1/**************************************************************************/
2/* shader_create_dialog.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. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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 "shader_create_dialog.h"
32
33#include "core/config/project_settings.h"
34#include "editor/editor_scale.h"
35#include "editor/gui/editor_file_dialog.h"
36#include "editor/gui/editor_validation_panel.h"
37#include "scene/resources/shader_include.h"
38#include "scene/resources/visual_shader.h"
39#include "servers/rendering/shader_types.h"
40
41enum ShaderType {
42 SHADER_TYPE_TEXT,
43 SHADER_TYPE_VISUAL,
44 SHADER_TYPE_INC,
45 SHADER_TYPE_MAX,
46};
47
48void ShaderCreateDialog::_notification(int p_what) {
49 switch (p_what) {
50 case NOTIFICATION_ENTER_TREE: {
51 _update_theme();
52
53 String last_lang = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_language", "");
54 if (!last_lang.is_empty()) {
55 for (int i = 0; i < type_menu->get_item_count(); i++) {
56 if (type_menu->get_item_text(i) == last_lang) {
57 type_menu->select(i);
58 current_type = i;
59 break;
60 }
61 }
62 } else {
63 type_menu->select(default_type);
64 }
65
66 current_mode = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_mode", 0);
67 mode_menu->select(current_mode);
68 } break;
69
70 case NOTIFICATION_THEME_CHANGED: {
71 _update_theme();
72 } break;
73 }
74}
75
76void ShaderCreateDialog::_update_theme() {
77 Ref<Texture2D> shader_icon = gc->get_editor_theme_icon(SNAME("Shader"));
78 if (shader_icon.is_valid()) {
79 type_menu->set_item_icon(0, shader_icon);
80 }
81
82 Ref<Texture2D> visual_shader_icon = gc->get_editor_theme_icon(SNAME("VisualShader"));
83 if (visual_shader_icon.is_valid()) {
84 type_menu->set_item_icon(1, visual_shader_icon);
85 }
86
87 Ref<Texture2D> include_icon = gc->get_editor_theme_icon(SNAME("TextFile"));
88 if (include_icon.is_valid()) {
89 type_menu->set_item_icon(2, include_icon);
90 }
91
92 path_button->set_icon(get_editor_theme_icon(SNAME("Folder")));
93}
94
95void ShaderCreateDialog::_update_language_info() {
96 type_data.clear();
97
98 for (int i = 0; i < SHADER_TYPE_MAX; i++) {
99 ShaderTypeData shader_type_data;
100 if (i == int(SHADER_TYPE_TEXT)) {
101 shader_type_data.use_templates = true;
102 shader_type_data.extensions.push_back("gdshader");
103 shader_type_data.default_extension = "gdshader";
104 } else if (i == int(SHADER_TYPE_INC)) {
105 shader_type_data.extensions.push_back("gdshaderinc");
106 shader_type_data.default_extension = "gdshaderinc";
107 } else {
108 shader_type_data.default_extension = "tres";
109 }
110 shader_type_data.extensions.push_back("res");
111 shader_type_data.extensions.push_back("tres");
112 type_data.push_back(shader_type_data);
113 }
114}
115
116void ShaderCreateDialog::_path_hbox_sorted() {
117 if (is_visible()) {
118 int filename_start_pos = initial_base_path.rfind("/") + 1;
119 int filename_end_pos = initial_base_path.length();
120
121 if (!is_built_in) {
122 file_path->select(filename_start_pos, filename_end_pos);
123 }
124
125 file_path->set_caret_column(file_path->get_text().length());
126 file_path->set_caret_column(filename_start_pos);
127
128 file_path->grab_focus();
129 }
130}
131
132void ShaderCreateDialog::_mode_changed(int p_mode) {
133 current_mode = p_mode;
134 EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_mode", p_mode);
135}
136
137void ShaderCreateDialog::_template_changed(int p_template) {
138 current_template = p_template;
139 EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_template", p_template);
140}
141
142void ShaderCreateDialog::ok_pressed() {
143 if (is_new_shader_created) {
144 _create_new();
145 } else {
146 _load_exist();
147 }
148
149 is_new_shader_created = true;
150 validation_panel->update();
151}
152
153void ShaderCreateDialog::_create_new() {
154 Ref<Resource> shader;
155 Ref<Resource> shader_inc;
156
157 switch (type_menu->get_selected()) {
158 case SHADER_TYPE_TEXT: {
159 Ref<Shader> text_shader;
160 text_shader.instantiate();
161 shader = text_shader;
162
163 StringBuilder code;
164 code += vformat("shader_type %s;\n", mode_menu->get_text().to_snake_case());
165
166 if (current_template == 0) { // Default template.
