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- /**************************************************************************/
- /* shader.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #include "shader.h"
- #include "shader.compat.inc"
- #include "core/io/file_access.h"
- #include "scene/main/scene_tree.h"
- #include "servers/rendering/shader_language.h"
- #include "servers/rendering/shader_preprocessor.h"
- #include "servers/rendering_server.h"
- #include "texture.h"
- #ifdef TOOLS_ENABLED
- #include "editor/editor_help.h"
- #include "modules/modules_enabled.gen.h" // For regex.
- #ifdef MODULE_REGEX_ENABLED
- #include "modules/regex/regex.h"
- #endif
- #endif
- Shader::Mode Shader::get_mode() const {
- return mode;
- }
- void Shader::_check_shader_rid() const {
- MutexLock lock(shader_rid_mutex);
- if (shader_rid.is_null() && !preprocessed_code.is_empty()) {
- shader_rid = RenderingServer::get_singleton()->shader_create_from_code(preprocessed_code, get_path());
- preprocessed_code = String();
- }
- }
- void Shader::_dependency_changed() {
- // Preprocess and compile the code again because a dependency has changed. It also calls emit_changed() for us.
- _recompile();
- }
- void Shader::_recompile() {
- set_code(get_code());
- }
- void Shader::set_path(const String &p_path, bool p_take_over) {
- Resource::set_path(p_path, p_take_over);
- if (shader_rid.is_valid()) {
- RS::get_singleton()->shader_set_path_hint(shader_rid, p_path);
- }
- }
- void Shader::set_include_path(const String &p_path) {
- // Used only if the shader does not have a resource path set,
- // for example during loading stage or when created by code.
- include_path = p_path;
- }
- void Shader::set_code(const String &p_code) {
- for (const Ref<ShaderInclude> &E : include_dependencies) {
- E->disconnect_changed(callable_mp(this, &Shader::_dependency_changed));
- }
- code = p_code;
- preprocessed_code = p_code;
- {
- String path = get_path();
- if (path.is_empty()) {
- path = include_path;
- }
- // Preprocessor must run here and not in the server because:
- // 1) Need to keep track of include dependencies at resource level
- // 2) Server does not do interaction with Resource filetypes, this is a scene level feature.
- HashSet<Ref<ShaderInclude>> new_include_dependencies;
- ShaderPreprocessor preprocessor;
- Error result = preprocessor.preprocess(p_code, path, preprocessed_code, nullptr, nullptr, nullptr, &new_include_dependencies);
- if (result == OK) {
- // This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
- include_dependencies = new_include_dependencies;
- }
- }
- // Try to get the shader type from the final, fully preprocessed shader code.
- String type = ShaderLanguage::get_shader_type(preprocessed_code);
- if (type == "canvas_item") {
- mode = MODE_CANVAS_ITEM;
- } else if (type == "particles") {
- mode = MODE_PARTICLES;
- } else if (type == "sky") {
- mode = MODE_SKY;
- } else if (type == "fog") {
- mode = MODE_FOG;
- } else {
- mode = MODE_SPATIAL;
- }
- for (const Ref<ShaderInclude> &E : include_dependencies) {
- E->connect_changed(callable_mp(this, &Shader::_dependency_changed));
- }
- if (shader_rid.is_valid()) {
- RenderingServer::get_singleton()->shader_set_code(shader_rid, preprocessed_code);
- preprocessed_code = String();
- }
- emit_changed();
- }
- String Shader::get_code() const {
- _update_shader();
- return code;
- }
- void Shader::inspect_native_shader_code() {
- SceneTree *st = SceneTree::get_singleton();
- RID _shader = get_rid();
- if (st && _shader.is_valid()) {
- st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", _shader);
- }
- }
- void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups) const {
- _update_shader();
- _check_shader_rid();
- List<PropertyInfo> local;
- RenderingServer::get_singleton()->get_shader_parameter_list(shader_rid, &local);
- #ifdef TOOLS_ENABLED
- DocData::ClassDoc class_doc;
- class_doc.name = get_path();
- class_doc.is_script_doc = true;
- #endif
- for (PropertyInfo &pi : local) {
- bool is_group = pi.usage == PROPERTY_USAGE_GROUP || pi.usage == PROPERTY_USAGE_SUBGROUP;
- if (!p_get_groups && is_group) {
- continue;
- }
- if (!is_group) {
- if (default_textures.has(pi.name)) { //do not show default textures
- continue;
- }
- }
- if (p_params) {
- //small little hack
- if (pi.type == Variant::RID) {
- pi.type = Variant::OBJECT;
- }
- #ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- DocData::PropertyDoc prop_doc;
- prop_doc.name = "shader_parameter/" + pi.name;
- #ifdef MODULE_REGEX_ENABLED
- const RegEx pattern("/\\*\\*\\s([^*]|[\\r\\n]|(\\*+([^*/]|[\\r\\n])))*\\*+/\\s*uniform\\s+\\w+\\s+" + pi.name + "(?=[\\s:;=])");
- Ref<RegExMatch> pattern_ref = pattern.search(code);
- if (pattern_ref.is_valid()) {
- RegExMatch *match = pattern_ref.ptr();
- const RegEx pattern_tip("\\/\\*\\*([\\s\\S]*?)\\*/");
- Ref<RegExMatch> pattern_tip_ref = pattern_tip.search(match->get_string(0));
- RegExMatch *match_tip = pattern_tip_ref.ptr();
- const RegEx pattern_stripped("\\n\\s*\\*\\s*");
- prop_doc.description = pattern_stripped.sub(match_tip->get_string(1), "\n", true);
- }
- #endif
- class_doc.properties.push_back(prop_doc);
