Adding shader preprocessor support

Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
This commit is contained in:
Yuri Roubinsky 2022-03-08 13:39:16 +03:00 committed by Juan Linietsky
parent 79463aa5de
commit 7b94603baa
18 changed files with 2131 additions and 202 deletions

View file

@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ShaderInclude" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<members>
<member name="code" type="String" setter="set_code" getter="get_code" default="&quot;&quot;">
</member>
</members>
</class>

View file

@ -1594,6 +1594,10 @@ void CodeTextEditor::set_error_pos(int p_line, int p_column) {
error_column = p_column;
}
Point2i CodeTextEditor::get_error_pos() const {
return Point2i(error_line, error_column);
}
void CodeTextEditor::goto_error() {
if (!error->get_text().is_empty()) {
if (text_editor->get_line_count() != error_line) {

View file

@ -253,13 +253,14 @@ public:
void update_editor_settings();
void set_error(const String &p_error);
void set_error_pos(int p_line, int p_column);
Point2i get_error_pos() const;
void update_line_and_column() { _line_col_changed(); }
CodeEdit *get_text_editor() { return text_editor; }
FindReplaceBar *get_find_replace_bar() { return find_replace_bar; }
void set_find_replace_bar(FindReplaceBar *p_bar);
void remove_find_replace_bar();
virtual void apply_code() {}
void goto_error();
virtual void goto_error();
void toggle_bookmark();
void goto_next_bookmark();

View file

@ -112,6 +112,7 @@ void EditorAssetInstaller::open(const String &p_path, int p_depth) {
extension_guess["glb"] = tree->get_theme_icon(SNAME("PackedScene"), SNAME("EditorIcons"));
extension_guess["gdshader"] = tree->get_theme_icon(SNAME("Shader"), SNAME("EditorIcons"));
extension_guess["gdshaderinc"] = tree->get_theme_icon(SNAME("TextFile"), SNAME("EditorIcons"));
extension_guess["gd"] = tree->get_theme_icon(SNAME("GDScript"), SNAME("EditorIcons"));
if (Engine::get_singleton()->has_singleton("GodotSharp")) {
extension_guess["cs"] = tree->get_theme_icon(SNAME("CSharpScript"), SNAME("EditorIcons"));

View file

@ -2034,6 +2034,10 @@ void FileSystemDock::_resource_created() {
make_shader_dialog->config(fpath.plus_file("new_shader"), false, false, 1);
make_shader_dialog->popup_centered();
return;
} else if (type_name == "ShaderInclude") {
make_shader_dialog->config(fpath.plus_file("new_shader_include"), false, false, 2);
make_shader_dialog->popup_centered();
return;
}
Variant c = new_resource_dialog->instance_selected();

