shader_file_editor_plugin.cpp 9.8 KB

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  1. /**************************************************************************/
  2. /* shader_file_editor_plugin.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "shader_file_editor_plugin.h"
  31. #include "core/io/resource_loader.h"
  32. #include "core/io/resource_saver.h"
  33. #include "core/os/keyboard.h"
  34. #include "core/os/os.h"
  35. #include "editor/editor_node.h"
  36. #include "editor/editor_scale.h"
  37. #include "editor/editor_settings.h"
  38. #include "scene/gui/item_list.h"
  39. #include "scene/gui/split_container.h"
  40. #include "servers/display_server.h"
  41. #include "servers/rendering/shader_types.h"
  42. /*** SHADER SCRIPT EDITOR ****/
  43. /*** SCRIPT EDITOR ******/
  44. void ShaderFileEditor::_update_version(const StringName &p_version_txt, const RD::ShaderStage p_stage) {
  45. }
  46. void ShaderFileEditor::_version_selected(int p_option) {
  47. int c = versions->get_current();
  48. StringName version_txt = versions->get_item_metadata(c);
  49. RD::ShaderStage stage = RD::SHADER_STAGE_MAX;
  50. int first_found = -1;
  51. Ref<RDShaderSPIRV> bytecode = shader_file->get_spirv(version_txt);
  52. ERR_FAIL_COND(bytecode.is_null());
  53. for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
  54. if (bytecode->get_stage_bytecode(RD::ShaderStage(i)).is_empty() && bytecode->get_stage_compile_error(RD::ShaderStage(i)) == String()) {
  55. stages[i]->set_icon(Ref<Texture2D>());
  56. continue;
  57. }
  58. Ref<Texture2D> icon;
  59. if (bytecode->get_stage_compile_error(RD::ShaderStage(i)) != String()) {
  60. icon = get_theme_icon(SNAME("ImportFail"), SNAME("EditorIcons"));
  61. } else {
  62. icon = get_theme_icon(SNAME("ImportCheck"), SNAME("EditorIcons"));
  63. }
  64. stages[i]->set_icon(icon);
  65. if (first_found == -1) {
  66. first_found = i;
  67. }
  68. if (stages[i]->is_pressed()) {
  69. stage = RD::ShaderStage(i);
  70. break;
  71. }
  72. }
  73. error_text->clear();
  74. if (stage == RD::SHADER_STAGE_MAX) { //need to change stage, does not have it
  75. if (first_found == -1) {
  76. error_text->add_text(TTR("No valid shader stages found."));
  77. return; //well you did not put any stage I guess?
  78. }
  79. stages[first_found]->set_pressed(true);
  80. stage = RD::ShaderStage(first_found);
  81. }
  82. String error = bytecode->get_stage_compile_error(stage);
  83. error_text->push_font(get_theme_font(SNAME("source"), SNAME("EditorFonts")));
  84. if (error.is_empty()) {
  85. error_text->add_text(TTR("Shader stage compiled without errors."));
  86. } else {
  87. error_text->add_text(error);
  88. }
  89. }
  90. void ShaderFileEditor::_update_options() {
  91. ERR_FAIL_COND(shader_file.is_null());
  92. if (!shader_file->get_base_error().is_empty()) {
  93. stage_hb->hide();
  94. versions->hide();
  95. error_text->clear();
  96. error_text->push_font(get_theme_font(SNAME("source"), SNAME("EditorFonts")));
  97. error_text->add_text(vformat(TTR("File structure for '%s' contains unrecoverable errors:\n\n"), shader_file->get_path().get_file()));
  98. error_text->add_text(shader_file->get_base_error());
  99. return;
  100. }
  101. stage_hb->show();
  102. versions->show();
  103. int c = versions->get_current();
  104. //remember current
  105. versions->clear();
  106. Vector<StringName> version_list = shader_file->get_version_list();
  107. if (c >= version_list.size()) {
  108. c = version_list.size() - 1;
  109. }
  110. if (c < 0) {
  111. c = 0;
  112. }
  113. StringName current_version;
  114. for (int i = 0; i < version_list.size(); i++) {
  115. String title = version_list[i];
  116. if (title.is_empty()) {
  117. title = "default";
  118. }
  119. Ref<Texture2D> icon;
  120. Ref<RDShaderSPIRV> bytecode = shader_file->get_spirv(version_list[i]);
  121. ERR_FAIL_COND(bytecode.is_null());
  122. bool failed = false;
  123. for (int j = 0; j < RD::SHADER_STAGE_MAX; j++) {
  124. String error = bytecode->get_stage_compile_error(RD::ShaderStage(j));
  125. if (!error.is_empty()) {
  126. failed = true;
  127. }
  128. }
  129. if (failed) {
  130. icon = get_theme_icon(SNAME("ImportFail"), SNAME("EditorIcons"));
  131. } else {
  132. icon = get_theme_icon(SNAME("ImportCheck"), SNAME("EditorIcons"));
  133. }
  134. versions->add_item(title, icon);
  135. versions->set_item_metadata(i, version_list[i]);
  136. if (i == c) {
  137. versions->select(i);
  138. current_version = version_list[i];
  139. }
  140. }
  141. if (version_list.size() == 0) {
  142. for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