167 switch (current_mode) {
168 case Shader::MODE_SPATIAL:
169 code += R"(
170void vertex() {
171 // Called for every vertex the material is visible on.
172}
173
174void fragment() {
175 // Called for every pixel the material is visible on.
176}
177
178void light() {
179 // Called for every pixel for every light affecting the material.
180}
181)";
182 break;
183 case Shader::MODE_CANVAS_ITEM:
184 code += R"(
185void vertex() {
186 // Called for every vertex the material is visible on.
187}
188
189void fragment() {
190 // Called for every pixel the material is visible on.
191}
192
193void light() {
194 // Called for every pixel for every light affecting the CanvasItem.
195}
196)";
197 break;
198 case Shader::MODE_PARTICLES:
199 code += R"(
200void start() {
201 // Called when a particle is spawned.
202}
203
204void process() {
205 // Called every frame on existing particles (according to the Fixed FPS property).
206}
207)";
208 break;
209 case Shader::MODE_SKY:
210 code += R"(
211void sky() {
212 // Called for every visible pixel in the sky background, as well as all pixels
213 // in the radiance cubemap.
214}
215)";
216 break;
217 case Shader::MODE_FOG:
218 code += R"(
219void fog() {
220 // Called once for every froxel that is touched by an axis-aligned bounding box
221 // of the associated FogVolume. This means that froxels that just barely touch
222 // a given FogVolume will still be used.
223}
224)";
225 }
226 }
227 text_shader->set_code(code.as_string());
228 } break;
229 case SHADER_TYPE_VISUAL: {
230 Ref<VisualShader> visual_shader;
231 visual_shader.instantiate();
232 shader = visual_shader;
233 visual_shader->set_mode(Shader::Mode(current_mode));
234 } break;
235 case SHADER_TYPE_INC: {
236 Ref<ShaderInclude> include;
237 include.instantiate();
238 shader_inc = include;
239 } break;
240 default: {
241 } break;
242 }
243
244 if (shader.is_null()) {
245 String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
246 shader_inc->set_path(lpath);
247
248 Error error = ResourceSaver::save(shader_inc, lpath, ResourceSaver::FLAG_CHANGE_PATH);
249 if (error != OK) {
250 alert->set_text(TTR("Error - Could not create shader include in filesystem."));
251 alert->popup_centered();
252 return;
253 }
254
255 emit_signal(SNAME("shader_include_created"), shader_inc);
256 } else {
257 if (!is_built_in) {
258 String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
259 shader->set_path(lpath);
260
261 Error error = ResourceSaver::save(shader, lpath, ResourceSaver::FLAG_CHANGE_PATH);
262 if (error != OK) {
263 alert->set_text(TTR("Error - Could not create shader in filesystem."));
264 alert->popup_centered();
265 return;
266 }
267 }
268
269 emit_signal(SNAME("shader_created"), shader);
270 }
271
272 file_path->set_text(file_path->get_text().get_base_dir());
273 hide();
274}
275
276void ShaderCreateDialog::_load_exist() {
277 String path = file_path->get_text();
278 Ref<Resource> p_shader = ResourceLoader::load(path, "Shader");
279 if (p_shader.is_null()) {
280 alert->set_text(vformat(TTR("Error loading shader from %s"), path));
281 alert->popup_centered();
282 return;
283 }
284
285 emit_signal(SNAME("shader_created"), p_shader);
286 hide();
287}
288
289void ShaderCreateDialog::_type_changed(int p_language) {
290 current_type = p_language;
291 ShaderTypeData shader_type_data = type_data[p_language];
292
293 String selected_ext = "." + shader_type_data.default_extension;
294 String path = file_path->get_text();
295 String extension = "";
296
297 if (!path.is_empty()) {
298 if (path.contains(".")) {
299 extension = path.get_extension();
300 }
301 if (extension.length() == 0) {
302 path += selected_ext;
303 } else {
304 path = path.get_basename() + selected_ext;
305 }
306 } else {
307 path = "shader" + selected_ext;
308 }
309 _path_changed(path);
310 file_path->set_text(path);
311
