godot/servers/rendering/shader_include_db.cpp

116 lines
4.8 KiB
C++

/**************************************************************************/
/* shader_include_db.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_include_db.h"
HashMap<String, String> ShaderIncludeDB::built_in_includes;
void ShaderIncludeDB::_bind_methods() {
ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("list_built_in_include_files"), &ShaderIncludeDB::list_built_in_include_files);
ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("has_built_in_include_file", "filename"), &ShaderIncludeDB::has_built_in_include_file);
ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("get_built_in_include_file", "filename"), &ShaderIncludeDB::get_built_in_include_file);
}
void ShaderIncludeDB::register_built_in_include_file(const String &p_filename, const String &p_shader_code) {
built_in_includes[p_filename] = p_shader_code;
}
PackedStringArray ShaderIncludeDB::list_built_in_include_files() {
PackedStringArray ret;
for (const KeyValue<String, String> &e : built_in_includes) {
ret.push_back(e.key);
}
return ret;
}
bool ShaderIncludeDB::has_built_in_include_file(const String &p_filename) {
return built_in_includes.has(p_filename);
}
String ShaderIncludeDB::get_built_in_include_file(const String &p_filename) {
const String *ptr = built_in_includes.getptr(p_filename);
return ptr ? *ptr : String();
}
String ShaderIncludeDB::parse_include_files(const String &p_code) {
// Prevent needless processing if we don't have any includes.
if (p_code.find("#include ") == -1) {
return p_code;
}
const String include = "#include ";
String parsed_code;
Vector<String> lines = p_code.split("\n");
int line_count = lines.size();
for (int i = 0; i < line_count; i++) {
const String &l = lines[i];
if (l.begins_with(include)) {
String include_file = l.replace(include, "").strip_edges();
if (include_file[0] == '"') {
int end_pos = include_file.find_char('"', 1);
if (end_pos >= 0) {
include_file = include_file.substr(1, end_pos - 1);
String include_code = ShaderIncludeDB::get_built_in_include_file(include_file);
if (!include_code.is_empty()) {
// Add these lines into our parse list so we parse them as well.
Vector<String> include_lines = include_code.split("\n");
for (int j = include_lines.size() - 1; j >= 0; j--) {
lines.insert(i + 1, include_lines[j]);
}
line_count = lines.size();
} else {
// Just add it back in, this will cause a compile error to alert the user.
parsed_code += l + "\n";
}
} else {
// Include as is.
parsed_code += l + "\n";
}
} else {
// Include as is.
parsed_code += l + "\n";
}
} else {
// Include as is.
parsed_code += l + "\n";
}
}
return parsed_code;
}