View file

@ -72,15 +72,42 @@ Ref<Shader> ShaderTextEditor::get_edited_shader() const {
return shader;
}
Ref<ShaderInclude> ShaderTextEditor::get_edited_shader_include() const {
return shader_inc;
}
void ShaderTextEditor::set_edited_shader(const Ref<Shader> &p_shader) {
set_edited_shader(p_shader, p_shader->get_code());
}
void ShaderTextEditor::set_edited_shader(const Ref<Shader> &p_shader, const String &p_code) {
if (shader == p_shader) {
return;
}
shader = p_shader;
shader_inc = Ref<ShaderInclude>();
set_edited_code(p_code);
}
void ShaderTextEditor::set_edited_shader_include(const Ref<ShaderInclude> &p_shader_inc) {
set_edited_shader_include(p_shader_inc, p_shader_inc->get_code());
}
void ShaderTextEditor::set_edited_shader_include(const Ref<ShaderInclude> &p_shader_inc, const String &p_code) {
if (shader_inc == p_shader_inc) {
return;
}
shader_inc = p_shader_inc;
shader = Ref<Shader>();
set_edited_code(p_code);
}
void ShaderTextEditor::set_edited_code(const String &p_code) {
_load_theme_settings();
get_text_editor()->set_text(p_shader->get_code());
get_text_editor()->set_text(p_code);
get_text_editor()->clear_undo_history();
get_text_editor()->call_deferred(SNAME("set_h_scroll"), 0);
get_text_editor()->call_deferred(SNAME("set_v_scroll"), 0);
@ -132,11 +159,12 @@ void ShaderTextEditor::_load_theme_settings() {
syntax_highlighter->clear_keyword_colors();
List<String> keywords;
ShaderLanguage::get_keyword_list(&keywords);
const Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
const Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
List<String> keywords;
ShaderLanguage::get_keyword_list(&keywords);
for (const String &E : keywords) {
if (ShaderLanguage::is_control_flow_keyword(E)) {
syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
@ -145,6 +173,13 @@ void ShaderTextEditor::_load_theme_settings() {
}
}
List<String> pp_keywords;
ShaderLanguage::get_preprocessor_keyword_list(&pp_keywords, false);
for (const String &E : pp_keywords) {
syntax_highlighter->add_keyword_color(E, keyword_color);
}
// Colorize built-ins like `COLOR` differently to make them easier
// to distinguish from keywords at a quick glance.
@ -191,8 +226,12 @@ void ShaderTextEditor::_load_theme_settings() {
text_editor->add_auto_brace_completion_pair("/*", "*/");
}
// Colorize preprocessor include strings.
const Color string_color = EDITOR_GET("text_editor/theme/highlighting/string_color");
syntax_highlighter->add_color_region("\"", "\"", string_color, false);
if (warnings_panel) {
// Warnings panel
// Warnings panel.
warnings_panel->add_theme_font_override("normal_font", EditorNode::get_singleton()->get_gui_base()->get_theme_font(SNAME("main"), SNAME("EditorFonts")));
warnings_panel->add_theme_font_size_override("normal_font_size", EditorNode::get_singleton()->get_gui_base()->get_theme_font_size(SNAME("main_size"), SNAME("EditorFonts")));
}
@ -227,39 +266,72 @@ static ShaderLanguage::DataType _get_global_variable_type(const StringName &p_va
}
void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptLanguage::CodeCompletionOption> *r_options) {
_check_shader_mode();
ShaderLanguage sl;
String calltip;
ShaderLanguage::ShaderCompileInfo info;
info.global_variable_type_func = _get_global_variable_type;
Ref<ShaderInclude> inc = shader_inc;
if (shader.is_null()) {
info.is_include = true;
sl.complete(p_code, info, r_options, calltip);
get_text_editor()->set_code_hint(calltip);
return;
}
_check_shader_mode();
info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode()));
info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode()));
info.shader_types = ShaderTypes::get_singleton()->get_types();
info.global_variable_type_func = _get_global_variable_type;
sl.complete(p_code, info, r_options, calltip);
get_text_editor()->set_code_hint(calltip);
}
void ShaderTextEditor::_validate_script() {
String code;
if (shader.is_valid()) {
_check_shader_mode();
String code = get_text_editor()->get_text();
//List<StringName> params;
//shader->get_param_list(&params);
ShaderLanguage::ShaderCompileInfo info;
info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode()));
info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode()));
info.shader_types = ShaderTypes::get_singleton()->get_types();
info.global_variable_type_func = _get_global_variable_type;
code = shader->get_code();
} else {
code = shader_inc->get_code();
}
ShaderLanguage sl;
sl.enable_warning_checking(saved_warnings_enabled);
sl.set_warning_flags(saved_warning_flags);
uint32_t flags = saved_warning_flags;
if (shader.is_null()) {
if (flags & ShaderWarning::UNUSED_CONSTANT) {
flags &= ~(ShaderWarning::UNUSED_CONSTANT);
}
if (flags & ShaderWarning::UNUSED_FUNCTION) {
flags &= ~(ShaderWarning::UNUSED_FUNCTION);
}
if (flags & ShaderWarning::UNUSED_STRUCT) {
flags &= ~(ShaderWarning::UNUSED_STRUCT);
}
if (flags & ShaderWarning::UNUSED_UNIFORM) {
flags &= ~(ShaderWarning::UNUSED_UNIFORM);
}
if (flags & ShaderWarning::UNUSED_VARYING) {
flags &= ~(ShaderWarning::UNUSED_VARYING);
}
}
sl.set_warning_flags(flags);
ShaderLanguage::ShaderCompileInfo info;
info.global_variable_type_func = _get_global_variable_type;
if (shader.is_null()) {
info.is_include = true;
} else {
Shader::Mode mode = shader->get_mode();
info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(mode));
info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(mode));
info.shader_types = ShaderTypes::get_singleton()->get_types();
}
last_compile_result = sl.compile(code, info);
@ -524,15 +596,23 @@ void ShaderEditor::_update_warnings(bool p_validate) {
}
void ShaderEditor::_check_for_external_edit() {
if (shader.is_null() || !shader.is_valid()) {
return;
}
if (shader->is_built_in()) {
return;
}
bool use_autoreload = bool(EDITOR_GET("text_editor/behavior/files/auto_reload_scripts_on_external_change"));
if (shader_inc.is_valid()) {
if (shader_inc->get_last_modified_time() != FileAccess::get_modified_time(shader_inc->get_path())) {
if (use_autoreload) {
_reload_shader_include_from_disk();
} else {
disk_changed->call_deferred(SNAME("popup_centered"));
}
}
return;
}
if (shader.is_null() || shader->is_built_in()) {
return;
}
if (shader->get_last_modified_time() != FileAccess::get_modified_time(shader->get_path())) {
if (use_autoreload) {
_reload_shader_from_disk();
@ -551,6 +631,23 @@ void ShaderEditor::_reload_shader_from_disk() {
shader_editor->reload_text();
}
void ShaderEditor::_reload_shader_include_from_disk() {
Ref<ShaderInclude> rel_shader_include = ResourceLoader::load(shader_inc->get_path(), shader_inc->get_class(), ResourceFormatLoader::CACHE_MODE_IGNORE);
ERR_FAIL_COND(!rel_shader_include.is_valid());
shader_inc->set_code(rel_shader_include->get_code());
shader_inc->set_last_modified_time(rel_shader_include->get_last_modified_time());
shader_editor->reload_text();
}
void ShaderEditor::_reload() {
if (shader.is_valid()) {
_reload_shader_from_disk();
} else if (shader_inc.is_valid()) {
_reload_shader_include_from_disk();
}
}
void ShaderEditor::edit(const Ref<Shader> &p_shader) {
if (p_shader.is_null() || !p_shader->is_text_shader()) {
return;
@ -561,37 +658,73 @@ void ShaderEditor::edit(const Ref<Shader> &p_shader) {
}
shader = p_shader;
shader_inc = Ref<ShaderInclude>();
shader_editor->set_edited_shader(p_shader);
shader_editor->set_edited_shader(shader);
}
//vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
// see if already has it
void ShaderEditor::edit(const Ref<ShaderInclude> &p_shader_inc) {
if (p_shader_inc.is_null()) {
return;
}
if (shader_inc == p_shader_inc) {
return;
}
shader_inc = p_shader_inc;
shader = Ref<Shader>();
shader_editor->set_edited_shader_include(p_shader_inc);
}
void ShaderEditor::save_external_data(const String &p_str) {
if (shader.is_null()) {
if (shader.is_null() && shader_inc.is_null()) {
disk_changed->hide();
return;
}
apply_shaders();
if (!shader->is_built_in()) {
//external shader, save it
Ref<Shader> edited_shader = shader_editor->get_edited_shader();
if (edited_shader.is_valid()) {
ResourceSaver::save(edited_shader->get_path(), edited_shader);
}
if (shader.is_valid() && shader != edited_shader) {
ResourceSaver::save(shader->get_path(), shader);
}
Ref<ShaderInclude> edited_shader_inc = shader_editor->get_edited_shader_include();
if (edited_shader_inc.is_valid()) {
ResourceSaver::save(edited_shader_inc->get_path(), edited_shader_inc);
}
if (shader_inc.is_valid() && shader_inc != edited_shader_inc) {
ResourceSaver::save(shader_inc->get_path(), shader_inc);
}
disk_changed->hide();
}
void ShaderEditor::validate_script() {
shader_editor->_validate_script();
}
void ShaderEditor::apply_shaders() {
String editor_code = shader_editor->get_text_editor()->get_text();
if (shader.is_valid()) {
String shader_code = shader->get_code();