312 type_menu->set_item_disabled(int(SHADER_TYPE_INC), load_enabled);
313 mode_menu->set_disabled(p_language == SHADER_TYPE_INC);
314 template_menu->set_disabled(!shader_type_data.use_templates);
315 template_menu->clear();
316
317 if (shader_type_data.use_templates) {
318 int last_template = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_template", 0);
319
320 template_menu->add_item(TTR("Default"));
321 template_menu->add_item(TTR("Empty"));
322
323 template_menu->select(last_template);
324 current_template = last_template;
325 } else {
326 template_menu->add_item(TTR("N/A"));
327 }
328
329 EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_language", type_menu->get_item_text(type_menu->get_selected()));
330 validation_panel->update();
331}
332
333void ShaderCreateDialog::_built_in_toggled(bool p_enabled) {
334 is_built_in = p_enabled;
335 if (p_enabled) {
336 is_new_shader_created = true;
337 } else {
338 _path_changed(file_path->get_text());
339 }
340 validation_panel->update();
341}
342
343void ShaderCreateDialog::_browse_path() {
344 file_browse->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
345 file_browse->set_title(TTR("Open Shader / Choose Location"));
346 file_browse->set_ok_button_text(TTR("Open"));
347
348 file_browse->set_disable_overwrite_warning(true);
349 file_browse->clear_filters();
350
351 List<String> extensions = type_data[type_menu->get_selected()].extensions;
352
353 for (const String &E : extensions) {
354 file_browse->add_filter("*." + E);
355 }
356
357 file_browse->set_current_path(file_path->get_text());
358 file_browse->popup_file_dialog();
359}
360
361void ShaderCreateDialog::_file_selected(const String &p_file) {
362 String p = ProjectSettings::get_singleton()->localize_path(p_file);
363 file_path->set_text(p);
364 _path_changed(p);
365
366 String filename = p.get_file().get_basename();
367 int select_start = p.rfind(filename);
368 file_path->select(select_start, select_start + filename.length());
369 file_path->set_caret_column(select_start + filename.length());
370 file_path->grab_focus();
371}
372
373void ShaderCreateDialog::_path_changed(const String &p_path) {
374 if (is_built_in) {
375 return;
376 }
377
378 is_path_valid = false;
379 is_new_shader_created = true;
380
381 path_error = _validate_path(p_path);
382 if (!path_error.is_empty()) {
383 validation_panel->update();
384 return;
385 }
386
387 Ref<DirAccess> f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
388 String p = ProjectSettings::get_singleton()->localize_path(p_path.strip_edges());
389 if (f->file_exists(p)) {
390 is_new_shader_created = false;
391 }
392
393 is_path_valid = true;
394 validation_panel->update();
395}
396
397void ShaderCreateDialog::_path_submitted(const String &p_path) {
398 if (!get_ok_button()->is_disabled()) {
399 ok_pressed();
400 }
401}
402
403void ShaderCreateDialog::config(const String &p_base_path, bool p_built_in_enabled, bool p_load_enabled, int p_preferred_type, int p_preferred_mode) {
404 if (!p_base_path.is_empty()) {
405 initial_base_path = p_base_path.get_basename();
406 file_path->set_text(initial_base_path + "." + type_data[type_menu->get_selected()].default_extension);
407 current_type = type_menu->get_selected();
408 } else {
409 initial_base_path = "";
410 file_path->set_text("");
411 }
412 file_path->deselect();
413
414 built_in_enabled = p_built_in_enabled;
415 load_enabled = p_load_enabled;
416
417 if (p_preferred_type > -1) {
418 type_menu->select(p_preferred_type);
419 _type_changed(p_preferred_type);
420 }
421
422 if (p_preferred_mode > -1) {
423 mode_menu->select(p_preferred_mode);
424 _mode_changed(p_preferred_mode);
425 }
426
427 _type_changed(current_type);
428 _path_changed(file_path->get_text());
429}
430
431String ShaderCreateDialog::_validate_path(const String &p_path) {
432 String p = p_path.strip_edges();
433
434 if (p.is_empty()) {
