viscosity/engine/scene/resources/shader_include.cpp

84 lines
3.7 KiB
C++

/**************************************************************************/
/* 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<ShaderInclude> &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<Ref<ShaderInclude>> 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<ShaderInclude> &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");
}