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- /**************************************************************************/
- /* visual_shader_language_plugin.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 "visual_shader_language_plugin.h"
- #include "visual_shader_editor_plugin.h"
- bool VisualShaderLanguagePlugin::handles_shader(const Ref<Shader> &p_shader) const {
- return Object::cast_to<VisualShader>(p_shader.ptr()) != nullptr;
- }
- ShaderEditor *VisualShaderLanguagePlugin::edit_shader(const Ref<Shader> &p_shader) {
- const Ref<VisualShader> shader = p_shader;
- ERR_FAIL_COND_V(shader.is_null(), nullptr);
- VisualShaderEditor *editor = memnew(VisualShaderEditor);
- editor->edit_shader(shader);
- return editor;
- }
- Ref<Shader> VisualShaderLanguagePlugin::create_new_shader(int p_variation_index, Shader::Mode p_shader_mode, int p_template_index) {
- Ref<VisualShader> shader;
- shader.instantiate();
- shader->set_mode(p_shader_mode);
- return shader;
- }
- PackedStringArray VisualShaderLanguagePlugin::get_language_variations() const {
- PackedStringArray variations;
- variations.push_back("VisualShader");
- return variations;
- }
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