String editor_code = shader_editor->get_text_editor()->get_text();
if (shader_code != editor_code) {
shader->set_code(editor_code);
shader->set_edited(true);
}
}
if (shader_inc.is_valid()) {
String shader_inc_code = shader_inc->get_code();
if (shader_inc_code != editor_code) {
shader_inc->set_code(editor_code);
shader_inc->set_edited(true);
}
}
}
void ShaderEditor::_text_edit_gui_input(const Ref<InputEvent> &ev) {
@ -704,6 +837,7 @@ ShaderEditor::ShaderEditor() {
_update_warnings(false);
shader_editor = memnew(ShaderTextEditor);
shader_editor->set_v_size_flags(SIZE_EXPAND_FILL);
shader_editor->add_theme_constant_override("separation", 0);
shader_editor->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
@ -829,7 +963,7 @@ ShaderEditor::ShaderEditor() {
dl->set_text(TTR("This shader has been modified on disk.\nWhat action should be taken?"));
vbc->add_child(dl);
disk_changed->connect("confirmed", callable_mp(this, &ShaderEditor::_reload_shader_from_disk));
disk_changed->connect("confirmed", callable_mp(this, &ShaderEditor::_reload));
disk_changed->set_ok_button_text(TTR("Reload"));
disk_changed->add_button(TTR("Resave"), !DisplayServer::get_singleton()->get_swap_cancel_ok(), "resave");
@ -844,19 +978,37 @@ void ShaderEditorPlugin::_update_shader_list() {
shader_list->clear();
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
String text;
String path = edited_shaders[i].shader->get_path();
String _class = edited_shaders[i].shader->get_class();
String path;
String _class;
String shader_name;
if (edited_shaders[i].shader.is_valid()) {
Ref<Shader> shader = edited_shaders[i].shader;
path = shader->get_path();
_class = shader->get_class();
shader_name = shader->get_name();
} else {
Ref<ShaderInclude> shader_inc = edited_shaders[i].shader_inc;
path = shader_inc->get_path();
_class = shader_inc->get_class();
shader_name = shader_inc->get_name();
}
if (path.is_resource_file()) {
text = path.get_file();
} else if (edited_shaders[i].shader->get_name() != "") {
text = edited_shaders[i].shader->get_name();
} else if (shader_name != "") {
text = shader_name;
} else {
if (edited_shaders[i].shader.is_valid()) {
text = _class + ":" + itos(edited_shaders[i].shader->get_instance_id());
} else {
text = _class + ":" + itos(edited_shaders[i].shader_inc->get_instance_id());
}
}
if (!shader_list->has_theme_icon(_class, SNAME("EditorIcons"))) {
_class = "Resource";
_class = "TextFile";
}
Ref<Texture2D> icon = shader_list->get_theme_icon(_class, SNAME("EditorIcons"));
@ -874,35 +1026,50 @@ void ShaderEditorPlugin::_update_shader_list() {
}
void ShaderEditorPlugin::edit(Object *p_object) {
Shader *s = Object::cast_to<Shader>(p_object);
EditedShader es;
ShaderInclude *si = Object::cast_to<ShaderInclude>(p_object);
if (si != nullptr) {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader.ptr() == s) {
// Exists, select.
if (edited_shaders[i].shader_inc.ptr() == si) {
shader_tabs->set_current_tab(i);
shader_list->select(i);
return;
}
}
es.shader_inc = Ref<ShaderInclude>(si);
es.shader_editor = memnew(ShaderEditor);
es.shader_editor->edit(si);
shader_tabs->add_child(es.shader_editor);
} else {
Shader *s = Object::cast_to<Shader>(p_object);
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader.ptr() == s) {
shader_tabs->set_current_tab(i);
shader_list->select(i);
return;
}
}
// Add.
EditedShader es;
es.shader = Ref<Shader>(s);
Ref<VisualShader> vs = es.shader;
if (vs.is_valid()) {
es.visual_shader_editor = memnew(VisualShaderEditor);
shader_tabs->add_child(es.visual_shader_editor);
es.visual_shader_editor->edit(vs.ptr());
shader_tabs->add_child(es.visual_shader_editor);
} else {
es.shader_editor = memnew(ShaderEditor);
shader_tabs->add_child(es.shader_editor);
es.shader_editor->edit(s);
shader_tabs->add_child(es.shader_editor);
}
}
shader_tabs->set_current_tab(shader_tabs->get_tab_count() - 1);
edited_shaders.push_back(es);
_update_shader_list();
}
bool ShaderEditorPlugin::handles(Object *p_object) const {
return Object::cast_to<Shader>(p_object) != nullptr;
return Object::cast_to<Shader>(p_object) != nullptr || Object::cast_to<ShaderInclude>(p_object) != nullptr;
}
void ShaderEditorPlugin::make_visible(bool p_visible) {
@ -949,6 +1116,9 @@ void ShaderEditorPlugin::apply_changes() {
}
void ShaderEditorPlugin::_shader_selected(int p_index) {
if (edited_shaders[p_index].shader_editor) {
edited_shaders[p_index].shader_editor->validate_script();
}
shader_tabs->set_current_tab(p_index);
}
@ -975,31 +1145,56 @@ void ShaderEditorPlugin::_resource_saved(Object *obj) {
void ShaderEditorPlugin::_menu_item_pressed(int p_index) {
switch (p_index) {
case FILE_NEW: {
String base_path = FileSystemDock::get_singleton()->get_current_path();
String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir();
shader_create_dialog->config(base_path.plus_file("new_shader"), false, false, 0);
shader_create_dialog->popup_centered();
} break;
case FILE_NEW_INCLUDE: {
String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir();
shader_create_dialog->config(base_path.plus_file("new_shader"), false, false, 2);
shader_create_dialog->popup_centered();
} break;
case FILE_OPEN: {
InspectorDock::get_singleton()->open_resource("Shader");
} break;
case FILE_OPEN_INCLUDE: {
InspectorDock::get_singleton()->open_resource("ShaderInclude");
} break;
case FILE_SAVE: {
int index = shader_tabs->get_current_tab();
ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
if (edited_shaders[index].shader.is_valid()) {
EditorNode::get_singleton()->save_resource(edited_shaders[index].shader);
} else {
EditorNode::get_singleton()->save_resource(edited_shaders[index].shader_inc);
}
} break;
case FILE_SAVE_AS: {
int index = shader_tabs->get_current_tab();
ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
String path = edited_shaders[index].shader->get_path();
String path;
if (edited_shaders[index].shader.is_valid()) {
path = edited_shaders[index].shader->get_path();
if (!path.is_resource_file()) {
path = "";
}
EditorNode::get_singleton()->save_resource_as(edited_shaders[index].shader, path);
} else {
path = edited_shaders[index].shader_inc->get_path();
if (!path.is_resource_file()) {
path = "";
}
EditorNode::get_singleton()->save_resource_as(edited_shaders[index].shader_inc, path);
}
} break;
case FILE_INSPECT: {
int index = shader_tabs->get_current_tab();
ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
if (edited_shaders[index].shader.is_valid()) {
EditorNode::get_singleton()->push_item(edited_shaders[index].shader.ptr());
} else {
EditorNode::get_singleton()->push_item(edited_shaders[index].shader_inc.ptr());
}
} break;
case FILE_CLOSE: {
_close_shader(shader_tabs->get_current_tab());
@ -1011,6 +1206,10 @@ void ShaderEditorPlugin::_shader_created(Ref<Shader> p_shader) {
EditorNode::get_singleton()->push_item(p_shader.ptr());
}
void ShaderEditorPlugin::_shader_include_created(Ref<ShaderInclude> p_shader_inc) {
EditorNode::get_singleton()->push_item(p_shader_inc.ptr());
}
ShaderEditorPlugin::ShaderEditorPlugin() {
main_split = memnew(HSplitContainer);
@ -1021,14 +1220,16 @@ ShaderEditorPlugin::ShaderEditorPlugin() {
file_menu = memnew(MenuButton);
file_menu->set_text(TTR("File"));
file_menu->get_popup()->add_item(TTR("New Shader"), FILE_NEW);
file_menu->get_popup()->add_item(TTR("New Shader Include"), FILE_NEW_INCLUDE);
file_menu->get_popup()->add_separator();
file_menu->get_popup()->add_item(TTR("Load Shader"), FILE_OPEN);
file_menu->get_popup()->add_item(TTR("Save Shader"), FILE_SAVE);
file_menu->get_popup()->add_item(TTR("Save Shader As"), FILE_SAVE_AS);
file_menu->get_popup()->add_item(TTR("Load Shader File"), FILE_OPEN);
file_menu->get_popup()->add_item(TTR("Load Shader Include File"), FILE_OPEN_INCLUDE);
file_menu->get_popup()->add_item(TTR("Save File"), FILE_SAVE);
file_menu->get_popup()->add_item(TTR("Save File As"), FILE_SAVE_AS);
file_menu->get_popup()->add_separator();
file_menu->get_popup()->add_item(TTR("Open Shader in Inspector"), FILE_INSPECT);
file_menu->get_popup()->add_item(TTR("Open File in Inspector"), FILE_INSPECT);
file_menu->get_popup()->add_separator();
file_menu->get_popup()->add_item(TTR("Close Shader"), FILE_CLOSE);
file_menu->get_popup()->add_item(TTR("Close File"), FILE_CLOSE);
file_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed));
file_hb->add_child(file_menu);
@ -1060,6 +1261,7 @@ ShaderEditorPlugin::ShaderEditorPlugin() {
shader_create_dialog = memnew(ShaderCreateDialog);
vb->add_child(shader_create_dialog);
shader_create_dialog->connect("shader_created", callable_mp(this, &ShaderEditorPlugin::_shader_created));
shader_create_dialog->connect("shader_include_created", callable_mp(this, &ShaderEditorPlugin::_shader_include_created));
}
ShaderEditorPlugin::~ShaderEditorPlugin() {

