1 | /**************************************************************************/ |
2 | /* shader_include.h */ |
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 | #ifndef SHADER_INCLUDE_H |
32 | #define SHADER_INCLUDE_H |
33 | |
34 | #include "core/io/resource.h" |
35 | #include "core/io/resource_loader.h" |
36 | #include "core/io/resource_saver.h" |
37 | #include "core/templates/hash_set.h" |
38 | |
39 | class ShaderInclude : public Resource { |
40 | GDCLASS(ShaderInclude, Resource); |
41 | OBJ_SAVE_TYPE(ShaderInclude); |
42 | |
43 | private: |
44 | String code; |
45 | String include_path; |
46 | HashSet<Ref<ShaderInclude>> dependencies; |
47 | void _dependency_changed(); |
48 | |
49 | protected: |
50 | static void _bind_methods(); |
51 | |
52 | public: |
53 | void set_code(const String &p_text); |
54 | String get_code() const; |
55 | |
56 | void set_include_path(const String &p_path); |
57 | }; |
58 | |
59 | class ResourceFormatLoaderShaderInclude : public ResourceFormatLoader { |
60 | public: |
61 | virtual Ref<Resource> load(const String &p_path, const String &p_original_path = "" , Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE); |
62 | virtual void get_recognized_extensions(List<String> *p_extensions) const; |
63 | virtual bool handles_type(const String &p_type) const; |
64 | virtual String get_resource_type(const String &p_path) const; |
65 | }; |
66 | |
67 | class ResourceFormatSaverShaderInclude : public ResourceFormatSaver { |
68 | public: |
69 | virtual Error save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags = 0); |
70 | virtual void get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const; |
71 | virtual bool recognize(const Ref<Resource> &p_resource) const; |
72 | }; |
73 | |
74 | #endif // SHADER_INCLUDE_H |
75 | |