| 1 | /**************************************************************************/ |
| 2 | /* shader.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.h" |
| 32 | |
| 33 | #include "core/io/file_access.h" |
| 34 | #include "scene/scene_string_names.h" |
| 35 | #include "servers/rendering/shader_language.h" |
| 36 | #include "servers/rendering/shader_preprocessor.h" |
| 37 | #include "servers/rendering_server.h" |
| 38 | #include "texture.h" |
| 39 | |
| 40 | Shader::Mode Shader::get_mode() const { |
| 41 | return mode; |
| 42 | } |
| 43 | |
| 44 | void Shader::_dependency_changed() { |
| 45 | // Preprocess and compile the code again because a dependency has changed. It also calls emit_changed() for us. |
| 46 | _recompile(); |
| 47 | } |
| 48 | |
| 49 | void Shader::_recompile() { |
| 50 | set_code(get_code()); |
| 51 | } |
| 52 | |
| 53 | void Shader::set_path(const String &p_path, bool p_take_over) { |
| 54 | Resource::set_path(p_path, p_take_over); |
| 55 | RS::get_singleton()->shader_set_path_hint(shader, p_path); |
| 56 | } |
| 57 | |
| 58 | void Shader::set_include_path(const String &p_path) { |
| 59 | // Used only if the shader does not have a resource path set, |
| 60 | // for example during loading stage or when created by code. |
| 61 | include_path = p_path; |
| 62 | } |
| 63 | |
| 64 | void Shader::set_code(const String &p_code) { |
| 65 | for (const Ref<ShaderInclude> &E : include_dependencies) { |
| 66 | E->disconnect_changed(callable_mp(this, &Shader::_dependency_changed)); |
| 67 | } |
| 68 | |
| 69 | code = p_code; |
| 70 | String pp_code = p_code; |
| 71 | |
| 72 | { |
| 73 | String path = get_path(); |
| 74 | if (path.is_empty()) { |
| 75 | path = include_path; |
| 76 | } |
| 77 | // Preprocessor must run here and not in the server because: |
| 78 | // 1) Need to keep track of include dependencies at resource level |
| 79 | // 2) Server does not do interaction with Resource filetypes, this is a scene level feature. |
| 80 | HashSet<Ref<ShaderInclude>> new_include_dependencies; |
| 81 | ShaderPreprocessor preprocessor; |
| 82 | Error result = preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_include_dependencies); |
| 83 | if (result == OK) { |
| 84 | // This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower) |
| 85 | include_dependencies = new_include_dependencies; |
| 86 | } |
| 87 | } |
| 88 | |
| 89 | // Try to get the shader type from the final, fully preprocessed shader code. |
| 90 | String type = ShaderLanguage::get_shader_type(pp_code); |
| 91 | |
| 92 | if (type == "canvas_item" ) { |
| 93 | mode = MODE_CANVAS_ITEM; |
| 94 | } else if (type == "particles" ) { |
| 95 | mode = MODE_PARTICLES; |
| 96 | } else if (type == "sky" ) { |
| 97 | mode = MODE_SKY; |
| 98 | } else if (type == "fog" ) { |
| 99 | mode = MODE_FOG; |
| 100 | } else { |
| 101 | mode = MODE_SPATIAL; |
| 102 | } |
| 103 | |
| 104 | for (const Ref<ShaderInclude> &E : include_dependencies) { |
| 105 | E->connect_changed(callable_mp(this, &Shader::_dependency_changed)); |
| 106 | } |
| 107 | |
| 108 | RenderingServer::get_singleton()->shader_set_code(shader, pp_code); |
| 109 | |
| 110 | emit_changed(); |
| 111 | } |
| 112 | |
| 113 | String Shader::get_code() const { |
| 114 | _update_shader(); |
| 115 | return code; |
| 116 | } |
| 117 | |
| 118 | void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups) const { |
| 119 | _update_shader(); |
| 120 | |
| 121 | List<PropertyInfo> local; |
