/**************************************************************************/ /* shader_resource_format.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 "shader_resource_format.h" #include "core/io/file_access.h" #include "scene/resources/shader.h" Ref ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) { if (r_error) { *r_error = ERR_FILE_CANT_OPEN; } Error error = OK; Vector buffer = FileAccess::get_file_as_bytes(p_path, &error); ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot load shader: " + p_path); String str; if (buffer.size() > 0) { error = str.append_utf8((const char *)buffer.ptr(), buffer.size()); ERR_FAIL_COND_V_MSG(error, nullptr, "Cannot parse shader: " + p_path); } Ref shader; shader.instantiate(); shader->set_include_path(p_path); shader->set_code(str); if (r_error) { *r_error = OK; } return shader; } void ResourceFormatLoaderShader::get_recognized_extensions(List *p_extensions) const { p_extensions->push_back("gdshader"); } bool ResourceFormatLoaderShader::handles_type(const String &p_type) const { return (p_type == "Shader"); } String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const { if (p_path.has_extension("gdshader")) { return "Shader"; } return ""; } Error ResourceFormatSaverShader::save(const Ref &p_resource, const String &p_path, uint32_t p_flags) { Ref shader = p_resource; ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER); String source = shader->get_code(); Error err; Ref file = FileAccess::open(p_path, FileAccess::WRITE, &err); ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'."); file->store_string(source); if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) { return ERR_CANT_CREATE; } return OK; } void ResourceFormatSaverShader::get_recognized_extensions(const Ref &p_resource, List *p_extensions) const { if (const Shader *shader = Object::cast_to(*p_resource)) { if (shader->is_text_shader()) { p_extensions->push_back("gdshader"); } } } bool ResourceFormatSaverShader::recognize(const Ref &p_resource) const { return p_resource->get_class_name() == "Shader"; //only shader, not inherited }