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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  shader.h                                                             */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
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										 |  |  | /*                      https://godotengine.org                          */ | 
					
						
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										 |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* 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_H
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							|  |  |  | #define SHADER_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/resource.h"
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										 |  |  | #include "scene/resources/texture.h"
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										 |  |  | class Shader : public Resource { | 
					
						
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										 |  |  | 	GDCLASS(Shader, Resource); | 
					
						
							|  |  |  | 	OBJ_SAVE_TYPE(Shader); | 
					
						
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										 |  |  | public: | 
					
						
							|  |  |  | 	enum Mode { | 
					
						
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										 |  |  | 		MODE_SPATIAL, | 
					
						
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										 |  |  | 		MODE_CANVAS_ITEM, | 
					
						
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										 |  |  | 		MODE_PARTICLES, | 
					
						
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										 |  |  | 		MODE_SKY, | 
					
						
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										 |  |  | 		MODE_MAX | 
					
						
							|  |  |  | 	}; | 
					
						
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										 |  |  | private: | 
					
						
							|  |  |  | 	RID shader; | 
					
						
							|  |  |  | 	Mode mode; | 
					
						
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							|  |  |  | 	// hack the name of performance
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										 |  |  | 	// shaders keep a list of ShaderMaterial -> RenderingServer name translations, to make
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										 |  |  | 	// conversion fast and save memory.
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										 |  |  | 	mutable bool params_cache_dirty; | 
					
						
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										 |  |  | 	mutable Map<StringName, StringName> params_cache; //map a shader param to a material param..
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										 |  |  | 	Map<StringName, Ref<Texture2D>> default_textures; | 
					
						
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										 |  |  | 	virtual void _update_shader() const; //used for visual shader
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										 |  |  | protected: | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
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										 |  |  | public: | 
					
						
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										 |  |  | 	//void set_mode(Mode p_mode);
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										 |  |  | 	virtual Mode get_mode() const; | 
					
						
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										 |  |  | 	void set_code(const String &p_code); | 
					
						
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										 |  |  | 	String get_code() const; | 
					
						
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							|  |  |  | 	void get_param_list(List<PropertyInfo> *p_params) const; | 
					
						
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										 |  |  | 	bool has_param(const StringName &p_param) const; | 
					
						
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										 |  |  | 	void set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture); | 
					
						
							|  |  |  | 	Ref<Texture2D> get_default_texture_param(const StringName &p_param) const; | 
					
						
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										 |  |  | 	void get_default_texture_param_list(List<StringName> *r_textures) const; | 
					
						
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										 |  |  | 	virtual bool is_text_shader() const; | 
					
						
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										 |  |  | 	_FORCE_INLINE_ StringName remap_param(const StringName &p_param) const { | 
					
						
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										 |  |  | 		if (params_cache_dirty) { | 
					
						
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										 |  |  | 			get_param_list(nullptr); | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 		const Map<StringName, StringName>::Element *E = params_cache.find(p_param); | 
					
						
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										 |  |  | 		if (E) { | 
					
						
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										 |  |  | 			return E->get(); | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 		return StringName(); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	virtual RID get_rid() const; | 
					
						
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										 |  |  | 	Shader(); | 
					
						
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										 |  |  | 	~Shader(); | 
					
						
							|  |  |  | }; | 
					
						
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										 |  |  | VARIANT_ENUM_CAST(Shader::Mode); | 
					
						
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										 |  |  | class ResourceFormatLoaderShader : public ResourceFormatLoader { | 
					
						
							|  |  |  | public: | 
					
						
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										 |  |  | 	virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, bool p_no_cache = false); | 
					
						
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										 |  |  | 	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 ResourceFormatSaverShader : public ResourceFormatSaver { | 
					
						
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							|  |  |  | 	virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0); | 
					
						
							|  |  |  | 	virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const; | 
					
						
							|  |  |  | 	virtual bool recognize(const RES &p_resource) const; | 
					
						
							|  |  |  | }; | 
					
						
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										 |  |  | #endif // SHADER_H
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