1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-08 12:40:44 +00:00
Files
godot/scene/resources/shader.cpp
ocean 72045c8306 Scripting: Add script documentation cache to project
This PR adds a script documentation cache in the project folder.
It is loaded at alongside native documentation caches. This makes
scripts fully accessible through Search Help, including their
members, etc, right from project start, without having to compile
every single script.

Co-authored-by: Hilderin <81109165+Hilderin@users.noreply.github.com>
2025-03-12 13:44:41 -04:00

378 lines
12 KiB
C++

/**************************************************************************/
/* shader.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 "shader.h"
#include "shader.compat.inc"
#include "core/io/file_access.h"
#include "scene/main/scene_tree.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_preprocessor.h"
#include "servers/rendering_server.h"
#include "texture.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_help.h"
#include "modules/modules_enabled.gen.h" // For regex.
#ifdef MODULE_REGEX_ENABLED
#include "modules/regex/regex.h"
#endif
#endif
Shader::Mode Shader::get_mode() const {
return mode;
}
void Shader::_check_shader_rid() const {
MutexLock lock(shader_rid_mutex);
if (shader_rid.is_null() && !preprocessed_code.is_empty()) {
shader_rid = RenderingServer::get_singleton()->shader_create_from_code(preprocessed_code, get_path());
preprocessed_code = String();
}
}
void Shader::_dependency_changed() {
// Preprocess and compile the code again because a dependency has changed. It also calls emit_changed() for us.
_recompile();
}
void Shader::_recompile() {
set_code(get_code());
}
void Shader::set_path(const String &p_path, bool p_take_over) {
Resource::set_path(p_path, p_take_over);
if (shader_rid.is_valid()) {
RS::get_singleton()->shader_set_path_hint(shader_rid, p_path);
}
}
void Shader::set_include_path(const String &p_path) {
// Used only if the shader does not have a resource path set,
// for example during loading stage or when created by code.
include_path = p_path;
}
void Shader::set_code(const String &p_code) {
for (const Ref<ShaderInclude> &E : include_dependencies) {
E->disconnect_changed(callable_mp(this, &Shader::_dependency_changed));
}
code = p_code;
preprocessed_code = p_code;
{
String path = get_path();
if (path.is_empty()) {
path = include_path;
}
// Preprocessor must run here and not in the server because:
// 1) Need to keep track of include dependencies at resource level
// 2) Server does not do interaction with Resource filetypes, this is a scene level feature.
HashSet<Ref<ShaderInclude>> new_include_dependencies;
ShaderPreprocessor preprocessor;
Error result = preprocessor.preprocess(p_code, path, preprocessed_code, nullptr, nullptr, nullptr, &new_include_dependencies);
if (result == OK) {
// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
include_dependencies = new_include_dependencies;
}
}
// Try to get the shader type from the final, fully preprocessed shader code.
String type = ShaderLanguage::get_shader_type(preprocessed_code);
if (type == "canvas_item") {
mode = MODE_CANVAS_ITEM;
} else if (type == "particles") {
mode = MODE_PARTICLES;
} else if (type == "sky") {
mode = MODE_SKY;
} else if (type == "fog") {
mode = MODE_FOG;
} else {
mode = MODE_SPATIAL;
}
for (const Ref<ShaderInclude> &E : include_dependencies) {
E->connect_changed(callable_mp(this, &Shader::_dependency_changed));
}
if (shader_rid.is_valid()) {
RenderingServer::get_singleton()->shader_set_code(shader_rid, preprocessed_code);
preprocessed_code = String();
}
emit_changed();
}
String Shader::get_code() const {
_update_shader();
return code;
}
void Shader::inspect_native_shader_code() {
SceneTree *st = SceneTree::get_singleton();
RID _shader = get_rid();
if (st && _shader.is_valid()) {
st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", _shader);
}
}
void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups) const {
_update_shader();
_check_shader_rid();
List<PropertyInfo> local;
RenderingServer::get_singleton()->get_shader_parameter_list(shader_rid, &local);
#ifdef TOOLS_ENABLED
DocData::ClassDoc class_doc;
class_doc.name = get_path();
class_doc.is_script_doc = true;
#endif
for (PropertyInfo &pi : local) {
bool is_group = pi.usage == PROPERTY_USAGE_GROUP || pi.usage == PROPERTY_USAGE_SUBGROUP;
if (!p_get_groups && is_group) {
continue;
}
if (!is_group) {
if (default_textures.has(pi.name)) { //do not show default textures
continue;
}
}
if (p_params) {
//small little hack
if (pi.type == Variant::RID) {
pi.type = Variant::OBJECT;
}
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
DocData::PropertyDoc prop_doc;
prop_doc.name = "shader_parameter/" + pi.name;
#ifdef MODULE_REGEX_ENABLED
const RegEx pattern("/\\*\\*\\s([^*]|[\\r\\n]|(\\*+([^*/]|[\\r\\n])))*\\*+/\\s*uniform\\s+\\w+\\s+" + pi.name + "(?=[\\s:;=])");
Ref<RegExMatch> pattern_ref = pattern.search(code);
