1 | /**************************************************************************/ |
2 | /* resource_importer_shader_file.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
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26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "resource_importer_shader_file.h" |
32 | |
33 | #include "core/io/file_access.h" |
34 | #include "core/io/marshalls.h" |
35 | #include "core/io/resource_saver.h" |
36 | #include "editor/editor_node.h" |
37 | #include "editor/plugins/shader_file_editor_plugin.h" |
38 | #include "servers/rendering/rendering_device_binds.h" |
39 | |
40 | String ResourceImporterShaderFile::get_importer_name() const { |
41 | return "glsl" ; |
42 | } |
43 | |
44 | String ResourceImporterShaderFile::get_visible_name() const { |
45 | return "GLSL Shader File" ; |
46 | } |
47 | |
48 | void ResourceImporterShaderFile::get_recognized_extensions(List<String> *p_extensions) const { |
49 | p_extensions->push_back("glsl" ); |
50 | } |
51 | |
52 | String ResourceImporterShaderFile::get_save_extension() const { |
53 | return "res" ; |
54 | } |
55 | |
56 | String ResourceImporterShaderFile::get_resource_type() const { |
57 | return "RDShaderFile" ; |
58 | } |
59 | |
60 | int ResourceImporterShaderFile::get_preset_count() const { |
61 | return 0; |
62 | } |
63 | |
64 | String ResourceImporterShaderFile::get_preset_name(int p_idx) const { |
65 | return String(); |
66 | } |
67 | |
68 | void ResourceImporterShaderFile::get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset) const { |
69 | } |
70 | |
71 | bool ResourceImporterShaderFile::get_option_visibility(const String &p_path, const String &p_option, const HashMap<StringName, Variant> &p_options) const { |
72 | return true; |
73 | } |
74 | |
75 | static String _include_function(const String &p_path, void *userpointer) { |
76 | Error err; |
77 | |
78 | String *base_path = (String *)userpointer; |
79 | |
80 | String include = p_path; |
81 | if (include.is_relative_path()) { |
82 | include = base_path->path_join(include); |
83 | } |
84 | |
85 | Ref<FileAccess> file_inc = FileAccess::open(include, FileAccess::READ, &err); |
86 | if (err != OK) { |
87 | return String(); |
88 | } |
89 | return file_inc->get_as_utf8_string(); |
90 | } |
91 | |
92 | 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) { |
93 | /* STEP 1, Read shader code */ |
94 | 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." ); |
95 | |
96 | Error err; |
97 | Ref<FileAccess> file = FileAccess::open(p_source_file, FileAccess::READ, &err); |
98 | ERR_FAIL_COND_V(err != OK, ERR_CANT_OPEN); |
99 | ERR_FAIL_COND_V(!file.operator->(), ERR_CANT_OPEN); |
100 | |
101 | String file_txt = file->get_as_utf8_string(); |
102 | Ref<RDShaderFile> shader_file; |
103 | shader_file.instantiate(); |
104 | String base_path = p_source_file.get_base_dir(); |
105 | err = shader_file->parse_versions_from_text(file_txt, "" , _include_function, &base_path); |
106 | |
107 | if (err != OK) { |
108 | if (!ShaderFileEditor::singleton->is_visible_in_tree()) { |
109 | callable_mp_static(&EditorNode::add_io_error).bind(vformat(TTR("Error importing GLSL shader file: '%s'. Open the file in the filesystem dock in order to see the reason." ), p_source_file)).call_deferred(); |
110 | } |
111 | } |
112 | |
113 | ResourceSaver::save(shader_file, p_save_path + ".res" ); |
114 | |
115 | return OK; |
116 | } |
117 | |
118 | ResourceImporterShaderFile::ResourceImporterShaderFile() { |
119 | } |
120 | |