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Separate visual shader code out of shader editor plugin and dialog
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156
editor/shader/text_shader_language_plugin.cpp
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156
editor/shader/text_shader_language_plugin.cpp
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/**************************************************************************/
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/* text_shader_language_plugin.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "text_shader_language_plugin.h"
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#include "text_shader_editor.h"
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#include "core/string/string_builder.h"
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#include "servers/rendering/shader_types.h"
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bool TextShaderLanguagePlugin::handles_shader(const Ref<Shader> &p_shader) const {
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// The text shader editor only edits the base Shader class,
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// not classes that inherit from it like VisualShader.
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return p_shader->get_class_name() == Shader::get_class_static();
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}
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bool TextShaderLanguagePlugin::handles_shader_include(const Ref<ShaderInclude> &p_shader_inc) const {
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return p_shader_inc->get_class_static() == ShaderInclude::get_class_static();
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}
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ShaderEditor *TextShaderLanguagePlugin::edit_shader(const Ref<Shader> &p_shader) {
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TextShaderEditor *editor = memnew(TextShaderEditor);
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editor->edit_shader(p_shader);
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return editor;
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}
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ShaderEditor *TextShaderLanguagePlugin::edit_shader_include(const Ref<ShaderInclude> &p_shader_inc) {
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TextShaderEditor *editor = memnew(TextShaderEditor);
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editor->edit_shader_include(p_shader_inc);
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return editor;
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}
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Ref<Shader> TextShaderLanguagePlugin::create_new_shader(int p_variation_index, Shader::Mode p_shader_mode, int p_template_index) {
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Ref<Shader> shader;
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shader.instantiate();
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StringBuilder code;
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const String &shader_type = ShaderTypes::get_singleton()->get_types_list().get(p_shader_mode);
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code += vformat("shader_type %s;\n", shader_type);
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if (p_template_index == 0) { // Default template.
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switch (p_shader_mode) {
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case Shader::MODE_SPATIAL: {
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code += R"(
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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// Called for every pixel the material is visible on.
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}
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//void light() {
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// // Called for every pixel for every light affecting the material.
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// // Uncomment to replace the default light processing function with this one.
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//}
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)";
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} break;
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case Shader::MODE_CANVAS_ITEM: {
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code += R"(
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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// Called for every pixel the material is visible on.
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}
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//void light() {
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// // Called for every pixel for every light affecting the CanvasItem.
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// // Uncomment to replace the default light processing function with this one.
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//}
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)";
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} break;
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case Shader::MODE_PARTICLES: {
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code += R"(
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void start() {
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// Called when a particle is spawned.
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}
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void process() {
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// Called every frame on existing particles (according to the Fixed FPS property).
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}
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)";
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} break;
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case Shader::MODE_SKY: {
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code += R"(
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void sky() {
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// Called for every visible pixel in the sky background, as well as all pixels
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// in the radiance cubemap.
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}
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)";
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} break;
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case Shader::MODE_FOG: {
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code += R"(
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void fog() {
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// Called once for every froxel that is touched by an axis-aligned bounding box
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// of the associated FogVolume. This means that froxels that just barely touch
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// a given FogVolume will still be used.
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}
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)";
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} break;
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case Shader::MODE_MAX: {
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ERR_FAIL_V_MSG(Ref<Shader>(), "Invalid shader mode for text shader editor.");
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} break;
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}
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}
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shader->set_code(code.as_string());
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return shader;
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}
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Ref<ShaderInclude> TextShaderLanguagePlugin::create_new_shader_include() {
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Ref<ShaderInclude> shader_inc;
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shader_inc.instantiate();
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return shader_inc;
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}
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PackedStringArray TextShaderLanguagePlugin::get_language_variations() const {
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return PackedStringArray{ "Shader", "ShaderInclude" };
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}
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String TextShaderLanguagePlugin::get_file_extension(int p_variation_index) const {
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if (p_variation_index == 0) {
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return "gdshader";
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} else if (p_variation_index == 1) {
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return "gdshaderinc";
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}
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return "tres";
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}
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