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- /**************************************************************************/
- /* shader_types.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef SHADER_TYPES_H
- #define SHADER_TYPES_H
- #include "core/ordered_hash_map.h"
- #include "servers/visual_server.h"
- #include "shader_language.h"
- class ShaderTypes {
- struct Type {
- Map<StringName, ShaderLanguage::FunctionInfo> functions;
- Vector<StringName> modes;
- };
- Map<VS::ShaderMode, Type> shader_modes;
- static ShaderTypes *singleton;
- Set<String> shader_types;
- public:
- static ShaderTypes *get_singleton() { return singleton; }
- const Map<StringName, ShaderLanguage::FunctionInfo> &get_functions(VS::ShaderMode p_mode);
- const Vector<StringName> &get_modes(VS::ShaderMode p_mode);
- const Set<String> &get_types();
- ShaderTypes();
- };
- #endif // SHADER_TYPES_H
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