mirror of
https://github.com/godotengine/godot
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74 lines
3.7 KiB
C++
74 lines
3.7 KiB
C++
/**************************************************************************/
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/* shader_include.h */
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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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#ifndef SHADER_INCLUDE_H
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#define SHADER_INCLUDE_H
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#include "core/io/resource.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/templates/hash_set.h"
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class ShaderInclude : public Resource {
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GDCLASS(ShaderInclude, Resource);
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OBJ_SAVE_TYPE(ShaderInclude);
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private:
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String code;
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String include_path;
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HashSet<Ref<ShaderInclude>> dependencies;
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void _dependency_changed();
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protected:
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static void _bind_methods();
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public:
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void set_code(const String &p_text);
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String get_code() const;
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void set_include_path(const String &p_path);
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};
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class ResourceFormatLoaderShaderInclude : public ResourceFormatLoader {
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public:
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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) override;
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virtual void get_recognized_extensions(List<String> *p_extensions) const override;
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virtual bool handles_type(const String &p_type) const override;
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virtual String get_resource_type(const String &p_path) const override;
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};
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class ResourceFormatSaverShaderInclude : public ResourceFormatSaver {
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public:
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virtual Error save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags = 0) override;
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virtual void get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const override;
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virtual bool recognize(const Ref<Resource> &p_resource) const override;
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};
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#endif // SHADER_INCLUDE_H
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