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
39class ShaderInclude : public Resource {
40 GDCLASS(ShaderInclude, Resource);
41 OBJ_SAVE_TYPE(ShaderInclude);
42
43private:
44 String code;
45 String include_path;
46 HashSet<Ref<ShaderInclude>> dependencies;
47 void _dependency_changed();
48
49protected:
50 static void _bind_methods();
51
52public:
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
59class ResourceFormatLoaderShaderInclude : public ResourceFormatLoader {
60public:
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
67class ResourceFormatSaverShaderInclude : public ResourceFormatSaver {
68public:
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