View file

@ -40,6 +40,7 @@
#include "scene/gui/text_edit.h"
#include "scene/main/timer.h"
#include "scene/resources/shader.h"
#include "scene/resources/shader_include.h"
#include "servers/rendering/shader_warnings.h"
class ItemList;
@ -59,6 +60,7 @@ class ShaderTextEditor : public CodeTextEditor {
Ref<CodeHighlighter> syntax_highlighter;
RichTextLabel *warnings_panel = nullptr;
Ref<Shader> shader;
Ref<ShaderInclude> shader_inc;
List<ShaderWarning> warnings;
Error last_compile_result = Error::OK;
@ -79,7 +81,14 @@ public:
void set_warnings_panel(RichTextLabel *p_warnings_panel);
Ref<Shader> get_edited_shader() const;
Ref<ShaderInclude> get_edited_shader_include() const;
void set_edited_shader(const Ref<Shader> &p_shader);
void set_edited_shader(const Ref<Shader> &p_shader, const String &p_code);
void set_edited_shader_include(const Ref<ShaderInclude> &p_include);
void set_edited_shader_include(const Ref<ShaderInclude> &p_include, const String &p_code);
void set_edited_code(const String &p_code);
ShaderTextEditor();
};
@ -129,12 +138,15 @@ class ShaderEditor : public PanelContainer {
void _menu_option(int p_option);
mutable Ref<Shader> shader;
mutable Ref<ShaderInclude> shader_inc;
void _editor_settings_changed();
void _project_settings_changed();
void _check_for_external_edit();
void _reload_shader_from_disk();
void _reload_shader_include_from_disk();
void _reload();
void _show_warnings_panel(bool p_show);
void _warning_clicked(Variant p_line);
void _update_warnings(bool p_validate);
@ -143,21 +155,21 @@ protected:
void _notification(int p_what);
static void _bind_methods();
void _make_context_menu(bool p_selection, Vector2 p_position);
void _text_edit_gui_input(const Ref<InputEvent> &ev);
void _text_edit_gui_input(const Ref<InputEvent> &p_ev);
void _update_bookmark_list();
void _bookmark_item_pressed(int p_idx);
public:
void apply_shaders();
void ensure_select_current();
void edit(const Ref<Shader> &p_shader);
void edit(const Ref<ShaderInclude> &p_shader_inc);
void goto_line_selection(int p_line, int p_begin, int p_end);
void save_external_data(const String &p_str = "");
void validate_script();
virtual Size2 get_minimum_size() const override { return Size2(0, 200); }
void save_external_data(const String &p_str = "");
ShaderEditor();
};
@ -167,6 +179,7 @@ class ShaderEditorPlugin : public EditorPlugin {
struct EditedShader {
Ref<Shader> shader;
Ref<ShaderInclude> shader_inc;
ShaderEditor *shader_editor = nullptr;
VisualShaderEditor *visual_shader_editor = nullptr;
};
@ -175,7 +188,9 @@ class ShaderEditorPlugin : public EditorPlugin {
enum {
FILE_NEW,
FILE_NEW_INCLUDE,
FILE_OPEN,
FILE_OPEN_INCLUDE,
FILE_SAVE,
FILE_SAVE_AS,
FILE_INSPECT,
@ -199,6 +214,7 @@ class ShaderEditorPlugin : public EditorPlugin {
void _close_shader(int p_index);
void _shader_created(Ref<Shader> p_shader);
void _shader_include_created(Ref<ShaderInclude> p_shader_inc);
public:
virtual String get_name() const override { return "Shader"; }

