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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/editor/shader/visual_shader_language_plugin.cpp
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/**************************************************************************/
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/* visual_shader_language_plugin.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "visual_shader_language_plugin.h"
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#include "visual_shader_editor_plugin.h"
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bool VisualShaderLanguagePlugin::handles_shader(const Ref<Shader> &p_shader) const {
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return Object::cast_to<VisualShader>(p_shader.ptr()) != nullptr;
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}
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ShaderEditor *VisualShaderLanguagePlugin::edit_shader(const Ref<Shader> &p_shader) {
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const Ref<VisualShader> shader = p_shader;
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ERR_FAIL_COND_V(shader.is_null(), nullptr);
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VisualShaderEditor *editor = memnew(VisualShaderEditor);
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editor->edit_shader(shader);
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return editor;
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}
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Ref<Shader> VisualShaderLanguagePlugin::create_new_shader(int p_variation_index, Shader::Mode p_shader_mode, int p_template_index) {
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Ref<VisualShader> shader;
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shader.instantiate();
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shader->set_mode(p_shader_mode);
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return shader;
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}
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PackedStringArray VisualShaderLanguagePlugin::get_language_variations() const {
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PackedStringArray variations;
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variations.push_back("VisualShader");
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return variations;
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}
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