godot/servers/rendering/shader_types.h
2021-08-07 21:02:13 +03:00

63 lines
2.9 KiB
C++

/*************************************************************************/
/* shader_types.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 SHADERTYPES_H
#define SHADERTYPES_H
#include "core/templates/ordered_hash_map.h"
#include "servers/rendering_server.h"
#include "shader_language.h"
class ShaderTypes {
struct Type {
Map<StringName, ShaderLanguage::FunctionInfo> functions;
Vector<StringName> modes;
};
Map<RS::ShaderMode, Type> shader_modes;
static ShaderTypes *singleton;
Set<String> shader_types;
List<String> shader_types_list;
public:
static ShaderTypes *get_singleton() { return singleton; }
const Map<StringName, ShaderLanguage::FunctionInfo> &get_functions(RS::ShaderMode p_mode) const;
const Vector<StringName> &get_modes(RS::ShaderMode p_mode) const;
const Set<String> &get_types() const;
const List<String> &get_types_list() const;
ShaderTypes();
};
#endif // SHADERTYPES_H