View file

@ -33,6 +33,7 @@
#include "core/config/project_settings.h"
#include "editor/editor_file_dialog.h"
#include "editor/editor_scale.h"
#include "scene/resources/shader_include.h"
#include "scene/resources/visual_shader.h"
#include "servers/rendering/shader_types.h"
@ -43,15 +44,15 @@ void ShaderCreateDialog::_notification(int p_what) {
String last_lang = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_language", "");
if (!last_lang.is_empty()) {
for (int i = 0; i < language_menu->get_item_count(); i++) {
if (language_menu->get_item_text(i) == last_lang) {
language_menu->select(i);
current_language = i;
for (int i = 0; i < type_menu->get_item_count(); i++) {
if (type_menu->get_item_text(i) == last_lang) {
type_menu->select(i);
current_type = i;
break;
}
}
} else {
language_menu->select(default_language);
type_menu->select(default_type);
}
current_mode = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_mode", 0);
@ -67,12 +68,17 @@ void ShaderCreateDialog::_notification(int p_what) {
void ShaderCreateDialog::_update_theme() {
Ref<Texture2D> shader_icon = gc->get_theme_icon(SNAME("Shader"), SNAME("EditorIcons"));
if (shader_icon.is_valid()) {
language_menu->set_item_icon(0, shader_icon);
type_menu->set_item_icon(0, shader_icon);
}
Ref<Texture2D> visual_shader_icon = gc->get_theme_icon(SNAME("VisualShader"), SNAME("EditorIcons"));
if (visual_shader_icon.is_valid()) {
language_menu->set_item_icon(1, visual_shader_icon);
type_menu->set_item_icon(1, visual_shader_icon);
}
Ref<Texture2D> include_icon = gc->get_theme_icon(SNAME("TextFile"), SNAME("EditorIcons"));
if (include_icon.is_valid()) {
type_menu->set_item_icon(2, include_icon);
}
path_button->set_icon(get_theme_icon(SNAME("Folder"), SNAME("EditorIcons")));
@ -80,7 +86,7 @@ void ShaderCreateDialog::_update_theme() {
}
void ShaderCreateDialog::_update_language_info() {
language_data.clear();
type_data.clear();
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
ShaderTypeData data;
@ -88,12 +94,15 @@ void ShaderCreateDialog::_update_language_info() {
data.use_templates = true;
data.extensions.push_back("gdshader");
data.default_extension = "gdshader";
} else if (i == int(SHADER_TYPE_INC)) {
data.extensions.push_back("gdshaderinc");
data.default_extension = "gdshaderinc";
} else {
data.default_extension = "tres";
}
data.extensions.push_back("res");
data.extensions.push_back("tres");
language_data.push_back(data);
type_data.push_back(data);
}
}
@ -136,8 +145,10 @@ void ShaderCreateDialog::ok_pressed() {
void ShaderCreateDialog::_create_new() {
Ref<Resource> shader;
Ref<Resource> shader_inc;
if (language_menu->get_selected() == int(SHADER_TYPE_TEXT)) {
switch (type_menu->get_selected()) {
case SHADER_TYPE_TEXT: {
Ref<Shader> text_shader;
text_shader.instantiate();
shader = text_shader;
@ -180,18 +191,41 @@ void ShaderCreateDialog::_create_new() {
}
}
text_shader->set_code(code.as_string());
} else {
} break;
case SHADER_TYPE_VISUAL: {
Ref<VisualShader> visual_shader;
visual_shader.instantiate();
shader = visual_shader;
visual_shader->set_mode(Shader::Mode(current_mode));
} break;
case SHADER_TYPE_INC: {
Ref<ShaderInclude> include;
include.instantiate();
shader_inc = include;
} break;
default: {
} break;
}
if (shader.is_null()) {
String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
shader_inc->set_path(lpath);
Error error = ResourceSaver::save(lpath, shader_inc, ResourceSaver::FLAG_CHANGE_PATH);
if (error != OK) {
alert->set_text(TTR("Error - Could not create shader include in filesystem."));
alert->popup_centered();
return;
}
emit_signal(SNAME("shader_include_created"), shader_inc);
} else {
if (!is_built_in) {
String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
shader->set_path(lpath);
Error err = ResourceSaver::save(lpath, shader, ResourceSaver::FLAG_CHANGE_PATH);
if (err != OK) {
Error error = ResourceSaver::save(lpath, shader, ResourceSaver::FLAG_CHANGE_PATH);
if (error != OK) {
alert->set_text(TTR("Error - Could not create shader in filesystem."));
alert->popup_centered();
return;
@ -199,6 +233,9 @@ void ShaderCreateDialog::_create_new() {
}
emit_signal(SNAME("shader_created"), shader);
}
file_path->set_text(file_path->get_text().get_base_dir());
hide();
}
@ -215,9 +252,9 @@ void ShaderCreateDialog::_load_exist() {
hide();
}
void ShaderCreateDialog::_language_changed(int p_language) {
current_language = p_language;
ShaderTypeData data = language_data[p_language];
void ShaderCreateDialog::_type_changed(int p_language) {
current_type = p_language;
ShaderTypeData data = type_data[p_language];
String selected_ext = "." + data.default_extension;
String path = file_path->get_text();
@ -238,6 +275,8 @@ void ShaderCreateDialog::_language_changed(int p_language) {
_path_changed(path);
file_path->set_text(path);
type_menu->set_item_disabled(int(SHADER_TYPE_INC), load_enabled);
mode_menu->set_disabled(p_language == SHADER_TYPE_INC);
template_menu->set_disabled(!data.use_templates);
template_menu->clear();
@ -253,7 +292,7 @@ void ShaderCreateDialog::_language_changed(int p_language) {
template_menu->add_item(TTR("N/A"));
}
EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_language", language_menu->get_item_text(language_menu->get_selected()));
EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_language", type_menu->get_item_text(type_menu->get_selected()));
_update_dialog();
}
@ -275,7 +314,7 @@ void ShaderCreateDialog::_browse_path() {
file_browse->set_disable_overwrite_warning(true);
file_browse->clear_filters();
List<String> extensions = language_data[language_menu->get_selected()].extensions;
List<String> extensions = type_data[type_menu->get_selected()].extensions;
for (const String &E : extensions) {
file_browse->add_filter("*." + E);
@ -330,8 +369,8 @@ void ShaderCreateDialog::_path_submitted(const String &p_path) {
void ShaderCreateDialog::config(const String &p_base_path, bool p_built_in_enabled, bool p_load_enabled, int p_preferred_type, int p_preferred_mode) {
if (!p_base_path.is_empty()) {
initial_base_path = p_base_path.get_basename();
file_path->set_text(initial_base_path + "." + language_data[language_menu->get_selected()].default_extension);
current_language = language_menu->get_selected();
file_path->set_text(initial_base_path + "." + type_data[type_menu->get_selected()].default_extension);
current_type = type_menu->get_selected();
} else {
initial_base_path = "";
file_path->set_text("");
@ -342,8 +381,8 @@ void ShaderCreateDialog::config(const String &p_base_path, bool p_built_in_enabl
load_enabled = p_load_enabled;
if (p_preferred_type > -1) {
language_menu->select(p_preferred_type);
_language_changed(p_preferred_type);
type_menu->select(p_preferred_type);
_type_changed(p_preferred_type);
}
if (p_preferred_mode > -1) {
@ -351,7 +390,7 @@ void ShaderCreateDialog::config(const String &p_base_path, bool p_built_in_enabl
_mode_changed(p_preferred_mode);
}
_language_changed(current_language);
_type_changed(current_type);
_path_changed(file_path->get_text());
}
@ -384,14 +423,14 @@ String ShaderCreateDialog::_validate_path(const String &p_path) {
HashSet<String> extensions;
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
for (const String &ext : language_data[i].extensions) {
for (const String &ext : type_data[i].extensions) {
if (!extensions.has(ext)) {
extensions.insert(ext);
}
}
}
ShaderTypeData data = language_data[language_menu->get_selected()];
ShaderTypeData data = type_data[type_menu->get_selected()];
bool found = false;
bool match = false;
@ -399,8 +438,8 @@ String ShaderCreateDialog::_validate_path(const String &p_path) {
for (const String &ext : extensions) {
if (ext.nocasecmp_to(extension) == 0) {
found = true;
for (const String &lang_ext : language_data[current_language].extensions) {
if (lang_ext.nocasecmp_to(extension) == 0) {
for (const String &type_ext : type_data[current_type].extensions) {
if (type_ext.nocasecmp_to(extension) == 0) {
match = true;
break;
}
@ -504,6 +543,7 @@ void ShaderCreateDialog::_bind_methods() {
ClassDB::bind_method(D_METHOD("config", "path", "built_in_enabled", "load_enabled"), &ShaderCreateDialog::config, DEFVAL(true), DEFVAL(true));
ADD_SIGNAL(MethodInfo("shader_created", PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader")));
ADD_SIGNAL(MethodInfo("shader_include_created", PropertyInfo(Variant::OBJECT, "shader_include", PROPERTY_HINT_RESOURCE_TYPE, "ShaderInclude")));
}
ShaderCreateDialog::ShaderCreateDialog() {
@ -547,24 +587,27 @@ ShaderCreateDialog::ShaderCreateDialog() {
vb->add_child(status_panel);
add_child(vb);
// Language.
// Type.
language_menu = memnew(OptionButton);
language_menu->set_custom_minimum_size(Size2(250, 0) * EDSCALE);
language_menu->set_h_size_flags(Control::SIZE_EXPAND_FILL);
gc->add_child(memnew(Label(TTR("Language:"))));
gc->add_child(language_menu);
type_menu = memnew(OptionButton);
type_menu->set_custom_minimum_size(Size2(250, 0) * EDSCALE);
type_menu->set_h_size_flags(Control::SIZE_EXPAND_FILL);
gc->add_child(memnew(Label(TTR("Type:"))));
gc->add_child(type_menu);
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
String language;
String type;
bool invalid = false;
switch (i) {
case SHADER_TYPE_TEXT:
language = "Shader";
default_language = i;
type = "Shader";
default_type = i;
break;
case SHADER_TYPE_VISUAL:
language = "VisualShader";
type = "VisualShader";
break;
case SHADER_TYPE_INC:
type = "ShaderInclude";
break;
case SHADER_TYPE_MAX:
invalid = true;
@ -576,13 +619,13 @@ ShaderCreateDialog::ShaderCreateDialog() {
if (invalid) {
continue;
}
language_menu->add_item(language);
type_menu->add_item(type);
}
if (default_language >= 0) {
language_menu->select(default_language);
if (default_type >= 0) {
type_menu->select(default_type);
}
current_language = default_language;
language_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_language_changed));
current_type = default_type;
type_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_type_changed));
// Modes.

