Path: blob/master/editor/shader/editor_shader_language_plugin.cpp
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/**************************************************************************/1/* editor_shader_language_plugin.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "editor_shader_language_plugin.h"3132Vector<Ref<EditorShaderLanguagePlugin>> EditorShaderLanguagePlugin::shader_languages;33Vector<Vector2i> EditorShaderLanguagePlugin::language_variation_map;3435void EditorShaderLanguagePlugin::register_shader_language(const Ref<EditorShaderLanguagePlugin> &p_shader_language) {36// Allows one ShaderLanguageEditorPlugin to provide multiple dropdown options in37// the language selection menu. For example, ShaderInclude is handled this way.38// X is the plugin index, and Y is the language variation index.39for (int i = 0; i < p_shader_language->get_language_variations().size(); i++) {40language_variation_map.push_back(Vector2i(shader_languages.size(), i));41}42shader_languages.push_back(p_shader_language);43}4445void EditorShaderLanguagePlugin::clear_registered_shader_languages() {46shader_languages.clear();47language_variation_map.clear();48}4950const Vector<Ref<EditorShaderLanguagePlugin>> EditorShaderLanguagePlugin::get_shader_languages_read_only() {51return shader_languages;52}5354int EditorShaderLanguagePlugin::get_shader_language_variation_count() {55return language_variation_map.size();56}5758Ref<EditorShaderLanguagePlugin> EditorShaderLanguagePlugin::get_shader_language_for_index(int p_index) {59ERR_FAIL_INDEX_V(p_index, language_variation_map.size(), nullptr);60Vector2i lang_var_indices = language_variation_map[p_index];61return shader_languages[lang_var_indices.x];62}6364String EditorShaderLanguagePlugin::get_file_extension_for_index(int p_index) {65ERR_FAIL_INDEX_V(p_index, language_variation_map.size(), "tres");66Vector2i lang_var_indices = language_variation_map[p_index];67EditorShaderLanguagePlugin *lang = shader_languages[lang_var_indices.x].ptr();68return lang->get_file_extension(lang_var_indices.y);69}707172