/**************************************************************************/ /* shader_include.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_include.h" #include "core/object/callable_mp.h" #include "core/object/class_db.h" #include "servers/rendering/shader_preprocessor.h" void ShaderInclude::_dependency_changed() { emit_changed(); } void ShaderInclude::set_code(const String &p_code) { code = p_code; for (const Ref &E : dependencies) { E->disconnect_changed(callable_mp(this, &ShaderInclude::_dependency_changed)); } { String path = get_path(); if (path.is_empty()) { path = include_path; } String pp_code; HashSet> new_dependencies; ShaderPreprocessor preprocessor; Error result = preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_dependencies); if (result == OK) { // This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower) dependencies = new_dependencies; } } for (const Ref &E : dependencies) { E->connect_changed(callable_mp(this, &ShaderInclude::_dependency_changed)); } emit_changed(); } String ShaderInclude::get_code() const { return code; } void ShaderInclude::set_include_path(const String &p_path) { include_path = p_path; } void ShaderInclude::_bind_methods() { ClassDB::bind_method(D_METHOD("set_code", "code"), &ShaderInclude::set_code); ClassDB::bind_method(D_METHOD("get_code"), &ShaderInclude::get_code); ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code"); }