godot/scene/resources/shader.h

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

113 lines
4.7 KiB
C++
Raw Normal View History

2014-02-10 09:10:30 +08:00
/**************************************************************************/
/* shader.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
2014-02-10 09:10:30 +08:00
#ifndef SHADER_H
#define SHADER_H
#include "core/io/resource.h"
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "scene/resources/texture.h"
#include "shader_include.h"
2014-02-10 09:10:30 +08:00
class Shader : public Resource {
GDCLASS(Shader, Resource);
2014-02-10 09:10:30 +08:00
OBJ_SAVE_TYPE(Shader);
public:
enum Mode {
MODE_SPATIAL,
MODE_CANVAS_ITEM,
MODE_PARTICLES,
2019-09-15 17:58:38 +08:00
MODE_SKY,
MODE_FOG,
MODE_MAX
};
private:
RID shader;
Mode mode = MODE_SPATIAL;
HashSet<Ref<ShaderInclude>> include_dependencies;
String code;
String include_path;
2014-02-10 09:10:30 +08:00
HashMap<StringName, HashMap<int, Ref<Texture2D>>> default_textures;
void _dependency_changed();
2023-01-23 04:19:52 +08:00
void _recompile();
2018-07-15 05:15:42 +08:00
virtual void _update_shader() const; //used for visual shader
Array _get_shader_uniform_list(bool p_get_groups = false);
2014-02-10 09:10:30 +08:00
protected:
static void _bind_methods();
public:
//void set_mode(Mode p_mode);
2018-07-15 05:15:42 +08:00
virtual Mode get_mode() const;
2014-02-10 09:10:30 +08:00
virtual void set_path(const String &p_path, bool p_take_over = false) override;
void set_include_path(const String &p_path);
void set_code(const String &p_code);
String get_code() const;
2014-02-10 09:10:30 +08:00
void get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups = false) const;
2014-02-10 09:10:30 +08:00
void set_default_texture_parameter(const StringName &p_name, const Ref<Texture2D> &p_texture, int p_index = 0);
Ref<Texture2D> get_default_texture_parameter(const StringName &p_name, int p_index = 0) const;
void get_default_texture_parameter_list(List<StringName> *r_textures) const;
virtual bool is_text_shader() const;
2020-07-10 18:34:39 +08:00
virtual RID get_rid() const override;
2014-02-10 09:10:30 +08:00
Shader();
2014-02-10 09:10:30 +08:00
~Shader();
};
VARIANT_ENUM_CAST(Shader::Mode);
class ResourceFormatLoaderShader : public ResourceFormatLoader {
public:
virtual Ref<Resource> load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE) override;
virtual void get_recognized_extensions(List<String> *p_extensions) const override;
virtual bool handles_type(const String &p_type) const override;
virtual String get_resource_type(const String &p_path) const override;
};
class ResourceFormatSaverShader : public ResourceFormatSaver {
public:
virtual Error save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags = 0) override;
virtual void get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const override;
virtual bool recognize(const Ref<Resource> &p_resource) const override;
};
2014-02-10 09:10:30 +08:00
#endif // SHADER_H