godot/scene/resources/shader.h
Juan Linietsky 07e9741425 **WARNING BEFORE PULLING**
This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools.
If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :)

Summary of Changes

-New Filesystem dock, with filesystem & tree view modes.
-New refactoring tools, to change or fix dependencies.
-Quick search dialog, to quickly search any file
2015-08-23 20:15:56 -03:00

138 lines
4.5 KiB
C++

/*************************************************************************/
/* shader.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 SHADER_H
#define SHADER_H
#include "resource.h"
#include "io/resource_loader.h"
#include "scene/resources/texture.h"
class Shader : public Resource {
OBJ_TYPE(Shader,Resource);
OBJ_SAVE_TYPE( Shader );
RES_BASE_EXTENSION("shd");
public:
enum Mode {
MODE_MATERIAL,
MODE_CANVAS_ITEM,
MODE_POST_PROCESS,
MODE_MAX
};
private:
RID shader;
Mode mode;
Dictionary _get_code();
void _set_code(const Dictionary& p_string);
// hack the name of performance
// shaders keep a list of ShaderMaterial -> VisualServer name translations, to make
// convertion fast and save memory.
mutable bool params_cache_dirty;
mutable Map<StringName,StringName> params_cache; //map a shader param to a material param..
Map<StringName,Ref<Texture> > default_textures;
protected:
static void _bind_methods();
public:
//void set_mode(Mode p_mode);
Mode get_mode() const;
void set_code( const String& p_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs=0,int p_light_ofs=0);
String get_vertex_code() const;
String get_fragment_code() const;
String get_light_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;
_FORCE_INLINE_ StringName remap_param(const StringName& p_param) const {
if (params_cache_dirty)
get_param_list(NULL);
const Map<StringName,StringName>::Element *E=params_cache.find(p_param);
if (E)
return E->get();
return StringName();
}
virtual RID get_rid() const;
Shader(Mode p_mode);
~Shader();
};
VARIANT_ENUM_CAST( Shader::Mode );
class MaterialShader : public Shader {
OBJ_TYPE(MaterialShader,Shader);
public:
MaterialShader() : Shader(MODE_MATERIAL) {};
};
class CanvasItemShader : public Shader {
OBJ_TYPE(CanvasItemShader,Shader);
public:
CanvasItemShader() : Shader(MODE_CANVAS_ITEM) {};
};
class ResourceFormatLoaderShader : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path,const String& p_original_path="",Error *r_error=NULL);
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;
};
#endif // SHADER_H