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Adding shader preprocessor support

Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
This commit is contained in:
Yuri Roubinsky
2022-03-08 13:39:16 +03:00
committed by Juan Linietsky
parent 79463aa5de
commit 7b94603baa
18 changed files with 2131 additions and 202 deletions

View File

@@ -40,8 +40,28 @@ Shader::Mode Shader::get_mode() const {
return mode;
}
void Shader::_dependency_changed() {
RenderingServer::get_singleton()->shader_set_code(shader, RenderingServer::get_singleton()->shader_get_code(shader));
params_cache_dirty = true;
emit_changed();
}
void Shader::set_code(const String &p_code) {
String type = ShaderLanguage::get_shader_type(p_code);
HashSet<Ref<ShaderInclude>> new_include_dependencies;
for (Ref<ShaderInclude> E : include_dependencies) {
E->disconnect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
}
String type = ShaderLanguage::get_shader_type_and_dependencies(p_code, &new_include_dependencies);
// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
include_dependencies = new_include_dependencies;
for (Ref<ShaderInclude> E : include_dependencies) {
E->connect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
}
if (type == "canvas_item") {
mode = MODE_CANVAS_ITEM;