if (pattern_ref.is_valid()) {
RegExMatch *match = pattern_ref.ptr();
const RegEx pattern_tip("\\/\\*\\*([\\s\\S]*?)\\*/");
Ref<RegExMatch> pattern_tip_ref = pattern_tip.search(match->get_string(0));
RegExMatch *match_tip = pattern_tip_ref.ptr();
const RegEx pattern_stripped("\\n\\s*\\*\\s*");
prop_doc.description = pattern_stripped.sub(match_tip->get_string(1), "\n", true);
}
#endif
class_doc.properties.push_back(prop_doc);
}
#endif
p_params->push_back(pi);
}
}
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && !class_doc.name.is_empty() && p_params) {
EditorHelp::add_doc(class_doc);
}
#endif
}
RID Shader::get_rid() const {
_update_shader();
_check_shader_rid();
return shader_rid;
}
void Shader::set_default_texture_parameter(const StringName &p_name, const Ref<Texture> &p_texture, int p_index) {
_check_shader_rid();
if (p_texture.is_valid()) {
if (!default_textures.has(p_name)) {
default_textures[p_name] = HashMap<int, Ref<Texture>>();
}
default_textures[p_name][p_index] = p_texture;
RS::get_singleton()->shader_set_default_texture_parameter(shader_rid, p_name, p_texture->get_rid(), p_index);
} else {
if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
default_textures[p_name].erase(p_index);
if (default_textures[p_name].is_empty()) {
default_textures.erase(p_name);
}
}
RS::get_singleton()->shader_set_default_texture_parameter(shader_rid, p_name, RID(), p_index);
}
emit_changed();
}
Ref<Texture> Shader::get_default_texture_parameter(const StringName &p_name, int p_index) const {
if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
return default_textures[p_name][p_index];
}
return Ref<Texture2D>();
}
void Shader::get_default_texture_parameter_list(List<StringName> *r_textures) const {
for (const KeyValue<StringName, HashMap<int, Ref<Texture>>> &E : default_textures) {
r_textures->push_back(E.key);
}
}
bool Shader::is_text_shader() const {
return true;
}
void Shader::_update_shader() const {
// Base implementation does nothing.
}
Array Shader::_get_shader_uniform_list(bool p_get_groups) {
List<PropertyInfo> uniform_list;
get_shader_uniform_list(&uniform_list, p_get_groups);
Array ret;
for (const PropertyInfo &pi : uniform_list) {
ret.push_back(pi.operator Dictionary());
}
return ret;
}
void Shader::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
ClassDB::bind_method(D_METHOD("set_default_texture_parameter", "name", "texture", "index"), &Shader::set_default_texture_parameter, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_default_texture_parameter", "name", "index"), &Shader::get_default_texture_parameter, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_shader_uniform_list", "get_groups"), &Shader::_get_shader_uniform_list, DEFVAL(false));
ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Shader::inspect_native_shader_code);
ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
BIND_ENUM_CONSTANT(MODE_SPATIAL);
BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
BIND_ENUM_CONSTANT(MODE_PARTICLES);
BIND_ENUM_CONSTANT(MODE_SKY);
BIND_ENUM_CONSTANT(MODE_FOG);
}
Shader::Shader() {
// Shader RID will be empty until it is required.
}
Shader::~Shader() {
if (shader_rid.is_valid()) {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(shader_rid);
}
}
////////////
Ref<Resource> ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
if (r_error) {
*r_error = ERR_FILE_CANT_OPEN;
}
Error error = OK;
Vector<uint8_t> buffer = FileAccess::get_file_as_bytes(p_path, &error);
ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot load shader: " + p_path);
String str;
if (buffer.size() > 0) {
error = str.parse_utf8((const char *)buffer.ptr(), buffer.size());
ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot parse shader: " + p_path);
}
Ref<Shader> shader;
shader.instantiate();
shader->set_include_path(p_path);
shader->set_code(str);
if (r_error) {
*r_error = OK;
}
return shader;
}
void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("gdshader");
}
bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
return (p_type == "Shader");
}
String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
String el = p_path.get_extension().to_lower();
if (el == "gdshader") {
return "Shader";
}
return "";
}
Error ResourceFormatSaverShader::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) {
Ref<Shader> shader = p_resource;
ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
String source = shader->get_code();
Error err;
Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
file->store_string(source);
if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
return ERR_CANT_CREATE;
}
return OK;
}
void ResourceFormatSaverShader::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
if (shader->is_text_shader()) {
p_extensions->push_back("gdshader");
}
}
}
bool ResourceFormatSaverShader::recognize(const Ref<Resource> &p_resource) const {
return p_resource->get_class_name() == "Shader"; //only shader, not inherited
}