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- /**************************************************************************/
- /* shader_include.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_INCLUDE_H
- #define SHADER_INCLUDE_H
- #include "core/io/resource.h"
- #include "core/io/resource_loader.h"
- #include "core/io/resource_saver.h"
- #include "core/templates/hash_set.h"
- class ShaderInclude : public Resource {
- GDCLASS(ShaderInclude, Resource);
- OBJ_SAVE_TYPE(ShaderInclude);
- private:
- String code;
- String include_path;
- HashSet<Ref<ShaderInclude>> dependencies;
- void _dependency_changed();
- protected:
- static void _bind_methods();
- public:
- void set_code(const String &p_text);
- String get_code() const;
- void set_include_path(const String &p_path);
- };
- class ResourceFormatLoaderShaderInclude : public ResourceFormatLoader {
- public:
- 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) override;
- virtual void get_recognized_extensions(List<String> *p_extensions) const override;
- virtual bool handles_type(const String &p_type) const override;
- virtual String get_resource_type(const String &p_path) const override;
- };
- class ResourceFormatSaverShaderInclude : public ResourceFormatSaver {
- public:
- virtual Error save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags = 0) override;
- virtual void get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const override;
- virtual bool recognize(const Ref<Resource> &p_resource) const override;
- };
- #endif // SHADER_INCLUDE_H
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