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	-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
		
			
				
	
	
		
			118 lines
		
	
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			118 lines
		
	
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  shader.h                                                             */
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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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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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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#ifndef SHADER_H
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#define SHADER_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 "scene/resources/texture.h"
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class Shader : public Resource {
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	GDCLASS(Shader, Resource);
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	OBJ_SAVE_TYPE(Shader);
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public:
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	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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	};
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private:
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	RID shader;
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	Mode mode = MODE_SPATIAL;
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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 = true;
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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:
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	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);
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	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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	}
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	virtual RID get_rid() const override;
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	Shader();
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	~Shader();
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};
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VARIANT_ENUM_CAST(Shader::Mode);
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class ResourceFormatLoaderShader : public ResourceFormatLoader {
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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, CacheMode p_cache_mode = CACHE_MODE_REUSE);
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	virtual void get_recognized_extensions(List<String> *p_extensions) const;
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	virtual bool handles_type(const String &p_type) const;
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	virtual String get_resource_type(const String &p_path) const;
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};
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class ResourceFormatSaverShader : public ResourceFormatSaver {
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public:
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	virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
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	virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
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	virtual bool recognize(const RES &p_resource) const;
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};
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#endif // SHADER_H
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