| 1 | /**************************************************************************/ |
| 2 | /* shader_include.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_include.h" |
| 32 | #include "servers/rendering/shader_language.h" |
| 33 | #include "servers/rendering/shader_preprocessor.h" |
| 34 | |
| 35 | void ShaderInclude::_dependency_changed() { |
| 36 | emit_changed(); |
| 37 | } |
| 38 | |
| 39 | void ShaderInclude::set_code(const String &p_code) { |
| 40 | code = p_code; |
| 41 | |
| 42 | for (const Ref<ShaderInclude> &E : dependencies) { |
| 43 | E->disconnect_changed(callable_mp(this, &ShaderInclude::_dependency_changed)); |
| 44 | } |
| 45 | |
| 46 | { |
| 47 | String path = get_path(); |
| 48 | if (path.is_empty()) { |
| 49 | path = include_path; |
| 50 | } |
| 51 | |
| 52 | String pp_code; |
| 53 | HashSet<Ref<ShaderInclude>> new_dependencies; |
| 54 | ShaderPreprocessor preprocessor; |
| 55 | Error result = preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_dependencies); |
| 56 | if (result == OK) { |
| 57 | // This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower) |
| 58 | dependencies = new_dependencies; |
| 59 | } |
| 60 | } |
| 61 | |
| 62 | for (const Ref<ShaderInclude> &E : dependencies) { |
| 63 | E->connect_changed(callable_mp(this, &ShaderInclude::_dependency_changed)); |
| 64 | } |
| 65 | |
| 66 | emit_changed(); |
| 67 | } |
| 68 | |
| 69 | String ShaderInclude::get_code() const { |
| 70 | return code; |
| 71 | } |
| 72 | |
| 73 | void ShaderInclude::set_include_path(const String &p_path) { |
| 74 | include_path = p_path; |
| 75 | } |
| 76 | |
| 77 | void ShaderInclude::_bind_methods() { |
| 78 | ClassDB::bind_method(D_METHOD("set_code" , "code" ), &ShaderInclude::set_code); |
| 79 | ClassDB::bind_method(D_METHOD("get_code" ), &ShaderInclude::get_code); |
| 80 | |
| 81 | ADD_PROPERTY(PropertyInfo(Variant::STRING, "code" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR), "set_code" , "get_code" ); |
| 82 | } |
| 83 | |
| 84 | // ResourceFormatLoaderShaderInclude |
| 85 | |
| 86 | 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) { |
| 87 | if (r_error) { |
| 88 | *r_error = ERR_FILE_CANT_OPEN; |
| 89 | } |
| 90 | |
| 91 | Error error = OK; |
| 92 | Vector<uint8_t> buffer = FileAccess::get_file_as_bytes(p_path, &error); |
| 93 | ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot load shader include: " + p_path); |
| 94 | |
| 95 | String str; |
| 96 | if (buffer.size() > 0) { |
| 97 | error = str.parse_utf8((const char *)buffer.ptr(), buffer.size()); |
| 98 | ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot parse shader include: " + p_path); |
| 99 | } |
| 100 | |
| 101 | Ref<ShaderInclude> shader_inc; |
| 102 | shader_inc.instantiate(); |
| 103 | |
| 104 | shader_inc->set_include_path(p_path); |
| 105 | shader_inc->set_code(str); |
| 106 | |
| 107 | if (r_error) { |
| 108 | *r_error = OK; |
| 109 | } |
| 110 | |
| 111 | return shader_inc; |
| 112 | } |
| 113 | |
| 114 | void ResourceFormatLoaderShaderInclude::get_recognized_extensions(List<String> *p_extensions) const { |
| 115 | p_extensions->push_back("gdshaderinc" ); |
| 116 | } |
| 117 | |
| 118 | bool ResourceFormatLoaderShaderInclude::handles_type(const String &p_type) const { |
| 119 | return (p_type == "ShaderInclude" ); |
| 120 | } |
| 121 | |
| 122 | String ResourceFormatLoaderShaderInclude::get_resource_type(const String &p_path) const { |
| 123 | String extension = p_path.get_extension().to_lower(); |
| 124 | if (extension == "gdshaderinc" ) { |
| 125 | return "ShaderInclude" ; |
| 126 | } |
| 127 | return "" ; |
| 128 | } |
| 129 | |
| 130 | // ResourceFormatSaverShaderInclude |
| 131 | |
| 132 | Error ResourceFormatSaverShaderInclude::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) { |
| 133 | Ref<ShaderInclude> shader_inc = p_resource; |
| 134 | ERR_FAIL_COND_V(shader_inc.is_null(), ERR_INVALID_PARAMETER); |
| 135 | |
| 136 | String source = shader_inc->get_code(); |
| 137 | |
| 138 | Error error; |
| 139 | Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &error); |
| 140 | |
| 141 | ERR_FAIL_COND_V_MSG(error, error, "Cannot save shader include '" + p_path + "'." ); |
| 142 | |
| 143 | file->store_string(source); |
| 144 | if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) { |
| 145 | return ERR_CANT_CREATE; |
| 146 | } |
| 147 | |
| 148 | return OK; |
| 149 | } |
| 150 | |
| 151 | void ResourceFormatSaverShaderInclude::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const { |
| 152 | const ShaderInclude *shader_inc = Object::cast_to<ShaderInclude>(*p_resource); |
| 153 | if (shader_inc != nullptr) { |
| 154 | p_extensions->push_back("gdshaderinc" ); |
| 155 | } |
| 156 | } |
| 157 | |
| 158 | bool ResourceFormatSaverShaderInclude::recognize(const Ref<Resource> &p_resource) const { |
| 159 | return p_resource->get_class_name() == "ShaderInclude" ; //only shader, not inherited |
| 160 | } |
| 161 | |