } String Shader::get_vertex_code() const { return VisualServer::get_singleton()->shader_get_vertex_code(shader); } String Shader::get_fragment_code() const { return VisualServer::get_singleton()->shader_get_fragment_code(shader); } String Shader::get_light_code() const { return VisualServer::get_singleton()->shader_get_light_code(shader); } bool Shader::has_param(const StringName &p_param) const { if (params_cache_dirty) get_param_list(NULL); return (params_cache.has(p_param)); } void Shader::get_param_list(List *p_params) const { List local; VisualServer::get_singleton()->shader_get_param_list(shader, &local); params_cache.clear(); params_cache_dirty = false; for (List::Element *E = local.front(); E; E = E->next()) { PropertyInfo pi = E->get(); 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 { return shader; } Dictionary Shader::_get_code() { String fs = VisualServer::get_singleton()->shader_get_fragment_code(shader); String vs = VisualServer::get_singleton()->shader_get_vertex_code(shader); String ls = VisualServer::get_singleton()->shader_get_light_code(shader); Dictionary c; c["fragment"] = fs; c["fragment_ofs"] = 0; c["vertex"] = vs; c["vertex_ofs"] = 0; c["light"] = ls; c["light_ofs"] = 0; Array arr; for (const Map >::Element *E = default_textures.front(); E; E = E->next()) { arr.push_back(E->key()); arr.push_back(E->get()); } if (arr.size()) c["default_tex"] = arr; return c; } void Shader::_set_code(const Dictionary &p_string) { ERR_FAIL_COND(!p_string.has("fragment")); ERR_FAIL_COND(!p_string.has("vertex")); String light; if (p_string.has("light")) light = p_string["light"]; set_code(p_string["vertex"], p_string["fragment"], light); if (p_string.has("default_tex")) { Array arr = p_string["default_tex"]; if ((arr.size() & 1) == 0) { for (int i = 0; i < arr.size(); i += 2) { set_default_texture_param(arr[i], arr[i + 1]); } } } } void Shader::set_default_texture_param(const StringName &p_param, const Ref &p_texture) { if (p_texture.is_valid()) { default_textures[p_param] = p_texture; VS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid()); } else { default_textures.erase(p_param); VS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID()); } } Ref Shader::get_default_texture_param(const StringName &p_param) const { if (default_textures.has(p_param)) return default_textures[p_param]; else return Ref(); } void Shader::get_default_texture_param_list(List *r_textures) const { for (const Map >::Element *E = default_textures.front(); E; E = E->next()) { r_textures->push_back(E->key()); } } void Shader::_bind_methods() { ObjectTypeDB::bind_method(_MD("get_mode"), &Shader::get_mode); ObjectTypeDB::bind_method(_MD("set_code", "vcode", "fcode", "lcode", "fofs", "lofs"), &Shader::set_code, DEFVAL(0), DEFVAL(0)); ObjectTypeDB::bind_method(_MD("get_vertex_code"), &Shader::get_vertex_code); ObjectTypeDB::bind_method(_MD("get_fragment_code"), &Shader::get_fragment_code); ObjectTypeDB::bind_method(_MD("get_light_code"), &Shader::get_light_code); ObjectTypeDB::bind_method(_MD("set_default_texture_param", "param", "texture:Texture"), &Shader::set_default_texture_param); ObjectTypeDB::bind_method(_MD("get_default_texture_param:Texture", "param"), &Shader::get_default_texture_param); ObjectTypeDB::bind_method(_MD("has_param", "name"), &Shader::has_param); ObjectTypeDB::bind_method(_MD("_set_code", "code"), &Shader::_set_code); ObjectTypeDB::bind_method(_MD("_get_code"), &Shader::_get_code); //ObjectTypeDB::bind_method(_MD("get_param_list"),&Shader::get_fragment_code); ADD_PROPERTY(PropertyInfo(Variant::STRING, "_code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), _SCS("_set_code"), _SCS("_get_code")); BIND_CONSTANT(MODE_MATERIAL); BIND_CONSTANT(MODE_CANVAS_ITEM); BIND_CONSTANT(MODE_POST_PROCESS); } Shader::Shader(Mode p_mode) { mode = p_mode; shader = VisualServer::get_singleton()->shader_create(VS::ShaderMode(p_mode)); params_cache_dirty = true; } Shader::~Shader() { VisualServer::get_singleton()->free(shader); } /************ Loader from text ***************/ RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error) { if (r_error) *r_error = ERR_FILE_CANT_OPEN; String fragment_code; String vertex_code; String light_code; int mode = -1; Error err; FileAccess *f = FileAccess::open(p_path, FileAccess::READ, &err); ERR_EXPLAIN("Unable