shader_file_editor_plugin.cpp 9.7 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  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 "editor/property_editor.h"
  39. #include "servers/display_server.h"
  40. #include "servers/rendering/shader_types.h"
  41. /*** SHADER SCRIPT EDITOR ****/
  42. /*** SCRIPT EDITOR ******/
  43. void ShaderFileEditor::_update_version(const StringName &p_version_txt, const RD::ShaderStage p_stage) {
  44. }
  45. void ShaderFileEditor::_version_selected(int p_option) {
  46. int c = versions->get_current();
  47. StringName version_txt = versions->get_item_metadata(c);
  48. RD::ShaderStage stage = RD::SHADER_STAGE_MAX;
  49. int first_found = -1;
  50. Ref<RDShaderSPIRV> bytecode = shader_file->get_spirv(version_txt);
  51. ERR_FAIL_COND(bytecode.is_null());
  52. for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
  53. if (bytecode->get_stage_bytecode(RD::ShaderStage(i)).is_empty() && bytecode->get_stage_compile_error(RD::ShaderStage(i)) == String()) {
  54. stages[i]->set_icon(Ref<Texture2D>());
  55. continue;
  56. }
  57. Ref<Texture2D> icon;
  58. if (bytecode->get_stage_compile_error(RD::ShaderStage(i)) != String()) {
  59. icon = get_theme_icon(SNAME("ImportFail"), SNAME("EditorIcons"));
  60. } else {
  61. icon = get_theme_icon(SNAME("ImportCheck"), SNAME("EditorIcons"));
  62. }
  63. stages[i]->set_icon(icon);
  64. if (first_found == -1) {
  65. first_found = i;
  66. }
  67. if (stages[i]->is_pressed()) {
  68. stage = RD::ShaderStage(i);
  69. break;
  70. }
  71. }
  72. error_text->clear();
  73. if (stage == RD::SHADER_STAGE_MAX) { //need to change stage, does not have it
  74. if (first_found == -1) {
  75. error_text->add_text(TTR("No valid shader stages found."));
  76. return; //well you did not put any stage I guess?
  77. }
  78. stages[first_found]->set_pressed(true);
  79. stage = RD::ShaderStage(first_found);
  80. }
  81. String error = bytecode->get_stage_compile_error(stage);
  82. error_text->push_font(get_theme_font(SNAME("source"), SNAME("EditorFonts")));
  83. if (error.is_empty()) {
  84. error_text->add_text(TTR("Shader stage compiled without errors."));
  85. } else {
  86. error_text->add_text(error);
  87. }
  88. }
  89. void ShaderFileEditor::_update_options() {
  90. ERR_FAIL_COND(shader_file.is_null());
  91. if (!shader_file->get_base_error().is_empty()) {
  92. stage_hb->hide();
  93. versions->hide();
  94. error_text->clear();
  95. error_text->push_font(get_theme_font(SNAME("source"), SNAME("EditorFonts")));
  96. error_text->add_text(vformat(TTR("File structure for '%s' contains unrecoverable errors:\n\n"), shader_file->get_path().get_file()));
  97. error_text->add_text(shader_file->get_base_error());
  98. return;
  99. }
  100. stage_hb->show();
  101. versions->show();
  102. int c = versions->get_current();
  103. //remember current
  104. versions->clear();
  105. Vector<StringName> version_list = shader_file->get_version_list();
  106. if (c >= version_list.size()) {
  107. c = version_list.size() - 1;
  108. }
  109. if (c < 0) {
  110. c = 0;
  111. }
  112. StringName current_version;
  113. for (int i = 0; i < version_list.size(); i++) {
  114. String title = version_list[i];
  115. if (title.is_empty()) {
  116. title = "default";
  117. }
  118. Ref<Texture2D> icon;
  119. Ref<RDShaderSPIRV> bytecode = shader_file->get_spirv(version_list[i]);
  120. ERR_FAIL_COND(bytecode.is_null());
  121. bool failed = false;
  122. for (int j = 0; j < RD::SHADER_STAGE_MAX; j++) {
  123. String error = bytecode->get_stage_compile_error(RD::ShaderStage(j));
  124. if (!error.is_empty()) {
  125. failed = true;
  126. }
  127. }
  128. if (failed) {
  129. icon = get_theme_icon(SNAME("ImportFail"), SNAME("EditorIcons"));
  130. } else {
  131. icon = get_theme_icon(SNAME("ImportCheck"), SNAME("EditorIcons"));
  132. }
  133. versions->add_item(title, icon);
  134. versions->set_item_metadata(i, version_list[i]);
  135. if (i == c) {
  136. versions->select(i);
  137. current_version = version_list[i];
  138. }
  139. }
  140. if (version_list.size() == 0) {
  141. for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
  142. stages[i]->set_disabled(true);
  143. }
  144. return;
  145. }
  146. Ref<RDShaderSPIRV> bytecode = shader_file->get_spirv(current_version);
  147. ERR_FAIL_COND(bytecode.is_null());