View file

@ -47,6 +47,7 @@ class ShaderCreateDialog : public ConfirmationDialog {
enum ShaderType {
SHADER_TYPE_TEXT,
SHADER_TYPE_VISUAL,
SHADER_TYPE_INC,
SHADER_TYPE_MAX,
};
@ -56,14 +57,14 @@ class ShaderCreateDialog : public ConfirmationDialog {
bool use_templates = false;
};
List<ShaderTypeData> language_data;
List<ShaderTypeData> type_data;
GridContainer *gc = nullptr;
Label *error_label = nullptr;
Label *path_error_label = nullptr;
Label *builtin_warning_label = nullptr;
PanelContainer *status_panel = nullptr;
OptionButton *language_menu = nullptr;
OptionButton *type_menu = nullptr;
OptionButton *mode_menu = nullptr;
OptionButton *template_menu = nullptr;
CheckBox *internal = nullptr;
@ -79,8 +80,8 @@ class ShaderCreateDialog : public ConfirmationDialog {
bool built_in_enabled = true;
bool load_enabled = false;
bool re_check_path = false;
int current_language = -1;
int default_language = -1;
int current_type = -1;
int default_type = -1;
int current_mode = 0;
int current_template = 0;
@ -89,7 +90,7 @@ class ShaderCreateDialog : public ConfirmationDialog {
void _path_hbox_sorted();
void _path_changed(const String &p_path = String());
void _path_submitted(const String &p_path = String());
void _language_changed(int p_language = 0);
void _type_changed(int p_type = 0);
void _built_in_toggled(bool p_enabled);
void _template_changed(int p_template = 0);
void _mode_changed(int p_mode = 0);

View file

@ -174,6 +174,7 @@
#include "scene/resources/segment_shape_2d.h"
#include "scene/resources/separation_ray_shape_2d.h"
#include "scene/resources/separation_ray_shape_3d.h"
#include "scene/resources/shader_include.h"
#include "scene/resources/skeleton_modification_2d.h"
#include "scene/resources/skeleton_modification_2d_ccdik.h"
#include "scene/resources/skeleton_modification_2d_fabrik.h"
@ -273,6 +274,9 @@ static Ref<ResourceFormatLoaderCompressedTexture3D> resource_loader_texture_3d;
static Ref<ResourceFormatSaverShader> resource_saver_shader;
static Ref<ResourceFormatLoaderShader> resource_loader_shader;
static Ref<ResourceFormatSaverShaderInclude> resource_saver_shader_include;
static Ref<ResourceFormatLoaderShaderInclude> resource_loader_shader_include;
void register_scene_types() {
SceneStringNames::create();
@ -301,6 +305,12 @@ void register_scene_types() {
resource_loader_shader.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_shader, true);
resource_saver_shader_include.instantiate();
ResourceSaver::add_resource_format_saver(resource_saver_shader_include, true);
resource_loader_shader_include.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_shader_include, true);
OS::get_singleton()->yield(); // may take time to init
GDREGISTER_CLASS(Object);
@ -569,6 +579,7 @@ void register_scene_types() {
GDREGISTER_CLASS(Shader);
GDREGISTER_CLASS(VisualShader);
GDREGISTER_CLASS(ShaderInclude);
GDREGISTER_ABSTRACT_CLASS(VisualShaderNode);
GDREGISTER_CLASS(VisualShaderNodeCustom);
GDREGISTER_CLASS(VisualShaderNodeInput);
@ -1185,6 +1196,12 @@ void unregister_scene_types() {
ResourceLoader::remove_resource_format_loader(resource_loader_shader);
resource_loader_shader.unref();
ResourceSaver::remove_resource_format_saver(resource_saver_shader_include);
resource_saver_shader_include.unref();
ResourceLoader::remove_resource_format_loader(resource_loader_shader_include);
resource_loader_shader_include.unref();
// StandardMaterial3D is not initialised when 3D is disabled, so it shouldn't be cleaned up either
#ifndef _3D_DISABLED
BaseMaterial3D::finish_shaders();

View file

@ -40,8 +40,28 @@ Shader::Mode Shader::get_mode() const {
return mode;
}
void Shader::_dependency_changed() {
RenderingServer::get_singleton()->shader_set_code(shader, RenderingServer::get_singleton()->shader_get_code(shader));
params_cache_dirty = true;
emit_changed();
}
void Shader::set_code(const String &p_code) {
String type = ShaderLanguage::get_shader_type(p_code);
HashSet<Ref<ShaderInclude>> new_include_dependencies;
for (Ref<ShaderInclude> E : include_dependencies) {
E->disconnect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
}
String type = ShaderLanguage::get_shader_type_and_dependencies(p_code, &new_include_dependencies);
// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
include_dependencies = new_include_dependencies;
for (Ref<ShaderInclude> E : include_dependencies) {
E->connect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
}
if (type == "canvas_item") {
mode = MODE_CANVAS_ITEM;

View file

@ -35,6 +35,7 @@
#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);
@ -53,6 +54,7 @@ public:
private:
RID shader;
Mode mode = MODE_SPATIAL;
HashSet<Ref<ShaderInclude>> include_dependencies;
// hack the name of performance
// shaders keep a list of ShaderMaterial -> RenderingServer name translations, to make
@ -61,6 +63,7 @@ private:
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();

View file

@ -0,0 +1,139 @@
/*************************************************************************/
/* shader_include.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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.h"
#include "servers/rendering/shader_language.h"
void ShaderInclude::_dependency_changed() {
emit_changed();
}
void ShaderInclude::set_code(const String &p_code) {
HashSet<Ref<ShaderInclude>> new_dependencies;
code = p_code;
for (Ref<ShaderInclude> E : dependencies) {
E->disconnect(SNAME("changed"), callable_mp(this, &ShaderInclude::_dependency_changed));
}
ShaderLanguage::get_shader_dependencies(p_code, &new_dependencies);
// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
dependencies = new_dependencies;
for (Ref<ShaderInclude> E : dependencies) {
E->connect(SNAME("changed"), callable_mp(this, &ShaderInclude::_dependency_changed));
}
emit_changed();
}
String ShaderInclude::get_code() const {
return code;
}
void ShaderInclude::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_code", "code"), &ShaderInclude::set_code);
ClassDB::bind_method(D_METHOD("get_code"), &ShaderInclude::get_code);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
}
// ResourceFormatLoaderShaderInclude
Ref<Resource> ResourceFormatLoaderShaderInclude::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
if (r_error) {
*r_error = ERR_FILE_CANT_OPEN;
}
Ref<ShaderInclude> shader_inc;
shader_inc.instantiate();
Vector<uint8_t> buffer = FileAccess::get_file_as_array(p_path);
String str;
str.parse_utf8((const char *)buffer.ptr(), buffer.size());
shader_inc->set_code(str);
if (r_error) {
*r_error = OK;
}
return shader_inc;
}
void ResourceFormatLoaderShaderInclude::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("gdshaderinc");
}
bool ResourceFormatLoaderShaderInclude::handles_type(const String &p_type) const {
return (p_type == "ShaderInclude");
}
String ResourceFormatLoaderShaderInclude::get_resource_type(const String &p_path) const {
String extension = p_path.get_extension().to_lower();
if (extension == "gdshaderinc") {
return "ShaderInclude";
}
return "";
}
// ResourceFormatSaverShaderInclude
Error ResourceFormatSaverShaderInclude::save(const String &p_path, const Ref<Resource> &p_resource, uint32_t p_flags) {
Ref<ShaderInclude> shader_inc = p_resource;
ERR_FAIL_COND_V(shader_inc.is_null(), ERR_INVALID_PARAMETER);
String source = shader_inc->get_code();
Error error;
Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &error);
ERR_FAIL_COND_V_MSG(error, error, "Cannot save shader include '" + p_path + "'.");
file->store_string(source);
if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
return ERR_CANT_CREATE;
}
return OK;
}
void ResourceFormatSaverShaderInclude::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
const ShaderInclude *shader_inc = Object::cast_to<ShaderInclude>(*p_resource);
if (shader_inc != nullptr) {
p_extensions->push_back("gdshaderinc");
}
}
bool ResourceFormatSaverShaderInclude::recognize(const Ref<Resource> &p_resource) const {
return p_resource->get_class_name() == "ShaderInclude"; //only shader, not inherited
}

