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[3.x] Allow reading shaders from .gdshader files

(cherry picked from commit 7dc2edc430a5cfcfe89d0e40900303098c3b9504)
Aaron Franke 4 anos atrás
pai
commit
752c1451db

+ 1 - 0
core/project_settings.cpp

@@ -1057,6 +1057,7 @@ ProjectSettings::ProjectSettings() {
 	extensions.push_back("gd");
 	if (Engine::get_singleton()->has_singleton("GodotSharp"))
 		extensions.push_back("cs");
+	extensions.push_back("gdshader");
 	extensions.push_back("shader");
 
 	GLOBAL_DEF("editor/search_in_file_extensions", extensions);

+ 1 - 1
doc/classes/ProjectSettings.xml

@@ -520,7 +520,7 @@
 		<member name="editor/script_templates_search_path" type="String" setter="" getter="" default="&quot;res://script_templates&quot;">
 			Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
 		</member>
-		<member name="editor/search_in_file_extensions" type="PoolStringArray" setter="" getter="" default="PoolStringArray( &quot;gd&quot;, &quot;shader&quot; )">
+		<member name="editor/search_in_file_extensions" type="PoolStringArray" setter="" getter="" default="PoolStringArray( &quot;gd&quot;, &quot;gdshader&quot;, &quot;shader&quot; )">
 			Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
 		</member>
 		<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">

+ 1 - 0
editor/editor_asset_installer.cpp

@@ -140,6 +140,7 @@ void EditorAssetInstaller::open(const String &p_path, int p_depth) {
 		extension_guess["atlastex"] = get_icon("AtlasTexture", "EditorIcons");
 		extension_guess["scn"] = get_icon("PackedScene", "EditorIcons");
 		extension_guess["tscn"] = get_icon("PackedScene", "EditorIcons");
+		extension_guess["gdshader"] = get_icon("Shader", "EditorIcons");
 		extension_guess["shader"] = get_icon("Shader", "EditorIcons");
 		extension_guess["gd"] = get_icon("GDScript", "EditorIcons");
 		extension_guess["vs"] = get_icon("VisualScript", "EditorIcons");

+ 1 - 1
editor/plugins/script_editor_plugin.cpp

@@ -3095,7 +3095,7 @@ void ScriptEditor::_on_find_in_files_result_selected(String fpath, int line_numb
 	if (ResourceLoader::exists(fpath)) {
 		RES res = ResourceLoader::load(fpath);
 
-		if (fpath.get_extension() == "shader") {
+		if (fpath.get_extension() == "gdshader" || fpath.get_extension() == "shader") {
 			ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_singleton()->get_editor_data().get_editor("Shader"));
 			shader_editor->edit(res.ptr());
 			shader_editor->make_visible(true);

+ 6 - 0
misc/dist/linux/org.godotengine.Godot.xml

@@ -21,6 +21,12 @@
     <glob pattern="*.escn"/>
   </mime-type>
 
+  <mime-type type="application/x-godot-shader">
+    <comment>Godot Engine shader</comment>
+    <icon name="x-godot-shader" />
+    <glob pattern="*.gdshader"/>
+  </mime-type>
+
   <mime-type type="application/x-gdscript">
     <comment>GDScript script</comment>
     <icon name="x-gdscript" />

+ 5 - 2
scene/resources/shader.cpp

@@ -216,7 +216,7 @@ RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_origi
 }
 
 void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
-
+	p_extensions->push_back("gdshader");
 	p_extensions->push_back("shader");
 }
 
@@ -228,8 +228,9 @@ bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
 String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
 
 	String el = p_path.get_extension().to_lower();
-	if (el == "shader")
+	if (el == "gdshader" || el == "shader") {
 		return "Shader";
+	}
 	return "";
 }
 
@@ -260,10 +261,12 @@ void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource,
 
 	if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
 		if (shader->is_text_shader()) {
+			p_extensions->push_back("gdshader");
 			p_extensions->push_back("shader");
 		}
 	}
 }
+
 bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
 
 	return p_resource->get_class_name() == "Shader"; //only shader, not inherited