- }
- #endif
- p_params->push_back(pi);
- }
- }
- #ifdef TOOLS_ENABLED
- if (EditorHelp::get_doc_data() != nullptr && Engine::get_singleton()->is_editor_hint() && !class_doc.name.is_empty() && p_params) {
- EditorHelp::get_doc_data()->add_doc(class_doc);
- }
- #endif
- }
- RID Shader::get_rid() const {
- _update_shader();
- _check_shader_rid();
- return shader_rid;
- }
- void Shader::set_default_texture_parameter(const StringName &p_name, const Ref<Texture> &p_texture, int p_index) {
- _check_shader_rid();
- if (p_texture.is_valid()) {
- if (!default_textures.has(p_name)) {
- default_textures[p_name] = HashMap<int, Ref<Texture>>();
- }
- default_textures[p_name][p_index] = p_texture;
- RS::get_singleton()->shader_set_default_texture_parameter(shader_rid, p_name, p_texture->get_rid(), p_index);
- } else {
- if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
- default_textures[p_name].erase(p_index);
- if (default_textures[p_name].is_empty()) {
- default_textures.erase(p_name);
- }
- }
- RS::get_singleton()->shader_set_default_texture_parameter(shader_rid, p_name, RID(), p_index);
- }
- emit_changed();
- }
- Ref<Texture> Shader::get_default_texture_parameter(const StringName &p_name, int p_index) const {
- if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
- return default_textures[p_name][p_index];
- }
- return Ref<Texture2D>();
- }
- void Shader::get_default_texture_parameter_list(List<StringName> *r_textures) const {
- for (const KeyValue<StringName, HashMap<int, Ref<Texture>>> &E : default_textures) {
- r_textures->push_back(E.key);
- }
- }
- bool Shader::is_text_shader() const {
- return true;
- }
- void Shader::_update_shader() const {
- // Base implementation does nothing.
- }
- Array Shader::_get_shader_uniform_list(bool p_get_groups) {
- List<PropertyInfo> uniform_list;
- get_shader_uniform_list(&uniform_list, p_get_groups);
- Array ret;
- for (const PropertyInfo &pi : uniform_list) {
- ret.push_back(pi.operator Dictionary());
- }
- return ret;
- }
- void Shader::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
- ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
- ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
- ClassDB::bind_method(D_METHOD("set_default_texture_parameter", "name", "texture", "index"), &Shader::set_default_texture_parameter, DEFVAL(0));
- ClassDB::bind_method(D_METHOD("get_default_texture_parameter", "name", "index"), &Shader::get_default_texture_parameter, DEFVAL(0));
- ClassDB::bind_method(D_METHOD("get_shader_uniform_list", "get_groups"), &Shader::_get_shader_uniform_list, DEFVAL(false));
- ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Shader::inspect_native_shader_code);
- ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
- BIND_ENUM_CONSTANT(MODE_SPATIAL);
- BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
- BIND_ENUM_CONSTANT(MODE_PARTICLES);
- BIND_ENUM_CONSTANT(MODE_SKY);
- BIND_ENUM_CONSTANT(MODE_FOG);
- }
- Shader::Shader() {
- // Shader RID will be empty until it is required.
- }
- Shader::~Shader() {
- if (shader_rid.is_valid()) {
- ERR_FAIL_NULL(RenderingServer::get_singleton());
- RenderingServer::get_singleton()->free(shader_rid);
- }
- }
- ////////////
- 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) {
- if (r_error) {
- *r_error = ERR_FILE_CANT_OPEN;
- }
- Error error = OK;
- Vector<uint8_t> buffer = FileAccess::get_file_as_bytes(p_path, &error);
- ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot load shader: " + p_path);
- String str;
- if (buffer.size() > 0) {
- error = str.parse_utf8((const char *)buffer.ptr(), buffer.size());
- ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot parse shader: " + p_path);
- }
- Ref<Shader> shader;
- shader.instantiate();
- shader->set_include_path(p_path);
- shader->set_code(str);
- if (r_error) {
- *r_error = OK;
- }
- return shader;
- }
- void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
- p_extensions->push_back("gdshader");
- }
- bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
- return (p_type == "Shader");
- }
- String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
- String el = p_path.get_extension().to_lower();
- if (el == "gdshader") {
- return "Shader";
- }
- return "";
- }
- Error ResourceFormatSaverShader::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) {
- Ref<Shader> shader = p_resource;
- ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
- String source = shader->get_code();
- Error err;
- Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
- ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
- file->store_string(source);
- if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
- return ERR_CANT_CREATE;
- }
- return OK;
- }
- void ResourceFormatSaverShader::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
- if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
- if (shader->is_text_shader()) {
- p_extensions->push_back("gdshader");
- }
- }
- }
- bool ResourceFormatSaverShader::recognize(const Ref<Resource> &p_resource) const {
- return p_resource->get_class_name() == "Shader"; //only shader, not inherited
- }
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