godot/scene/resources/shader.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

155 lines
6.1 KiB
C++

/**************************************************************************/
/* 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. */
/**************************************************************************/
#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"
class Shader : public Resource {
GDCLASS(Shader, Resource);
OBJ_SAVE_TYPE(Shader);
public:
enum Mode {
MODE_SPATIAL,
MODE_CANVAS_ITEM,
MODE_PARTICLES,
MODE_SKY,
MODE_FOG,
MODE_MAX
};
private:
RID shader;
Mode mode = MODE_SPATIAL;
HashSet<Ref<ShaderInclude>> include_dependencies;
String code;
// hack the name of performance
// shaders keep a list of ShaderMaterial -> RenderingServer name translations, to make
// conversion fast and save memory.
mutable bool params_cache_dirty = true;
mutable HashMap<StringName, StringName> params_cache; //map a shader param to a material param..
HashMap<StringName, HashMap<int, Ref<Texture2D>>> default_textures;
void _dependency_changed();
virtual void _update_shader() const; //used for visual shader
protected:
static void _bind_methods();
public:
//void set_mode(Mode p_mode);
virtual Mode get_mode() const;
virtual void set_path(const String &p_path, bool p_take_over = false) override;
void set_code(const String &p_code);
String get_code() const;
void get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups = false) const;
bool has_parameter(const StringName &p_name) const;
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;
// Finds the shader parameter name for the given property name, which should start with "shader_parameter/".
_FORCE_INLINE_ StringName remap_parameter(const StringName &p_property) const {
if (params_cache_dirty) {
get_shader_uniform_list(nullptr);
}
String n = p_property;
// Backwards compatibility with old shader parameter names.
// Note: The if statements are important to make sure we are only replacing text exactly at index 0.
if (n.find("param/") == 0) {
n = n.replace_first("param/", "shader_parameter/");
}
if (n.find("shader_param/") == 0) {
n = n.replace_first("shader_param/", "shader_parameter/");
}
if (n.find("shader_uniform/") == 0) {
n = n.replace_first("shader_uniform/", "shader_parameter/");
}
{
// Additional backwards compatibility for projects between #62972 and #64092 (about a month of v4.0 development).
// These projects did not have any prefix for shader uniforms due to a bug.
// This code should be removed during beta or rc of 4.0.
const HashMap<StringName, StringName>::Iterator E = params_cache.find(n);
if (E) {
return E->value;
}
}
if (n.begins_with("shader_parameter/")) {
n = n.replace_first("shader_parameter/", "");
const HashMap<StringName, StringName>::Iterator E = params_cache.find(n);
if (E) {
return E->value;
}
}
return StringName();
}
virtual RID get_rid() const override;
Shader();
~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);
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;
};
class ResourceFormatSaverShader : public ResourceFormatSaver {
public:
virtual Error save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags = 0);
virtual void get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const;
virtual bool recognize(const Ref<Resource> &p_resource) const;
};
#endif // SHADER_H