godot/scene/resources/shader_include.cpp
2023-09-04 14:59:59 +03:00

160 lines
6 KiB
C++

/**************************************************************************/
/* shader_include.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.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_preprocessor.h"
void ShaderInclude::_dependency_changed() {
emit_changed();
}
void ShaderInclude::set_code(const String &p_code) {
code = p_code;
for (const Ref<ShaderInclude> &E : dependencies) {
E->disconnect_changed(callable_mp(this, &ShaderInclude::_dependency_changed));
}
{
String path = get_path();
if (path.is_empty()) {
path = include_path;
}
String pp_code;
HashSet<Ref<ShaderInclude>> new_dependencies;
ShaderPreprocessor preprocessor;
Error result = preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_dependencies);
if (result == OK) {
// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
dependencies = new_dependencies;
}
}
for (const Ref<ShaderInclude> &E : dependencies) {
E->connect_changed(callable_mp(this, &ShaderInclude::_dependency_changed));
}
emit_changed();
}
String ShaderInclude::get_code() const {
return code;
}
void ShaderInclude::set_include_path(const String &p_path) {
include_path = p_path;
}
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;
}
Error error = OK;
Vector<uint8_t> buffer = FileAccess::get_file_as_bytes(p_path, &error);
ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot load shader include: " + p_path);
String str;
if (buffer.size() > 0) {
error = str.parse_utf8((const char *)buffer.ptr(), buffer.size());
ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot parse shader include: " + p_path);
}
Ref<ShaderInclude> shader_inc;
shader_inc.instantiate();
shader_inc->set_include_path(p_path);
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 Ref<Resource> &p_resource, const String &p_path, 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
}