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326 lines
9.7 KiB
C++
326 lines
9.7 KiB
C++
/*************************************************************************/
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/* shader_file_editor_plugin.cpp */
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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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#include "shader_file_editor_plugin.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 "core/os/keyboard.h"
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#include "core/os/os.h"
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#include "editor/editor_node.h"
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#include "editor/editor_scale.h"
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#include "editor/editor_settings.h"
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#include "editor/property_editor.h"
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#include "servers/display_server.h"
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#include "servers/rendering/shader_types.h"
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/*** SHADER SCRIPT EDITOR ****/
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/*** SCRIPT EDITOR ******/
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void ShaderFileEditor::_update_version(const StringName &p_version_txt, const RD::ShaderStage p_stage) {
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}
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void ShaderFileEditor::_version_selected(int p_option) {
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int c = versions->get_current();
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StringName version_txt = versions->get_item_metadata(c);
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RD::ShaderStage stage = RD::SHADER_STAGE_MAX;
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int first_found = -1;
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Ref<RDShaderSPIRV> bytecode = shader_file->get_spirv(version_txt);
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ERR_FAIL_COND(bytecode.is_null());
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for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
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if (bytecode->get_stage_bytecode(RD::ShaderStage(i)).is_empty() && bytecode->get_stage_compile_error(RD::ShaderStage(i)) == String()) {
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stages[i]->set_icon(Ref<Texture2D>());
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continue;
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}
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Ref<Texture2D> icon;
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if (bytecode->get_stage_compile_error(RD::ShaderStage(i)) != String()) {
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icon = get_theme_icon(SNAME("ImportFail"), SNAME("EditorIcons"));
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} else {
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icon = get_theme_icon(SNAME("ImportCheck"), SNAME("EditorIcons"));
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}
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stages[i]->set_icon(icon);
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if (first_found == -1) {
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first_found = i;
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}
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if (stages[i]->is_pressed()) {
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stage = RD::ShaderStage(i);
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break;
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}
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}
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error_text->clear();
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if (stage == RD::SHADER_STAGE_MAX) { //need to change stage, does not have it
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if (first_found == -1) {
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error_text->add_text(TTR("No valid shader stages found."));
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return; //well you did not put any stage I guess?
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}
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stages[first_found]->set_pressed(true);
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stage = RD::ShaderStage(first_found);
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}
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String error = bytecode->get_stage_compile_error(stage);
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error_text->push_font(get_theme_font(SNAME("source"), SNAME("EditorFonts")));
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if (error.is_empty()) {
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error_text->add_text(TTR("Shader stage compiled without errors."));
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} else {
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error_text->add_text(error);
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}
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}
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void ShaderFileEditor::_update_options() {
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ERR_FAIL_COND(shader_file.is_null());
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if (!shader_file->get_base_error().is_empty()) {
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stage_hb->hide();
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versions->hide();
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error_text->clear();
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error_text->push_font(get_theme_font(SNAME("source"), SNAME("EditorFonts")));
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error_text->add_text(vformat(TTR("File structure for '%s' contains unrecoverable errors:\n\n"), shader_file->get_path().get_file()));
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error_text->add_text(shader_file->get_base_error());
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return;
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}
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stage_hb->show();
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versions->show();
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int c = versions->get_current();
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//remember current
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versions->clear();
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Vector<StringName> version_list = shader_file->get_version_list();
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if (c >= version_list.size()) {
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c = version_list.size() - 1;
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}
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if (c < 0) {
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c = 0;
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}
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StringName current_version;
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for (int i = 0; i < version_list.size(); i++) {
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String title = version_list[i];
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if (title.is_empty()) {
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title = "default";
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}
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Ref<Texture2D> icon;
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Ref<RDShaderSPIRV> bytecode = shader_file->get_spirv(version_list[i]);
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ERR_FAIL_COND(bytecode.is_null());
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bool failed = false;
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for (int j = 0; j < RD::SHADER_STAGE_MAX; j++) {
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String error = bytecode->get_stage_compile_error(RD::ShaderStage(j));
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if (!error.is_empty()) {
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failed = true;
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}
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}
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if (failed) {
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icon = get_theme_icon(SNAME("ImportFail"), SNAME("EditorIcons"));
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} else {
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icon = get_theme_icon(SNAME("ImportCheck"), SNAME("EditorIcons"));
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}
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versions->add_item(title, icon);
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versions->set_item_metadata(i, version_list[i]);
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if (i == c) {
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versions->select(i);
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current_version = version_list[i];
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}
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}
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if (version_list.size() == 0) {
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for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
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stages[i]->set_disabled(true);
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}
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return;