  143. stages[i]->set_disabled(true);
  144. }
  145. return;
  146. }
  147. Ref<RDShaderSPIRV> bytecode = shader_file->get_spirv(current_version);
  148. ERR_FAIL_COND(bytecode.is_null());
  149. int first_valid = -1;
  150. int current = -1;
  151. for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
  152. Vector<uint8_t> bc = bytecode->get_stage_bytecode(RD::ShaderStage(i));
  153. String error = bytecode->get_stage_compile_error(RD::ShaderStage(i));
  154. bool disable = error.is_empty() && bc.is_empty();
  155. stages[i]->set_disabled(disable);
  156. if (!disable) {
  157. if (stages[i]->is_pressed()) {
  158. current = i;
  159. }
  160. first_valid = i;
  161. }
  162. }
  163. if (current == -1 && first_valid != -1) {
  164. stages[first_valid]->set_pressed(true);
  165. }
  166. _version_selected(0);
  167. }
  168. void ShaderFileEditor::_notification(int p_what) {
  169. switch (p_what) {
  170. case NOTIFICATION_WM_WINDOW_FOCUS_IN: {
  171. if (is_visible_in_tree() && shader_file.is_valid()) {
  172. _update_options();
  173. }
  174. } break;
  175. }
  176. }
  177. void ShaderFileEditor::_editor_settings_changed() {
  178. if (is_visible_in_tree() && shader_file.is_valid()) {
  179. _update_options();
  180. }
  181. }
  182. void ShaderFileEditor::_bind_methods() {
  183. }
  184. void ShaderFileEditor::edit(const Ref<RDShaderFile> &p_shader) {
  185. if (p_shader.is_null()) {
  186. if (shader_file.is_valid()) {
  187. shader_file->disconnect("changed", callable_mp(this, &ShaderFileEditor::_shader_changed));
  188. }
  189. return;
  190. }
  191. if (shader_file == p_shader) {
  192. return;
  193. }
  194. shader_file = p_shader;
  195. if (shader_file.is_valid()) {
  196. shader_file->connect("changed", callable_mp(this, &ShaderFileEditor::_shader_changed));
  197. }
  198. _update_options();
  199. }
  200. void ShaderFileEditor::_shader_changed() {
  201. if (is_visible_in_tree()) {
  202. _update_options();
  203. }
  204. }
  205. ShaderFileEditor *ShaderFileEditor::singleton = nullptr;
  206. ShaderFileEditor::ShaderFileEditor() {
  207. singleton = this;
  208. HSplitContainer *main_hs = memnew(HSplitContainer);
  209. add_child(main_hs);
  210. versions = memnew(ItemList);
  211. versions->connect("item_selected", callable_mp(this, &ShaderFileEditor::_version_selected));
  212. versions->set_custom_minimum_size(Size2i(200 * EDSCALE, 0));
  213. main_hs->add_child(versions);
  214. VBoxContainer *main_vb = memnew(VBoxContainer);
  215. main_vb->set_h_size_flags(SIZE_EXPAND_FILL);
  216. main_hs->add_child(main_vb);
  217. static const char *stage_str[RD::SHADER_STAGE_MAX] = {
  218. "Vertex",
  219. "Fragment",
  220. "TessControl",
  221. "TessEval",
  222. "Compute"
  223. };
  224. stage_hb = memnew(HBoxContainer);
  225. main_vb->add_child(stage_hb);
  226. Ref<ButtonGroup> bg;
  227. bg.instantiate();
  228. for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
  229. Button *button = memnew(Button(stage_str[i]));
  230. button->set_toggle_mode(true);
  231. button->set_focus_mode(FOCUS_NONE);
  232. stage_hb->add_child(button);
  233. stages[i] = button;
  234. button->set_button_group(bg);
  235. button->connect("pressed", callable_mp(this, &ShaderFileEditor::_version_selected).bind(i));
  236. }
  237. error_text = memnew(RichTextLabel);
  238. error_text->set_v_size_flags(SIZE_EXPAND_FILL);
  239. error_text->set_selection_enabled(true);
  240. error_text->set_context_menu_enabled(true);
  241. main_vb->add_child(error_text);
  242. }
  243. void ShaderFileEditorPlugin::edit(Object *p_object) {
  244. RDShaderFile *s = Object::cast_to<RDShaderFile>(p_object);
  245. shader_editor->edit(s);
  246. }
  247. bool ShaderFileEditorPlugin::handles(Object *p_object) const {
  248. RDShaderFile *shader = Object::cast_to<RDShaderFile>(p_object);
  249. return shader != nullptr;
  250. }
  251. void ShaderFileEditorPlugin::make_visible(bool p_visible) {
  252. if (p_visible) {
  253. button->show();
  254. EditorNode::get_singleton()->make_bottom_panel_item_visible(shader_editor);
  255. } else {
  256. button->hide();
  257. if (shader_editor->is_visible_in_tree()) {
  258. EditorNode::get_singleton()->hide_bottom_panel();
  259. }
  260. }
  261. }
  262. ShaderFileEditorPlugin::ShaderFileEditorPlugin() {
  263. shader_editor = memnew(ShaderFileEditor);
  264. shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
  265. button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("ShaderFile"), shader_editor);
  266. button->hide();
  267. }
  268. ShaderFileEditorPlugin::~ShaderFileEditorPlugin() {
  269. }