mirror of
https://github.com/godotengine/godot
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121 lines
5.3 KiB
C++
121 lines
5.3 KiB
C++
/**************************************************************************/
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/* resource_importer_shader_file.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "resource_importer_shader_file.h"
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#include "core/io/file_access.h"
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#include "core/io/marshalls.h"
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#include "core/io/resource_saver.h"
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#include "editor/editor_node.h"
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#include "editor/plugins/shader_file_editor_plugin.h"
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#include "servers/rendering/rendering_device_binds.h"
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String ResourceImporterShaderFile::get_importer_name() const {
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return "glsl";
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}
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String ResourceImporterShaderFile::get_visible_name() const {
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return "GLSL Shader File";
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}
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void ResourceImporterShaderFile::get_recognized_extensions(List<String> *p_extensions) const {
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p_extensions->push_back("glsl");
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}
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String ResourceImporterShaderFile::get_save_extension() const {
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return "res";
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}
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String ResourceImporterShaderFile::get_resource_type() const {
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return "RDShaderFile";
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}
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int ResourceImporterShaderFile::get_preset_count() const {
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return 0;
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}
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String ResourceImporterShaderFile::get_preset_name(int p_idx) const {
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return String();
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}
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void ResourceImporterShaderFile::get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset) const {
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}
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bool ResourceImporterShaderFile::get_option_visibility(const String &p_path, const String &p_option, const HashMap<StringName, Variant> &p_options) const {
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return true;
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}
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static String _include_function(const String &p_path, void *userpointer) {
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Error err;
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String *base_path = (String *)userpointer;
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String include = p_path;
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if (include.is_relative_path()) {
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include = base_path->path_join(include);
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}
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Ref<FileAccess> file_inc = FileAccess::open(include, FileAccess::READ, &err);
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if (err != OK) {
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return String();
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}
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return file_inc->get_as_utf8_string();
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}
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Error ResourceImporterShaderFile::import(const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files, Variant *r_metadata) {
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/* STEP 1, Read shader code */
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ERR_FAIL_COND_V_EDMSG((OS::get_singleton()->get_current_rendering_method() == "gl_compatibility"), ERR_UNAVAILABLE, "Cannot import custom .glsl shaders when using the gl_compatibility rendering_method. Please switch to the forward_plus or mobile rendering methods to use custom shaders.");
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ERR_FAIL_COND_V_EDMSG((DisplayServer::get_singleton()->get_name() == "headless"), ERR_UNAVAILABLE, "Cannot import custom .glsl shaders when running in headless mode.");
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Error err;
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Ref<FileAccess> file = FileAccess::open(p_source_file, FileAccess::READ, &err);
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ERR_FAIL_COND_V(err != OK, ERR_CANT_OPEN);
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ERR_FAIL_COND_V(!file.is_valid(), ERR_CANT_OPEN);
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String file_txt = file->get_as_utf8_string();
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Ref<RDShaderFile> shader_file;
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shader_file.instantiate();
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String base_path = p_source_file.get_base_dir();
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err = shader_file->parse_versions_from_text(file_txt, "", _include_function, &base_path);
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if (err != OK) {
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if (!ShaderFileEditor::singleton->is_visible_in_tree()) {
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callable_mp_static(&EditorNode::add_io_error).call_deferred(vformat(TTR("Error importing GLSL shader file: '%s'. Open the file in the filesystem dock in order to see the reason."), p_source_file));
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}
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}
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ResourceSaver::save(shader_file, p_save_path + ".res");
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return OK;
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}
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ResourceImporterShaderFile::ResourceImporterShaderFile() {
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}
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