  148. int first_valid = -1;
  149. int current = -1;
  150. for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
  151. Vector<uint8_t> bc = bytecode->get_stage_bytecode(RD::ShaderStage(i));
  152. String error = bytecode->get_stage_compile_error(RD::ShaderStage(i));
  153. bool disable = error.is_empty() && bc.is_empty();
  154. stages[i]->set_disabled(disable);
  155. if (!disable) {
  156. if (stages[i]->is_pressed()) {
  157. current = i;
  158. }
  159. first_valid = i;
  160. }
  161. }
  162. if (current == -1 && first_valid != -1) {
  163. stages[first_valid]->set_pressed(true);
  164. }
  165. _version_selected(0);
  166. }
  167. void ShaderFileEditor::_notification(int p_what) {
  168. switch (p_what) {
  169. case NOTIFICATION_WM_WINDOW_FOCUS_IN: {
  170. if (is_visible_in_tree() && shader_file.is_valid()) {
  171. _update_options();
  172. }
  173. } break;
  174. }
  175. }
  176. void ShaderFileEditor::_editor_settings_changed() {
  177. if (is_visible_in_tree() && shader_file.is_valid()) {
  178. _update_options();
  179. }
  180. }
  181. void ShaderFileEditor::_bind_methods() {
  182. }
  183. void ShaderFileEditor::edit(const Ref<RDShaderFile> &p_shader) {
  184. if (p_shader.is_null()) {
  185. if (shader_file.is_valid()) {
  186. shader_file->disconnect("changed", callable_mp(this, &ShaderFileEditor::_shader_changed));
  187. }
  188. return;
  189. }
  190. if (shader_file == p_shader) {
  191. return;
  192. }
  193. shader_file = p_shader;
  194. if (shader_file.is_valid()) {
  195. shader_file->connect("changed", callable_mp(this, &ShaderFileEditor::_shader_changed));
  196. }
  197. _update_options();
  198. }
  199. void ShaderFileEditor::_shader_changed() {
  200. if (is_visible_in_tree()) {
  201. _update_options();
  202. }
  203. }
  204. ShaderFileEditor *ShaderFileEditor::singleton = nullptr;
  205. ShaderFileEditor::ShaderFileEditor() {
  206. singleton = this;
  207. HSplitContainer *main_hs = memnew(HSplitContainer);
  208. add_child(main_hs);
  209. versions = memnew(ItemList);
  210. versions->connect("item_selected", callable_mp(this, &ShaderFileEditor::_version_selected));
  211. versions->set_custom_minimum_size(Size2i(200 * EDSCALE, 0));
  212. main_hs->add_child(versions);
  213. VBoxContainer *main_vb = memnew(VBoxContainer);
  214. main_vb->set_h_size_flags(SIZE_EXPAND_FILL);
  215. main_hs->add_child(main_vb);
  216. static const char *stage_str[RD::SHADER_STAGE_MAX] = {
  217. "Vertex",
  218. "Fragment",
  219. "TessControl",
  220. "TessEval",
  221. "Compute"
  222. };
  223. stage_hb = memnew(HBoxContainer);
  224. main_vb->add_child(stage_hb);
  225. Ref<ButtonGroup> bg;
  226. bg.instantiate();
  227. for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
  228. Button *button = memnew(Button(stage_str[i]));
  229. button->set_toggle_mode(true);
  230. button->set_focus_mode(FOCUS_NONE);
  231. stage_hb->add_child(button);
  232. stages[i] = button;
  233. button->set_button_group(bg);
  234. button->connect("pressed", callable_mp(this, &ShaderFileEditor::_version_selected), varray(i));
  235. }
  236. error_text = memnew(RichTextLabel);
  237. error_text->set_v_size_flags(SIZE_EXPAND_FILL);
  238. main_vb->add_child(error_text);
  239. }
  240. void ShaderFileEditorPlugin::edit(Object *p_object) {
  241. RDShaderFile *s = Object::cast_to<RDShaderFile>(p_object);
  242. shader_editor->edit(s);
  243. }
  244. bool ShaderFileEditorPlugin::handles(Object *p_object) const {
  245. RDShaderFile *shader = Object::cast_to<RDShaderFile>(p_object);
  246. return shader != nullptr;
  247. }
  248. void ShaderFileEditorPlugin::make_visible(bool p_visible) {
  249. if (p_visible) {
  250. button->show();
  251. EditorNode::get_singleton()->make_bottom_panel_item_visible(shader_editor);
  252. } else {
  253. button->hide();
  254. if (shader_editor->is_visible_in_tree()) {
  255. EditorNode::get_singleton()->hide_bottom_panel();
  256. }
  257. }
  258. }
  259. ShaderFileEditorPlugin::ShaderFileEditorPlugin() {
  260. shader_editor = memnew(ShaderFileEditor);
  261. shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
  262. button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("ShaderFile"), shader_editor);
  263. button->hide();
  264. }
  265. ShaderFileEditorPlugin::~ShaderFileEditorPlugin() {
  266. }