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256 | /**************************************************************************/
/* shader.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
#include "shader.h"
#include "core/os/file_access.h"
#include "scene/scene_string_names.h"
#include "servers/visual/shader_language.h"
#include "servers/visual_server.h"
#include "texture.h"
Shader::Mode Shader::get_mode() const {
return mode;
}
void Shader::set_code(const String &p_code) {
String type = ShaderLanguage::get_shader_type(p_code);
if (type == "canvas_item") {
mode = MODE_CANVAS_ITEM;
} else if (type == "particles") {
mode = MODE_PARTICLES;
} else {
mode = MODE_SPATIAL;
}
VisualServer::get_singleton()->shader_set_code(shader, p_code);
params_cache_dirty = true;
emit_changed();
}
String Shader::get_code() const {
_update_shader();
return VisualServer::get_singleton()->shader_get_code(shader);
}
void Shader::get_param_list(List<PropertyInfo> *p_params) const {
_update_shader();
List<PropertyInfo> local;
VisualServer::get_singleton()->shader_get_param_list(shader, &local);
params_cache.clear();
params_cache_dirty = false;
for (List<PropertyInfo>::Element *E = local.front(); E; E = E->next()) {
PropertyInfo pi = E->get();
if (default_textures.has(pi.name)) { //do not show default textures
continue;
}
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 {
_update_shader();
return shader;
}
void Shader::set_default_texture_param(const StringName &p_param, const Ref<Texture> &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());
}
emit_changed();
}
Ref<Texture> Shader::get_default_texture_param(const StringName &p_param) const {
if (default_textures.has(p_param)) {
return default_textures[p_param];
} else {
return Ref<Texture>();
}
}
void Shader::get_default_texture_param_list(List<StringName> *r_textures) const {
for (const Map<StringName, Ref<Texture>>::Element *E = default_textures.front(); E; E = E->next()) {
r_textures->push_back(E->key());
}
}
void Shader::set_custom_defines(const String &p_defines) {
if (shader_custom_defines == p_defines) {
return;
}
if (!shader_custom_defines.empty()) {
VS::get_singleton()->shader_remove_custom_define(shader, shader_custom_defines);
}
shader_custom_defines = p_defines;
VS::get_singleton()->shader_add_custom_define(shader, shader_custom_defines);
}
String Shader::get_custom_defines() const {
return shader_custom_defines;
}
bool Shader::is_text_shader() const {
return true;
}
bool Shader::has_param(const StringName &p_param) const {
return params_cache.has("shader_param/" + p_param);
}
void Shader::_update_shader() const {
}
void Shader::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture"), &Shader::set_default_texture_param);
ClassDB::bind_method(D_METHOD("get_default_texture_param", "param"), &Shader::get_default_texture_param);
ClassDB::bind_method(D_METHOD("set_custom_defines", "custom_defines"), &Shader::set_custom_defines);
ClassDB::bind_method(D_METHOD("get_custom_defines"), &Shader::get_custom_defines);
ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param);
//ClassDB::bind_method(D_METHOD("get_param_list"),&Shader::get_fragment_code);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_code", "get_code");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "custom_defines", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_custom_defines", "get_custom_defines");
BIND_ENUM_CONSTANT(MODE_SPATIAL);
BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
BIND_ENUM_CONSTANT(MODE_PARTICLES);
}
Shader::Shader() {
mode = MODE_SPATIAL;
shader = VisualServer::get_singleton()->shader_create();<--- Variable 'shader' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'shader' a value by passing the value to the constructor in the initialization list.
params_cache_dirty = true;
}
Shader::~Shader() {
VisualServer::get_singleton()->free(shader);
}
////////////
RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_no_subresource_cache) {
if (r_error) {
*r_error = ERR_FILE_CANT_OPEN;
}
Ref<Shader> shader;
shader.instance();
Vector<uint8_t> buffer = FileAccess::get_file_as_array(p_path);
String str;
str.parse_utf8((const char *)buffer.ptr(), buffer.size());
shader->set_code(str);
if (r_error) {
*r_error = OK;
}
return shader;
}
void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("gdshader");
p_extensions->push_back("shader");
}
bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
return (p_type == "Shader");
}
String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
String el = p_path.get_extension().to_lower();
if (el == "gdshader" || el == "shader") {
return "Shader";
}
return "";
}
Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
Ref<Shader> shader = p_resource;
ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
String source = shader->get_code();
Error err;
FileAccess *file = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
file->store_string(source);
if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
memdelete(file);
return ERR_CANT_CREATE;
}
file->close();
memdelete(file);
return OK;
}
void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
if (shader->is_text_shader()) {
p_extensions->push_back("gdshader");
p_extensions->push_back("shader");
}
}
}
bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
return p_resource->get_class_name() == "Shader"; //only shader, not inherited
}
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