|
@@ -0,0 +1,115 @@
|
|
|
+/**************************************************************************/
|
|
|
+/* shader_include_db.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_include_db.h"
|
|
|
+
|
|
|
+HashMap<String, String> ShaderIncludeDB::built_in_includes;
|
|
|
+
|
|
|
+void ShaderIncludeDB::_bind_methods() {
|
|
|
+ ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("list_built_in_include_files"), &ShaderIncludeDB::list_built_in_include_files);
|
|
|
+ ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("has_built_in_include_file", "filename"), &ShaderIncludeDB::has_built_in_include_file);
|
|
|
+ ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("get_built_in_include_file", "filename"), &ShaderIncludeDB::get_built_in_include_file);
|
|
|
+}
|
|
|
+
|
|
|
+void ShaderIncludeDB::register_built_in_include_file(const String &p_filename, const String &p_shader_code) {
|
|
|
+ built_in_includes[p_filename] = p_shader_code;
|
|
|
+}
|
|
|
+
|
|
|
+PackedStringArray ShaderIncludeDB::list_built_in_include_files() {
|
|
|
+ PackedStringArray ret;
|
|
|
+
|
|
|
+ for (const KeyValue<String, String> &e : built_in_includes) {
|
|
|
+ ret.push_back(e.key);
|
|
|
+ }
|
|
|
+
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+bool ShaderIncludeDB::has_built_in_include_file(const String &p_filename) {
|
|
|
+ return built_in_includes.has(p_filename);
|
|
|
+}
|
|
|
+
|
|
|
+String ShaderIncludeDB::get_built_in_include_file(const String &p_filename) {
|
|
|
+ const String *ptr = built_in_includes.getptr(p_filename);
|
|
|
+
|
|
|
+ return ptr ? *ptr : String();
|
|
|
+}
|
|
|
+
|
|
|
+String ShaderIncludeDB::parse_include_files(const String &p_code) {
|
|
|
+ // Prevent needless processing if we don't have any includes.
|
|
|
+ if (p_code.find("#include ") == -1) {
|
|
|
+ return p_code;
|
|
|
+ }
|
|
|
+
|
|
|
+ const String include = "#include ";
|
|
|
+ String parsed_code;
|
|
|
+
|
|
|
+ Vector<String> lines = p_code.split("\n");
|
|
|
+ int line_count = lines.size();
|
|
|
+ for (int i = 0; i < line_count; i++) {
|
|
|
+ const String &l = lines[i];
|
|
|
+
|
|
|
+ if (l.begins_with(include)) {
|
|
|
+ String include_file = l.replace(include, "").strip_edges();
|
|
|
+ if (include_file[0] == '"') {
|
|
|
+ int end_pos = include_file.find_char('"', 1);
|
|
|
+ if (end_pos >= 0) {
|
|
|
+ include_file = include_file.substr(1, end_pos - 1);
|
|
|
+
|
|
|
+ String include_code = ShaderIncludeDB::get_built_in_include_file(include_file);
|
|
|
+ if (!include_code.is_empty()) {
|
|
|
+ // Add these lines into our parse list so we parse them as well.
|
|
|
+ Vector<String> include_lines = include_code.split("\n");
|
|
|
+
|
|
|
+ for (int j = include_lines.size() - 1; j >= 0; j--) {
|
|
|
+ lines.insert(i + 1, include_lines[j]);
|
|
|
+ }
|
|
|
+
|
|
|
+ line_count = lines.size();
|
|
|
+ } else {
|
|
|
+ // Just add it back in, this will cause a compile error to alert the user.
|
|
|
+ parsed_code += l + "\n";
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ // Include as is.
|
|
|
+ parsed_code += l + "\n";
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ // Include as is.
|
|
|
+ parsed_code += l + "\n";
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ // Include as is.
|
|
|
+ parsed_code += l + "\n";
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return parsed_code;
|
|
|
+}
|