435 return TTR("Path is empty.");
436 }
437 if (p.get_file().get_basename().is_empty()) {
438 return TTR("Filename is empty.");
439 }
440
441 p = ProjectSettings::get_singleton()->localize_path(p);
442 if (!p.begins_with("res://")) {
443 return TTR("Path is not local.");
444 }
445
446 Ref<DirAccess> d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
447 if (d->change_dir(p.get_base_dir()) != OK) {
448 return TTR("Invalid base path.");
449 }
450
451 Ref<DirAccess> f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
452 if (f->dir_exists(p)) {
453 return TTR("A directory with the same name exists.");
454 }
455
456 String extension = p.get_extension();
457 HashSet<String> extensions;
458
459 for (int i = 0; i < SHADER_TYPE_MAX; i++) {
460 for (const String &ext : type_data[i].extensions) {
461 if (!extensions.has(ext)) {
462 extensions.insert(ext);
463 }
464 }
465 }
466
467 bool found = false;
468 bool match = false;
469
470 for (const String &ext : extensions) {
471 if (ext.nocasecmp_to(extension) == 0) {
472 found = true;
473 for (const String &type_ext : type_data[current_type].extensions) {
474 if (type_ext.nocasecmp_to(extension) == 0) {
475 match = true;
476 break;
477 }
478 }
479 break;
480 }
481 }
482
483 if (!found) {
484 return TTR("Invalid extension.");
485 }
486 if (!match) {
487 return TTR("Wrong extension chosen.");
488 }
489
490 return "";
491}
492
493void ShaderCreateDialog::_update_dialog() {
494 if (!is_built_in && !is_path_valid) {
495 validation_panel->set_message(MSG_ID_SHADER, TTR("Invalid path."), EditorValidationPanel::MSG_ERROR);
496 }
497 if (!path_error.is_empty()) {
498 validation_panel->set_message(MSG_ID_PATH, path_error, EditorValidationPanel::MSG_ERROR);
499 } else if (validation_panel->is_valid() && !is_new_shader_created) {
500 validation_panel->set_message(MSG_ID_SHADER, TTR("File exists, it will be reused."), EditorValidationPanel::MSG_OK);
501 }
502 if (!built_in_enabled) {
503 internal->set_pressed(false);
504 }
505
506 if (is_built_in) {
507 file_path->set_editable(false);
508 path_button->set_disabled(true);
509 re_check_path = true;
510 } else {
511 file_path->set_editable(true);
512 path_button->set_disabled(false);
513 if (re_check_path) {
514 re_check_path = false;
515 _path_changed(file_path->get_text());
516 }
517 }
518
519 internal->set_disabled(!built_in_enabled);
520
521 if (is_built_in) {
522 validation_panel->set_message(MSG_ID_BUILT_IN, TTR("Note: Built-in shaders can't be edited using an external editor."), EditorValidationPanel::MSG_INFO, false);
523 }
524
525 if (is_built_in) {
526 set_ok_button_text(TTR("Create"));
527 validation_panel->set_message(MSG_ID_PATH, TTR("Built-in shader (into scene file)."), EditorValidationPanel::MSG_OK);
528 } else if (is_new_shader_created) {
529 set_ok_button_text(TTR("Create"));
530 } else if (load_enabled) {
531 set_ok_button_text(TTR("Load"));
532 if (is_path_valid) {
533 validation_panel->set_message(MSG_ID_PATH, TTR("Will load an existing shader file."), EditorValidationPanel::MSG_OK);
534 }
535 } else {
536 set_ok_button_text(TTR("Create"));
537 validation_panel->set_message(MSG_ID_PATH, TTR("Shader file already exists."), EditorValidationPanel::MSG_ERROR);
538 }
539}
540
541void ShaderCreateDialog::_bind_methods() {
542 ClassDB::bind_method(D_METHOD("config", "path", "built_in_enabled", "load_enabled"), &ShaderCreateDialog::config, DEFVAL(true), DEFVAL(true));
543
544 ADD_SIGNAL(MethodInfo("shader_created", PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader")));
545 ADD_SIGNAL(MethodInfo("shader_include_created", PropertyInfo(Variant::OBJECT, "shader_include", PROPERTY_HINT_RESOURCE_TYPE, "ShaderInclude")));
546}
547
548ShaderCreateDialog::ShaderCreateDialog() {
549 _update_language_info();
550
551 // Main Controls.
552
553 gc = memnew(GridContainer);
554 gc->set_columns(2);
555
556 // Error Fields.
