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 */ |
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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 */ |
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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 | |