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746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
120 lines
4.8 KiB
C++
120 lines
4.8 KiB
C++
/*************************************************************************/
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/* shader.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 SHADER_H
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#define SHADER_H
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#include "core/io/resource.h"
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#include "core/io/resource_loader.h"
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#include "core/io/resource_saver.h"
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#include "scene/resources/texture.h"
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class Shader : public Resource {
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GDCLASS(Shader, Resource);
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OBJ_SAVE_TYPE(Shader);
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public:
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enum Mode {
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MODE_SPATIAL,
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MODE_CANVAS_ITEM,
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MODE_PARTICLES,
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MODE_SKY,
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MODE_FOG,
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MODE_MAX
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};
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private:
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RID shader;
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Mode mode = MODE_SPATIAL;
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// hack the name of performance
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// shaders keep a list of ShaderMaterial -> RenderingServer name translations, to make
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// conversion fast and save memory.
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mutable bool params_cache_dirty = true;
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mutable HashMap<StringName, StringName> params_cache; //map a shader param to a material param..
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HashMap<StringName, HashMap<int, Ref<Texture2D>>> default_textures;
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virtual void _update_shader() const; //used for visual shader
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protected:
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static void _bind_methods();
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public:
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//void set_mode(Mode p_mode);
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virtual Mode get_mode() const;
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void set_code(const String &p_code);
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String get_code() const;
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void get_param_list(List<PropertyInfo> *p_params) const;
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bool has_param(const StringName &p_param) const;
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void set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture, int p_index = 0);
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Ref<Texture2D> get_default_texture_param(const StringName &p_param, int p_index = 0) const;
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void get_default_texture_param_list(List<StringName> *r_textures) const;
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virtual bool is_text_shader() const;
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_FORCE_INLINE_ StringName remap_param(const StringName &p_param) const {
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if (params_cache_dirty) {
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get_param_list(nullptr);
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}
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const HashMap<StringName, StringName>::Iterator E = params_cache.find(p_param);
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if (E) {
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return E->value;
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}
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return StringName();
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}
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virtual RID get_rid() const override;
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Shader();
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~Shader();
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};
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VARIANT_ENUM_CAST(Shader::Mode);
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class ResourceFormatLoaderShader : public ResourceFormatLoader {
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public:
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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);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String &p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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};
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class ResourceFormatSaverShader : public ResourceFormatSaver {
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public:
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virtual Error save(const String &p_path, const Ref<Resource> &p_resource, uint32_t p_flags = 0);
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virtual void get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const;
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virtual bool recognize(const Ref<Resource> &p_resource) const;
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};
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#endif // SHADER_H
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