View file

@ -0,0 +1,71 @@
/*************************************************************************/
/* shader_include.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_INCLUDE_H
#define SHADER_INCLUDE_H
#include "core/io/resource.h"
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/templates/hash_set.h"
class ShaderInclude : public Resource {
GDCLASS(ShaderInclude, Resource);
OBJ_SAVE_TYPE(ShaderInclude);
private:
String code;
HashSet<Ref<ShaderInclude>> dependencies;
void _dependency_changed();
protected:
static void _bind_methods();
public:
void set_code(const String &p_text);
String get_code() const;
};
class ResourceFormatLoaderShaderInclude : 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 ResourceFormatSaverShaderInclude : public ResourceFormatSaver {
public:
virtual Error save(const String &p_path, const Ref<Resource> &p_resource, 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_INCLUDE_H

View file

@ -33,6 +33,7 @@
#include "core/os/os.h"
#include "core/string/print_string.h"
#include "servers/rendering_server.h"
#include "shader_preprocessor.h"
#define HAS_WARNING(flag) (warning_flags & flag)
@ -4118,6 +4119,10 @@ void ShaderLanguage::get_keyword_list(List<String> *r_keywords) {
}
}
void ShaderLanguage::get_preprocessor_keyword_list(List<String> *r_keywords, bool p_include_shader_keywords) {
ShaderPreprocessor::get_keyword_list(r_keywords, p_include_shader_keywords);
}
bool ShaderLanguage::is_control_flow_keyword(String p_keyword) {
return p_keyword == "break" ||
p_keyword == "case" ||
@ -7677,11 +7682,35 @@ Error ShaderLanguage::_validate_precision(DataType p_type, DataPrecision p_preci
return OK;
}
Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const HashSet<String> &p_shader_types) {
Token tk = _get_token();
Error ShaderLanguage::_preprocess_shader(const String &p_code, String &r_result, int *r_completion_type) {
Error error = OK;
ShaderPreprocessor processor(p_code);
processor.preprocess(r_result);
ShaderPreprocessor::State *state = processor.get_state();
if (!state->error.is_empty()) {
error_line = state->error_line;
error_set = true;
error_str = state->error;
error = FAILED;
}
if (r_completion_type != nullptr) {
*r_completion_type = (int)state->completion_type;
}
return error;
}
Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const HashSet<String> &p_shader_types, bool p_is_include) {
Token tk;
TkPos prev_pos;
Token next;
if (!p_is_include) {
tk = _get_token();
if (tk.type != TK_SHADER_TYPE) {
_set_error(vformat(RTR("Expected '%s' at the beginning of shader. Valid types are: %s."), "shader_type", _get_shader_type_list(p_shader_types)));
return ERR_PARSE_ERROR;
@ -7707,6 +7736,7 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
_set_expected_after_error(";", "shader_type " + String(shader_type_identifier));
return ERR_PARSE_ERROR;
}
}
#ifdef DEBUG_ENABLED
keyword_completion_context = CF_GLOBAL_SPACE;
@ -9470,6 +9500,97 @@ String ShaderLanguage::get_shader_type(const String &p_code) {
return String();
}
void ShaderLanguage::get_shader_dependencies(const String &p_code, HashSet<Ref<ShaderInclude>> *r_dependencies) {
bool reading_inc = false;
String cur_identifier;
for (int i = _get_first_ident_pos(p_code); i < p_code.length(); i++) {
if (p_code[i] == ';') {
continue;
} else if (p_code[i] <= 32) {
if (cur_identifier == "#include") {
reading_inc = true;
cur_identifier = String();
} else {
if (reading_inc) {
String path = cur_identifier;
if (path.begins_with("\"") && path.ends_with("\"")) {
path = path.substr(1, path.length() - 2);
if (!path.begins_with("res://")) {
path = path.insert(0, "res://");
}
Ref<ShaderInclude> inc = ResourceLoader::load(path);
if (inc.is_valid()) {
r_dependencies->insert(inc);
}
}
reading_inc = false;
}
}
} else {
cur_identifier += String::chr(p_code[i]);
}
}
}
String ShaderLanguage::get_shader_type_and_dependencies(const String &p_code, HashSet<Ref<ShaderInclude>> *r_dependencies) {
bool read_type = true;
bool reading_type = false;
bool reading_inc = false;
String type;
String cur_identifier;
for (int i = _get_first_ident_pos(p_code); i < p_code.length(); i++) {
if (p_code[i] == ';') {
continue;
} else if (p_code[i] <= 32) {
if (!cur_identifier.is_empty()) {
if (read_type) {
if (!reading_type) {
if (cur_identifier == "shader_type") {
reading_type = true;
cur_identifier = String();
}
} else {
type = cur_identifier;
read_type = false;
cur_identifier = String();
}
} else if (cur_identifier == "#include") {
reading_inc = true;
cur_identifier = String();
} else {
if (reading_inc) {
String path = cur_identifier;
if (path.begins_with("\"") && path.ends_with("\"")) {
path = path.substr(1, path.length() - 2);
if (!path.begins_with("res://")) {
path = path.insert(0, "res://");
}
Ref<ShaderInclude> inc = ResourceLoader::load(path);
if (inc.is_valid()) {
r_dependencies->insert(inc);
}
}
reading_inc = false;
}
}
}
} else {
cur_identifier += String::chr(p_code[i]);
}
}
if (reading_type) {
return type;
}
return String();
}
#ifdef DEBUG_ENABLED
void ShaderLanguage::_check_warning_accums() {
for (const KeyValue<ShaderWarning::Code, HashMap<StringName, HashMap<StringName, Usage>> *> &E : warnings_check_map2) {
@ -9509,14 +9630,21 @@ uint32_t ShaderLanguage::get_warning_flags() const {
Error ShaderLanguage::compile(const String &p_code, const ShaderCompileInfo &p_info) {
clear();
code = p_code;
Error err = _preprocess_shader(p_code, code);
if (err != OK) {
return err;
}
// Clear after preprocessing. Because preprocess uses the resource loader, it means if this instance is held in a singleton, it can have a changed state after.
clear();
global_var_get_type_func = p_info.global_variable_type_func;
varying_function_names = p_info.varying_function_names;
nodes = nullptr;
shader = alloc_node<ShaderNode>();
Error err = _parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types);
err = _parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types, p_info.is_include);
#ifdef DEBUG_ENABLED
if (check_warnings) {
@ -9533,14 +9661,51 @@ Error ShaderLanguage::compile(const String &p_code, const ShaderCompileInfo &p_i
Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_info, List<ScriptLanguage::CodeCompletionOption> *r_options, String &r_call_hint) {
clear();
code = p_code;
int preprocessor_completion_type;
Error error = _preprocess_shader(p_code, code, &preprocessor_completion_type);
switch (preprocessor_completion_type) {
case ShaderPreprocessor::COMPLETION_TYPE_DIRECTIVE: {
static List<String> options;
if (options.is_empty()) {
ShaderPreprocessor::get_keyword_list(&options, true);
}
for (const String &E : options) {
ScriptLanguage::CodeCompletionOption option(E, ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
r_options->push_back(option);
}
return OK;
} break;
case ShaderPreprocessor::COMPLETION_TYPE_PRAGMA: {
static List<String> options;
if (options.is_empty()) {
ShaderPreprocessor::get_pragma_list(&options);
}
for (const String &E : options) {
ScriptLanguage::CodeCompletionOption option(E, ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
r_options->push_back(option);
}
return OK;
} break;
}
if (error != OK) {
return error;
}
varying_function_names = p_info.varying_function_names;
nodes = nullptr;
global_var_get_type_func = p_info.global_variable_type_func;
shader = alloc_node<ShaderNode>();
_parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types);
_parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types, p_info.is_include);
#ifdef DEBUG_ENABLED
// Adds context keywords.

