e4213e66b2
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
60 lines
2.8 KiB
C++
60 lines
2.8 KiB
C++
/*************************************************************************/
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/* shader_types.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SHADERTYPES_H
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#define SHADERTYPES_H
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#include "servers/visual_server.h"
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#include "shader_language.h"
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class ShaderTypes {
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struct Type {
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Map<StringName, ShaderLanguage::FunctionInfo> functions;
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Set<String> modes;
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};
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Map<VS::ShaderMode, Type> shader_modes;
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static ShaderTypes *singleton;
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Set<String> shader_types;
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public:
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static ShaderTypes *get_singleton() { return singleton; }
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const Map<StringName, ShaderLanguage::FunctionInfo> &get_functions(VS::ShaderMode p_mode);
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const Set<String> &get_modes(VS::ShaderMode p_mode);
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const Set<String> &get_types();
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ShaderTypes();
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};
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#endif // SHADERTYPES_H
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