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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  shader_include.h                                                      */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         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.                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
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							|  |  |  | #ifndef SHADER_INCLUDE_H
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							|  |  |  | #define SHADER_INCLUDE_H
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							|  |  |  | #include "core/io/resource.h"
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							|  |  |  | #include "core/io/resource_loader.h"
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							|  |  |  | #include "core/io/resource_saver.h"
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							|  |  |  | #include "core/templates/hash_set.h"
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							|  |  |  | class ShaderInclude : public Resource { | 
					
						
							|  |  |  | 	GDCLASS(ShaderInclude, Resource); | 
					
						
							|  |  |  | 	OBJ_SAVE_TYPE(ShaderInclude); | 
					
						
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							|  |  |  | private: | 
					
						
							|  |  |  | 	String code; | 
					
						
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										 |  |  | 	String include_path; | 
					
						
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										 |  |  | 	HashSet<Ref<ShaderInclude>> dependencies; | 
					
						
							|  |  |  | 	void _dependency_changed(); | 
					
						
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							|  |  |  | protected: | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	void set_code(const String &p_text); | 
					
						
							|  |  |  | 	String get_code() const; | 
					
						
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							|  |  |  | 	void set_include_path(const String &p_path); | 
					
						
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										 |  |  | }; | 
					
						
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							|  |  |  | class ResourceFormatLoaderShaderInclude : public ResourceFormatLoader { | 
					
						
							|  |  |  | public: | 
					
						
							|  |  |  | 	virtual Ref<Resource> load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE); | 
					
						
							|  |  |  | 	virtual void get_recognized_extensions(List<String> *p_extensions) const; | 
					
						
							|  |  |  | 	virtual bool handles_type(const String &p_type) const; | 
					
						
							|  |  |  | 	virtual String get_resource_type(const String &p_path) const; | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | class ResourceFormatSaverShaderInclude : public ResourceFormatSaver { | 
					
						
							|  |  |  | public: | 
					
						
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										 |  |  | 	virtual Error save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags = 0); | 
					
						
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										 |  |  | 	virtual void get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const; | 
					
						
							|  |  |  | 	virtual bool recognize(const Ref<Resource> &p_resource) const; | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | #endif // SHADER_INCLUDE_H
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