557
558 validation_panel = memnew(EditorValidationPanel);
559 validation_panel->add_line(MSG_ID_SHADER, TTR("Shader path/name is valid."));
560 validation_panel->add_line(MSG_ID_PATH, TTR("Will create a new shader file."));
561 validation_panel->add_line(MSG_ID_BUILT_IN);
562 validation_panel->set_update_callback(callable_mp(this, &ShaderCreateDialog::_update_dialog));
563 validation_panel->set_accept_button(get_ok_button());
564
565 // Spacing.
566
567 Control *spacing = memnew(Control);
568 spacing->set_custom_minimum_size(Size2(0, 10 * EDSCALE));
569
570 VBoxContainer *vb = memnew(VBoxContainer);
571 vb->add_child(gc);
572 vb->add_child(spacing);
573 vb->add_child(validation_panel);
574 add_child(vb);
575
576 // Type.
577
578 type_menu = memnew(OptionButton);
579 type_menu->set_custom_minimum_size(Size2(250, 0) * EDSCALE);
580 type_menu->set_h_size_flags(Control::SIZE_EXPAND_FILL);
581 gc->add_child(memnew(Label(TTR("Type:"))));
582 gc->add_child(type_menu);
583
584 for (int i = 0; i < SHADER_TYPE_MAX; i++) {
585 String type;
586 bool invalid = false;
587 switch (i) {
588 case SHADER_TYPE_TEXT:
589 type = "Shader";
590 default_type = i;
591 break;
592 case SHADER_TYPE_VISUAL:
593 type = "VisualShader";
594 break;
595 case SHADER_TYPE_INC:
596 type = "ShaderInclude";
597 break;
598 case SHADER_TYPE_MAX:
599 invalid = true;
600 break;
601 default:
602 invalid = true;
603 break;
604 }
605 if (invalid) {
606 continue;
607 }
608 type_menu->add_item(type);
609 }
610 if (default_type >= 0) {
611 type_menu->select(default_type);
612 }
613 current_type = default_type;
614 type_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_type_changed));
615
616 // Modes.
617
618 mode_menu = memnew(OptionButton);
619 for (const String &type_name : ShaderTypes::get_singleton()->get_types_list()) {
620 mode_menu->add_item(type_name.capitalize());
621 }
622 gc->add_child(memnew(Label(TTR("Mode:"))));
623 gc->add_child(mode_menu);
624 mode_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_mode_changed));
625
626 // Templates.
627
628 template_menu = memnew(OptionButton);
629 gc->add_child(memnew(Label(TTR("Template:"))));
630 gc->add_child(template_menu);
631 template_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_template_changed));
632
633 // Built-in Shader.
634
635 internal = memnew(CheckBox);
636 internal->set_text(TTR("On"));
637 internal->connect("toggled", callable_mp(this, &ShaderCreateDialog::_built_in_toggled));
638 gc->add_child(memnew(Label(TTR("Built-in Shader:"))));
639 gc->add_child(internal);
640
641 // Path.
642
643 HBoxContainer *hb = memnew(HBoxContainer);
644 hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
645 hb->connect("sort_children", callable_mp(this, &ShaderCreateDialog::_path_hbox_sorted));
646 file_path = memnew(LineEdit);
647 file_path->connect("text_changed", callable_mp(this, &ShaderCreateDialog::_path_changed));
648 file_path->set_h_size_flags(Control::SIZE_EXPAND_FILL);
649 hb->add_child(file_path);
650 path_button = memnew(Button);
651 path_button->connect("pressed", callable_mp(this, &ShaderCreateDialog::_browse_path));
652 hb->add_child(path_button);
653 gc->add_child(memnew(Label(TTR("Path:"))));
654 gc->add_child(hb);
655
656 // Dialog Setup.
657
658 file_browse = memnew(EditorFileDialog);
659 file_browse->connect("file_selected", callable_mp(this, &ShaderCreateDialog::_file_selected));
660 file_browse->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
661 add_child(file_browse);
662
663 alert = memnew(AcceptDialog);
664 alert->get_label()->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
665 alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
666 alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
667 alert->get_label()->set_custom_minimum_size(Size2(325, 60) * EDSCALE);
668 add_child(alert);
669
670 set_ok_button_text(TTR("Create"));
671 set_hide_on_ok(false);
672
673 set_title(TTR("Create Shader"));
674}
675