| 122 | RenderingServer::get_singleton()->get_shader_parameter_list(shader, &local); |
| 123 | |
| 124 | for (PropertyInfo &pi : local) { |
| 125 | bool is_group = pi.usage == PROPERTY_USAGE_GROUP || pi.usage == PROPERTY_USAGE_SUBGROUP; |
| 126 | if (!p_get_groups && is_group) { |
| 127 | continue; |
| 128 | } |
| 129 | if (!is_group) { |
| 130 | if (default_textures.has(pi.name)) { //do not show default textures |
| 131 | continue; |
| 132 | } |
| 133 | } |
| 134 | if (p_params) { |
| 135 | //small little hack |
| 136 | if (pi.type == Variant::RID) { |
| 137 | pi.type = Variant::OBJECT; |
| 138 | } |
| 139 | p_params->push_back(pi); |
| 140 | } |
| 141 | } |
| 142 | } |
| 143 | |
| 144 | RID Shader::get_rid() const { |
| 145 | _update_shader(); |
| 146 | |
| 147 | return shader; |
| 148 | } |
| 149 | |
| 150 | void Shader::set_default_texture_parameter(const StringName &p_name, const Ref<Texture2D> &p_texture, int p_index) { |
| 151 | if (p_texture.is_valid()) { |
| 152 | if (!default_textures.has(p_name)) { |
| 153 | default_textures[p_name] = HashMap<int, Ref<Texture2D>>(); |
| 154 | } |
| 155 | default_textures[p_name][p_index] = p_texture; |
| 156 | RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, p_texture->get_rid(), p_index); |
| 157 | } else { |
| 158 | if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) { |
| 159 | default_textures[p_name].erase(p_index); |
| 160 | |
| 161 | if (default_textures[p_name].is_empty()) { |
| 162 | default_textures.erase(p_name); |
| 163 | } |
| 164 | } |
| 165 | RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, RID(), p_index); |
| 166 | } |
| 167 | |
| 168 | emit_changed(); |
| 169 | } |
| 170 | |
| 171 | Ref<Texture2D> Shader::get_default_texture_parameter(const StringName &p_name, int p_index) const { |
| 172 | if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) { |
| 173 | return default_textures[p_name][p_index]; |
| 174 | } |
| 175 | return Ref<Texture2D>(); |
| 176 | } |
| 177 | |
| 178 | void Shader::get_default_texture_parameter_list(List<StringName> *r_textures) const { |
| 179 | for (const KeyValue<StringName, HashMap<int, Ref<Texture2D>>> &E : default_textures) { |
| 180 | r_textures->push_back(E.key); |
| 181 | } |
| 182 | } |
| 183 | |
| 184 | bool Shader::is_text_shader() const { |
| 185 | return true; |
| 186 | } |
| 187 | |
| 188 | void Shader::_update_shader() const { |
| 189 | } |
| 190 | |
| 191 | Array Shader::_get_shader_uniform_list(bool p_get_groups) { |
| 192 | List<PropertyInfo> uniform_list; |
| 193 | get_shader_uniform_list(&uniform_list, p_get_groups); |
| 194 | Array ret; |
| 195 | for (const PropertyInfo &pi : uniform_list) { |
| 196 | ret.push_back(pi.operator Dictionary()); |
| 197 | } |
| 198 | return ret; |
| 199 | } |
| 200 | |
| 201 | void Shader::_bind_methods() { |
| 202 | ClassDB::bind_method(D_METHOD("get_mode" ), &Shader::get_mode); |
| 203 | |
| 204 | ClassDB::bind_method(D_METHOD("set_code" , "code" ), &Shader::set_code); |
| 205 | ClassDB::bind_method(D_METHOD("get_code" ), &Shader::get_code); |
| 206 | |
| 207 | ClassDB::bind_method(D_METHOD("set_default_texture_parameter" , "name" , "texture" , "index" ), &Shader::set_default_texture_parameter, DEFVAL(0)); |
| 208 | ClassDB::bind_method(D_METHOD("get_default_texture_parameter" , "name" , "index" ), &Shader::get_default_texture_parameter, DEFVAL(0)); |
| 209 | |
| 210 | ClassDB::bind_method(D_METHOD("get_shader_uniform_list" , "get_groups" ), &Shader::_get_shader_uniform_list, DEFVAL(false)); |
