/**************************************************************************/ /* visual_shader_language_plugin.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 "visual_shader_language_plugin.h" #include "visual_shader_editor_plugin.h" bool VisualShaderLanguagePlugin::handles_shader(const Ref &p_shader) const { return Object::cast_to(p_shader.ptr()) != nullptr; } ShaderEditor *VisualShaderLanguagePlugin::edit_shader(const Ref &p_shader) { const Ref shader = p_shader; ERR_FAIL_COND_V(shader.is_null(), nullptr); VisualShaderEditor *editor = memnew(VisualShaderEditor); editor->edit_shader(shader); return editor; } Ref VisualShaderLanguagePlugin::create_new_shader(int p_variation_index, Shader::Mode p_shader_mode, int p_template_index) { Ref shader; shader.instantiate(); shader->set_mode(p_shader_mode); return shader; } PackedStringArray VisualShaderLanguagePlugin::get_language_variations() const { PackedStringArray variations; variations.push_back("VisualShader"); return variations; }