View file

@ -38,6 +38,7 @@
#include "core/templates/rb_map.h"
#include "core/typedefs.h"
#include "core/variant/variant.h"
#include "scene/resources/shader_include.h"
#ifdef DEBUG_ENABLED
#include "shader_warnings.h"
@ -776,6 +777,7 @@ public:
static uint32_t get_datatype_size(DataType p_type);
static void get_keyword_list(List<String> *r_keywords);
static void get_preprocessor_keyword_list(List<String> *r_keywords, bool p_include_shader_keywords);
static bool is_control_flow_keyword(String p_keyword);
static void get_builtin_funcs(List<String> *r_keywords);
@ -1070,7 +1072,8 @@ private:
String _get_shader_type_list(const HashSet<String> &p_shader_types) const;
String _get_qualifier_str(ArgumentQualifier p_qualifier) const;
Error _parse_shader(const HashMap<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const HashSet<String> &p_shader_types);
Error _preprocess_shader(const String &p_code, String &r_result, int *r_completion_type = nullptr);
Error _parse_shader(const HashMap<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const HashSet<String> &p_shader_types, bool p_is_include);
Error _find_last_flow_op_in_block(BlockNode *p_block, FlowOperation p_op);
Error _find_last_flow_op_in_op(ControlFlowNode *p_flow, FlowOperation p_op);
@ -1091,6 +1094,8 @@ public:
void clear();
static String get_shader_type(const String &p_code);
static void get_shader_dependencies(const String &p_code, HashSet<Ref<ShaderInclude>> *r_dependencies);
static String get_shader_type_and_dependencies(const String &p_code, HashSet<Ref<ShaderInclude>> *r_dependencies);
struct ShaderCompileInfo {
HashMap<StringName, FunctionInfo> functions;
@ -1098,6 +1103,7 @@ public:
VaryingFunctionNames varying_function_names = VaryingFunctionNames();
HashSet<String> shader_types;
GlobalVariableGetTypeFunc global_variable_type_func = nullptr;
bool is_include = false;
};
Error compile(const String &p_code, const ShaderCompileInfo &p_info);

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,196 @@
/*************************************************************************/
/* shader_preprocessor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_PREPROCESSOR_H
#define SHADER_PREPROCESSOR_H
#include "core/string/ustring.h"
#include "core/templates/list.h"
#include "core/templates/local_vector.h"
#include "core/templates/rb_map.h"
#include "core/templates/rb_set.h"
#include "core/typedefs.h"
#include "core/io/resource_loader.h"
#include "core/os/os.h"
#include "scene/resources/shader.h"
#include "scene/resources/shader_include.h"
class ShaderPreprocessor {
private:
struct Token {
char32_t text;
int line;
Token();
Token(char32_t p_text, int p_line);
};
// The real preprocessor that understands basic shader and preprocessor language syntax.
class Tokenizer {
public:
String code;
int line;
int index;
int size;
Vector<Token> generated;
private:
void add_generated(const Token &p_t);
char32_t next();
public:
int get_line() const;
int get_index() const;
char32_t peek();
void get_and_clear_generated(Vector<Token> *r_out);
void backtrack(char32_t p_what);
LocalVector<Token> advance(char32_t p_what);
void skip_whitespace();
String get_identifier(bool *r_is_cursor = nullptr, bool p_started = false);
String peek_identifier();
Token get_token();
Tokenizer(const String &p_code);
};
class CommentRemover {
private:
LocalVector<char32_t> stripped;
String code;
int index;
int line;
int comment_line_open;
int comments_open;
int strings_open;
public:
String get_error() const;
int get_error_line() const;
char32_t peek() const;
bool advance(char32_t p_what);
String strip();
CommentRemover(const String &p_code);
};
struct Define {
Vector<String> arguments;
String body;
};
struct SkippedCondition {
int start_line = -1;
int end_line = -1;
};
public:
enum CompletionType {
COMPLETION_TYPE_NONE,
COMPLETION_TYPE_DIRECTIVE,
COMPLETION_TYPE_PRAGMA_DIRECTIVE,
COMPLETION_TYPE_PRAGMA,
};
struct State {
RBMap<String, Define *> defines;
Vector<bool> skip_stack_else;
int condition_depth = 0;
RBSet<String> includes;
List<uint64_t> cyclic_include_hashes; // Holds code hash of includes.
int include_depth = 0;
String current_include;
String current_shader_type;
int shader_type_pos = -1;
String error;
int error_line = -1;
RBMap<String, Vector<SkippedCondition *>> skipped_conditions;
bool disabled = false;
CompletionType completion_type = COMPLETION_TYPE_NONE;
};
private:
String code;
LocalVector<char32_t> output;
State *state = nullptr;
bool state_owner = false;
private:
static bool is_char_word(char32_t p_char);
static bool is_char_space(char32_t p_char);
static bool is_char_end(char32_t p_char);
static String vector_to_string(const LocalVector<char32_t> &p_v, int p_start = 0, int p_end = -1);
static String tokens_to_string(const LocalVector<Token> &p_tokens);
void process_directive(Tokenizer *p_tokenizer);
void process_define(Tokenizer *p_tokenizer);
void process_else(Tokenizer *p_tokenizer);
void process_endif(Tokenizer *p_tokenizer);
void process_if(Tokenizer *p_tokenizer);
void process_ifdef(Tokenizer *p_tokenizer);
void process_ifndef(Tokenizer *p_tokenizer);
void process_include(Tokenizer *p_tokenizer);
void process_pragma(Tokenizer *p_tokenizer);
void process_undef(Tokenizer *p_tokenizer);
void start_branch_condition(Tokenizer *p_tokenizer, bool p_success);
void expand_output_macros(int p_start, int p_line);
Error expand_macros(const String &p_string, int p_line, String &r_result);
Error expand_macros(const String &p_string, int p_line, Vector<Pair<String, Define *>> p_defines, String &r_result);
Error expand_macros_once(const String &p_line, int p_line_number, Pair<String, Define *> p_define_pair, String &r_expanded);
bool find_match(const String &p_string, const String &p_value, int &r_index, int &r_index_start);
String next_directive(Tokenizer *p_tokenizer, const Vector<String> &p_directives);
void add_to_output(const String &p_str);
void set_error(const String &p_error, int p_line);
bool check_directive_before_type(Tokenizer *p_tokenizer, const String &p_directive);
static State *create_state();
static Define *create_define(const String &p_body);
void clear();
public:
Error preprocess(State *p_state, String &r_result);
Error preprocess(String &r_result);
State *get_state();
static void get_keyword_list(List<String> *r_keywords, bool p_include_shader_keywords = false);
static void get_pragma_list(List<String> *r_pragmas);
ShaderPreprocessor(const String &p_code);
~ShaderPreprocessor();
};
#endif // SHADER_PREPROCESSOR_H