127 lines
4.6 KiB
C++
127 lines
4.6 KiB
C++
/*************************************************************************/
|
|
/* shader.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2018 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 SHADER_H
|
|
#define SHADER_H
|
|
|
|
#include "io/resource_loader.h"
|
|
#include "resource.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
|