to open shader file: " + p_path); ERR_FAIL_COND_V(err, RES()); String base_path = p_path.get_base_dir(); if (r_error) *r_error = ERR_FILE_CORRUPT; Ref shader; //( memnew( Shader ) ); int line = 0; while (!f->eof_reached()) { String l = f->get_line(); line++; if (mode <= 0) { l = l.strip_edges(); int comment = l.find(";"); if (comment != -1) l = l.substr(0, comment); } if (mode < 1) vertex_code += "\n"; if (mode < 2) fragment_code += "\n"; if (mode < 1 && l == "") continue; if (l.begins_with("[")) { l = l.strip_edges(); if (l == "[params]") { if (mode >= 0) { memdelete(f); ERR_EXPLAIN(p_path + ":" + itos(line) + ": Misplaced [params] section."); ERR_FAIL_V(RES()); } mode = 0; } else if (l == "[vertex]") { if (mode >= 1) { memdelete(f); ERR_EXPLAIN(p_path + ":" + itos(line) + ": Misplaced [vertex] section."); ERR_FAIL_V(RES()); } mode = 1; } else if (l == "[fragment]") { if (mode >= 2) { memdelete(f); ERR_EXPLAIN(p_path + ":" + itos(line) + ": Misplaced [fragment] section."); ERR_FAIL_V(RES()); } mode = 1; } else { memdelete(f); ERR_EXPLAIN(p_path + ":" + itos(line) + ": Unknown section type: '" + l + "'."); ERR_FAIL_V(RES()); } continue; } if (mode == 0) { int eqpos = l.find("="); if (eqpos == -1) { memdelete(f); ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected '='."); ERR_FAIL_V(RES()); } String right = l.substr(eqpos + 1, l.length()).strip_edges(); if (right == "") { memdelete(f); ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected value after '='."); ERR_FAIL_V(RES()); } Variant value; if (right == "true") { value = true; } else if (right == "false") { value = false; } else if (right.is_valid_float()) { //is number value = right.to_double(); } else if (right.is_valid_html_color()) { //is html color value = Color::html(right); } else { //attempt to parse a constructor int popenpos = right.find("("); if (popenpos == -1) { memdelete(f); ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid constructor syntax: " + right); ERR_FAIL_V(RES()); } int pclosepos = right.find_last(")"); if (pclosepos == -1) { ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid constructor parameter syntax: " + right); ERR_FAIL_V(RES()); } String type = right.substr(0, popenpos); String param = right.substr(popenpos + 1, pclosepos - popenpos - 1).strip_edges(); if (type == "tex") { if (param == "") { value = RID(); } else { String path; if (param.is_abs_path()) path = param; else path = base_path + "/" + param; Ref texture = ResourceLoader::load(path); if (!texture.is_valid()) { memdelete(f); ERR_EXPLAIN(p_path + ":" + itos(line) + ": Couldn't find icon at path: " + path); ERR_FAIL_V(RES()); } value = texture; } } else if (type == "vec3") { if (param == "") { value = Vector3(); } else { Vector params = param.split(","); if (params.size() != 3) { memdelete(f); ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid param count for vec3(): '" + right + "'."); ERR_FAIL_V(RES()); } Vector3 v; for (int i = 0; i < 3; i++) v[i] = params[i].to_double(); value = v; } } else if (type == "xform") { if (param == "") { value = Transform(); } else { Vector params = param.split(","); if (params.size() != 12) { memdelete(f); ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid param count for xform(): '" + right + "'."); ERR_FAIL_V(RES()); } Transform t; for (int i = 0; i < 9; i++) t.basis[i % 3][i / 3] = params[i].to_double(); for (int i = 0; i < 3; i++) t.origin[i] = params[i - 9].to_double(); value = t; } } else { memdelete(f); ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid constructor type: '" + type + "'."); ERR_FAIL_V(RES()); } } String left = l.substr(0, eqpos); // shader->set_param(left,value); } else if (mode == 1) { vertex_code += l; } else if (mode == 2) { fragment_code += l; } } shader->set_code(vertex_code, fragment_code, light_code); f->close(); memdelete(f); if (r_error) *r_error = OK; return shader; } void ResourceFormatLoaderShader::get_recognized_extensions(List *p_extensions) const { ObjectTypeDB::get_extensions_for_type("Shader", p_extensions); } bool ResourceFormatLoaderShader::handles_type(const String &p_type) const { return ObjectTypeDB::is_type(p_type, "Shader"); } String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const { if (p_path.extension().to_lower() == "shd") return "Shader"; return ""; }