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godot/editor/shader/text_shader_language_plugin.cpp

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5.7 KiB
C++

/**************************************************************************/
/* text_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 "text_shader_language_plugin.h"
#include "text_shader_editor.h"
#include "core/string/string_builder.h"
#include "servers/rendering/shader_types.h"
bool TextShaderLanguagePlugin::handles_shader(const Ref<Shader> &p_shader) const {
// The text shader editor only edits the base Shader class,
// not classes that inherit from it like VisualShader.
return p_shader->get_class_name() == Shader::get_class_static();
}
bool TextShaderLanguagePlugin::handles_shader_include(const Ref<ShaderInclude> &p_shader_inc) const {
return p_shader_inc->get_class_static() == ShaderInclude::get_class_static();
}
ShaderEditor *TextShaderLanguagePlugin::edit_shader(const Ref<Shader> &p_shader) {
TextShaderEditor *editor = memnew(TextShaderEditor);
editor->edit_shader(p_shader);
return editor;
}
ShaderEditor *TextShaderLanguagePlugin::edit_shader_include(const Ref<ShaderInclude> &p_shader_inc) {
TextShaderEditor *editor = memnew(TextShaderEditor);
editor->edit_shader_include(p_shader_inc);
return editor;
}
Ref<Shader> TextShaderLanguagePlugin::create_new_shader(int p_variation_index, Shader::Mode p_shader_mode, int p_template_index) {
Ref<Shader> shader;
shader.instantiate();
StringBuilder code;
const String &shader_type = ShaderTypes::get_singleton()->get_types_list().get(p_shader_mode);
code += vformat("shader_type %s;\n", shader_type);
if (p_template_index == 0) { // Default template.
switch (p_shader_mode) {
case Shader::MODE_SPATIAL: {
code += R"(
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
// Called for every pixel the material is visible on.
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}
)";
} break;
case Shader::MODE_CANVAS_ITEM: {
code += R"(
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
// Called for every pixel the material is visible on.
}
//void light() {
// // Called for every pixel for every light affecting the CanvasItem.
// // Uncomment to replace the default light processing function with this one.
//}
)";
} break;
case Shader::MODE_PARTICLES: {
code += R"(
void start() {
// Called when a particle is spawned.
}
void process() {
// Called every frame on existing particles (according to the Fixed FPS property).
}
)";
} break;
case Shader::MODE_SKY: {
code += R"(
void sky() {
// Called for every visible pixel in the sky background, as well as all pixels
// in the radiance cubemap.
}
)";
} break;
case Shader::MODE_FOG: {
code += R"(
void fog() {
// Called once for every froxel that is touched by an axis-aligned bounding box
// of the associated FogVolume. This means that froxels that just barely touch
// a given FogVolume will still be used.
}
)";
} break;
case Shader::MODE_MAX: {
ERR_FAIL_V_MSG(Ref<Shader>(), "Invalid shader mode for text shader editor.");
} break;
}
}
shader->set_code(code.as_string());
return shader;
}
Ref<ShaderInclude> TextShaderLanguagePlugin::create_new_shader_include() {
Ref<ShaderInclude> shader_inc;
shader_inc.instantiate();
return shader_inc;
}
PackedStringArray TextShaderLanguagePlugin::get_language_variations() const {
return PackedStringArray{ "Shader", "ShaderInclude" };
}
String TextShaderLanguagePlugin::get_file_extension(int p_variation_index) const {
if (p_variation_index == 0) {
return "gdshader";
} else if (p_variation_index == 1) {
return "gdshaderinc";
}
return "tres";
}