84 lines
3.7 KiB
C++
84 lines
3.7 KiB
C++
/**************************************************************************/
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/* shader_include.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "shader_include.h"
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#include "core/object/callable_mp.h"
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#include "core/object/class_db.h"
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#include "servers/rendering/shader_preprocessor.h"
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void ShaderInclude::_dependency_changed() {
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emit_changed();
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}
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void ShaderInclude::set_code(const String &p_code) {
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code = p_code;
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for (const Ref<ShaderInclude> &E : dependencies) {
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E->disconnect_changed(callable_mp(this, &ShaderInclude::_dependency_changed));
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}
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{
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String path = get_path();
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if (path.is_empty()) {
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path = include_path;
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}
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String pp_code;
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HashSet<Ref<ShaderInclude>> new_dependencies;
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ShaderPreprocessor preprocessor;
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Error result = preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_dependencies);
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if (result == OK) {
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// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
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dependencies = new_dependencies;
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}
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}
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for (const Ref<ShaderInclude> &E : dependencies) {
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E->connect_changed(callable_mp(this, &ShaderInclude::_dependency_changed));
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}
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emit_changed();
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}
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String ShaderInclude::get_code() const {
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return code;
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}
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void ShaderInclude::set_include_path(const String &p_path) {
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include_path = p_path;
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}
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void ShaderInclude::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_code", "code"), &ShaderInclude::set_code);
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ClassDB::bind_method(D_METHOD("get_code"), &ShaderInclude::get_code);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
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}
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