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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/shader_include_db.cpp
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/**************************************************************************/
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/* shader_include_db.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 "shader_include_db.h"
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HashMap<String, String> ShaderIncludeDB::built_in_includes;
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void ShaderIncludeDB::_bind_methods() {
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ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("list_built_in_include_files"), &ShaderIncludeDB::list_built_in_include_files);
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ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("has_built_in_include_file", "filename"), &ShaderIncludeDB::has_built_in_include_file);
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ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("get_built_in_include_file", "filename"), &ShaderIncludeDB::get_built_in_include_file);
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}
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void ShaderIncludeDB::register_built_in_include_file(const String &p_filename, const String &p_shader_code) {
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built_in_includes[p_filename] = p_shader_code;
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}
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PackedStringArray ShaderIncludeDB::list_built_in_include_files() {
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PackedStringArray ret;
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for (const KeyValue<String, String> &e : built_in_includes) {
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ret.push_back(e.key);
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}
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return ret;
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}
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bool ShaderIncludeDB::has_built_in_include_file(const String &p_filename) {
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return built_in_includes.has(p_filename);
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}
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String ShaderIncludeDB::get_built_in_include_file(const String &p_filename) {
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const String *ptr = built_in_includes.getptr(p_filename);
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return ptr ? *ptr : String();
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}
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String ShaderIncludeDB::parse_include_files(const String &p_code) {
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// Prevent needless processing if we don't have any includes.
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if (p_code.find("#include ") == -1) {
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return p_code;
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}
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const String include = "#include ";
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String parsed_code;
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Vector<String> lines = p_code.split("\n");
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int line_count = lines.size();
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for (int i = 0; i < line_count; i++) {
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const String &l = lines[i];
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if (l.begins_with(include)) {
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String include_file = l.replace(include, "").strip_edges();
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if (include_file[0] == '"') {
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int end_pos = include_file.find_char('"', 1);
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if (end_pos >= 0) {
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include_file = include_file.substr(1, end_pos - 1);
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String include_code = ShaderIncludeDB::get_built_in_include_file(include_file);
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if (!include_code.is_empty()) {
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// Add these lines into our parse list so we parse them as well.
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Vector<String> include_lines = include_code.split("\n");
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for (int j = include_lines.size() - 1; j >= 0; j--) {
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lines.insert(i + 1, include_lines[j]);
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}
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line_count = lines.size();
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} else {
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// Just add it back in, this will cause a compile error to alert the user.
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parsed_code += l + "\n";
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}
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} else {
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// Include as is.
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parsed_code += l + "\n";
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}
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} else {
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// Include as is.
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parsed_code += l + "\n";
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}
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} else {
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// Include as is.
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parsed_code += l + "\n";
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}
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}
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return parsed_code;
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}
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