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- /*************************************************************************/
- /* shader.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* 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. */
- /*************************************************************************/
- #ifndef SHADER_H
- #define SHADER_H
- #include "resource.h"
- #include "io/resource_loader.h"
- class Shader : public Resource {
- OBJ_TYPE(Shader,Resource);
- OBJ_SAVE_TYPE( Shader );
- RES_BASE_EXTENSION("shd");
- RID shader;
- Dictionary _get_code();
- void _set_code(const Dictionary& p_string);
- // hack the name of performance
- // shaders keep a list of ShaderMaterial -> VisualServer name translations, to make
- // convertion fast and save memory.
- mutable bool params_cache_dirty;
- mutable Map<StringName,StringName> params_cache; //map a shader param to a material param..
- protected:
- static void _bind_methods();
- public:
- enum Mode {
- MODE_MATERIAL,
- MODE_CANVAS_ITEM,
- MODE_POST_PROCESS
- };
- void set_mode(Mode p_mode);
- Mode get_mode() const;
- void set_code( const String& p_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs=0,int p_light_ofs=0);
- String get_vertex_code() const;
- String get_fragment_code() const;
- String get_light_code() const;
- void get_param_list(List<PropertyInfo> *p_params) const;
- bool has_param(const StringName& p_param) const;
- virtual RID get_rid() const;
- Shader();
- ~Shader();
- };
- VARIANT_ENUM_CAST( Shader::Mode );
- class ResourceFormatLoaderShader : public ResourceFormatLoader {
- public:
- virtual RES load(const String &p_path,const String& p_original_path="");
- virtual void get_recognized_extensions(List<String> *p_extensions) const;
- virtual bool handles_type(const String& p_type) const;
- virtual String get_resource_type(const String &p_path) const;
- };
- #endif // SHADER_H
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