| 211 | |
| 212 | ADD_PROPERTY(PropertyInfo(Variant::STRING, "code" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR), "set_code" , "get_code" ); |
| 213 | |
| 214 | BIND_ENUM_CONSTANT(MODE_SPATIAL); |
| 215 | BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM); |
| 216 | BIND_ENUM_CONSTANT(MODE_PARTICLES); |
| 217 | BIND_ENUM_CONSTANT(MODE_SKY); |
| 218 | BIND_ENUM_CONSTANT(MODE_FOG); |
| 219 | } |
| 220 | |
| 221 | Shader::Shader() { |
| 222 | shader = RenderingServer::get_singleton()->shader_create(); |
| 223 | } |
| 224 | |
| 225 | Shader::~Shader() { |
| 226 | ERR_FAIL_NULL(RenderingServer::get_singleton()); |
| 227 | RenderingServer::get_singleton()->free(shader); |
| 228 | } |
| 229 | |
| 230 | //////////// |
| 231 | |
| 232 | Ref<Resource> ResourceFormatLoaderShader::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) { |
| 233 | if (r_error) { |
| 234 | *r_error = ERR_FILE_CANT_OPEN; |
| 235 | } |
| 236 | |
| 237 | Error error = OK; |
| 238 | Vector<uint8_t> buffer = FileAccess::get_file_as_bytes(p_path, &error); |
| 239 | ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot load shader: " + p_path); |
| 240 | |
| 241 | String str; |
| 242 | if (buffer.size() > 0) { |
| 243 | error = str.parse_utf8((const char *)buffer.ptr(), buffer.size()); |
| 244 | ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot parse shader: " + p_path); |
| 245 | } |
| 246 | |
| 247 | Ref<Shader> shader; |
| 248 | shader.instantiate(); |
| 249 | |
| 250 | shader->set_include_path(p_path); |
| 251 | shader->set_code(str); |
| 252 | |
| 253 | if (r_error) { |
| 254 | *r_error = OK; |
| 255 | } |
| 256 | |
| 257 | return shader; |
| 258 | } |
| 259 | |
| 260 | void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const { |
| 261 | p_extensions->push_back("gdshader" ); |
| 262 | } |
| 263 | |
| 264 | bool ResourceFormatLoaderShader::handles_type(const String &p_type) const { |
| 265 | return (p_type == "Shader" ); |
| 266 | } |
| 267 | |
| 268 | String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const { |
| 269 | String el = p_path.get_extension().to_lower(); |
| 270 | if (el == "gdshader" ) { |
| 271 | return "Shader" ; |
| 272 | } |
| 273 | return "" ; |
| 274 | } |
| 275 | |
| 276 | Error ResourceFormatSaverShader::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) { |
| 277 | Ref<Shader> shader = p_resource; |
| 278 | ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER); |
| 279 | |
| 280 | String source = shader->get_code(); |
| 281 | |
| 282 | Error err; |
| 283 | Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err); |
| 284 | |
| 285 | ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'." ); |
| 286 | |
| 287 | file->store_string(source); |
| 288 | if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) { |
| 289 | return ERR_CANT_CREATE; |
| 290 | } |
| 291 | |
| 292 | return OK; |
| 293 | } |
| 294 | |
| 295 | void ResourceFormatSaverShader::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const { |
| 296 | if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) { |
| 297 | if (shader->is_text_shader()) { |
| 298 | p_extensions->push_back("gdshader" ); |
| 299 | } |
| 300 | } |
| 301 | } |
| 302 | |
| 303 | bool ResourceFormatSaverShader::recognize(const Ref<Resource> &p_resource) const { |
| 304 | return p_resource->get_class_name() == "Shader" ; //only shader, not inherited |
| 305 | } |
| 306 | |