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}
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Ref<RDShaderSPIRV> bytecode = shader_file->get_spirv(current_version);
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ERR_FAIL_COND(bytecode.is_null());
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int first_valid = -1;
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int current = -1;
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for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
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Vector<uint8_t> bc = bytecode->get_stage_bytecode(RD::ShaderStage(i));
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String error = bytecode->get_stage_compile_error(RD::ShaderStage(i));
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bool disable = error.is_empty() && bc.is_empty();
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stages[i]->set_disabled(disable);
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if (!disable) {
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if (stages[i]->is_pressed()) {
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current = i;
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}
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first_valid = i;
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}
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}
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if (current == -1 && first_valid != -1) {
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stages[first_valid]->set_pressed(true);
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}
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_version_selected(0);
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}
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void ShaderFileEditor::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_WM_WINDOW_FOCUS_IN: {
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if (is_visible_in_tree() && shader_file.is_valid()) {
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_update_options();
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}
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} break;
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}
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}
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void ShaderFileEditor::_editor_settings_changed() {
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if (is_visible_in_tree() && shader_file.is_valid()) {
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_update_options();
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}
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}
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void ShaderFileEditor::_bind_methods() {
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}
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void ShaderFileEditor::edit(const Ref<RDShaderFile> &p_shader) {
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if (p_shader.is_null()) {
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if (shader_file.is_valid()) {
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shader_file->disconnect("changed", callable_mp(this, &ShaderFileEditor::_shader_changed));
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}
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return;
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}
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if (shader_file == p_shader) {
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return;
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}
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shader_file = p_shader;
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if (shader_file.is_valid()) {
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shader_file->connect("changed", callable_mp(this, &ShaderFileEditor::_shader_changed));
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}
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_update_options();
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}
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void ShaderFileEditor::_shader_changed() {
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if (is_visible_in_tree()) {
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_update_options();
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}
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}
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ShaderFileEditor *ShaderFileEditor::singleton = nullptr;
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ShaderFileEditor::ShaderFileEditor() {
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singleton = this;
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HSplitContainer *main_hs = memnew(HSplitContainer);
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add_child(main_hs);
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versions = memnew(ItemList);
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versions->connect("item_selected", callable_mp(this, &ShaderFileEditor::_version_selected));
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versions->set_custom_minimum_size(Size2i(200 * EDSCALE, 0));
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main_hs->add_child(versions);
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VBoxContainer *main_vb = memnew(VBoxContainer);
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main_vb->set_h_size_flags(SIZE_EXPAND_FILL);
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main_hs->add_child(main_vb);
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static const char *stage_str[RD::SHADER_STAGE_MAX] = {
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"Vertex",
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"Fragment",
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"TessControl",
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"TessEval",
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"Compute"
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};
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stage_hb = memnew(HBoxContainer);
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main_vb->add_child(stage_hb);
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Ref<ButtonGroup> bg;
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bg.instantiate();
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for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
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Button *button = memnew(Button(stage_str[i]));
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button->set_toggle_mode(true);
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button->set_focus_mode(FOCUS_NONE);
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stage_hb->add_child(button);
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stages[i] = button;
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button->set_button_group(bg);
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button->connect("pressed", callable_mp(this, &ShaderFileEditor::_version_selected), varray(i));
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}
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error_text = memnew(RichTextLabel);
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error_text->set_v_size_flags(SIZE_EXPAND_FILL);
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main_vb->add_child(error_text);
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}
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void ShaderFileEditorPlugin::edit(Object *p_object) {
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RDShaderFile *s = Object::cast_to<RDShaderFile>(p_object);
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shader_editor->edit(s);
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}
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bool ShaderFileEditorPlugin::handles(Object *p_object) const {
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RDShaderFile *shader = Object::cast_to<RDShaderFile>(p_object);
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return shader != nullptr;
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}
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void ShaderFileEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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button->show();
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EditorNode::get_singleton()->make_bottom_panel_item_visible(shader_editor);
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} else {
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button->hide();
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if (shader_editor->is_visible_in_tree()) {
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EditorNode::get_singleton()->hide_bottom_panel();
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}
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}
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}
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ShaderFileEditorPlugin::ShaderFileEditorPlugin() {
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shader_editor = memnew(ShaderFileEditor);
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shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
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button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("ShaderFile"), shader_editor);
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button->hide();
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}
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ShaderFileEditorPlugin::~ShaderFileEditorPlugin() {
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}
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