text: /*************************************************************************/
  /*  shader.cpp                                                           */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
  /*                                                                       */
  /* 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.                */
  /*************************************************************************/
  
  #include "shader.h"
  #include "core/os/file_access.h"
  #include "scene/scene_string_names.h"
  #include "servers/visual/shader_language.h"
  #include "servers/visual_server.h"
  #include "texture.h"
  
  Shader::Mode Shader::get_mode() const {
  
  	return mode;
  }
  
  void Shader::set_code(const String &p_code) {
  
  	String type = ShaderLanguage::get_shader_type(p_code);
  
  	if (type == "canvas_item") {
  		mode = MODE_CANVAS_ITEM;
  	} else if (type == "particles") {
  		mode = MODE_PARTICLES;
  	} else {
  		mode = MODE_SPATIAL;
  	}
  
  	VisualServer::get_singleton()->shader_set_code(shader, p_code);
  	params_cache_dirty = true;
  
  	emit_changed();
  }
  
  String Shader::get_code() const {
  
  	_update_shader();
  	return VisualServer::get_singleton()->shader_get_code(shader);
  }
  
  void Shader::get_param_list(List<PropertyInfo> *p_params) const {
  
  	_update_shader();
  
  	List<PropertyInfo> local;
  	VisualServer::get_singleton()->shader_get_param_list(shader, &local);
  	params_cache.clear();
  	params_cache_dirty = false;
  
  	for (List<PropertyInfo>::Element *E = local.front(); E; E = E->next()) {
  
  		PropertyInfo pi = E->get();
  		if (default_textures.has(pi.name)) { //do not show default textures
  			continue;
  		}
  		pi.name = "shader_param/" + pi.name;
  		params_cache[pi.name] = E->get().name;
  		if (p_params) {
  
  			//small little hack
  			if (pi.type == Variant::_RID)
  				pi.type = Variant::OBJECT;
  			p_params->push_back(pi);
  		}
  	}
  }
  
  RID Shader::get_rid() const {
  
  	_update_shader();
  
  	return shader;
  }
  
  void Shader::set_default_texture_param(const StringName &p_param, const Ref<Texture> &p_texture) {
  
  	if (p_texture.is_valid()) {
  		default_textures[p_param] = p_texture;
  		VS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid());
  	} else {
  		default_textures.erase(p_param);
  		VS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID());
  	}
  
  	emit_changed();
  }
  
  Ref<Texture> Shader::get_default_texture_param(const StringName &p_param) const {
  
  	if (default_textures.has(p_param))
  		return default_textures[p_param];
  	else
  		return Ref<Texture>();
  }
  
  void Shader::get_default_texture_param_list(List<StringName> *r_textures) const {
  
  	for (const Map<StringName, Ref<Texture> >::Element *E = default_textures.front(); E; E = E->next()) {
  
  		r_textures->push_back(E->key());
  	}
  }
  
  void Shader::set_custom_defines(const String &p_defines) {
  	if (shader_custom_defines == p_defines) {
  		return;
  	}
  
  	if (!shader_custom_defines.empty()) {
  		VS::get_singleton()->shader_remove_custom_define(shader, shader_custom_defines);
  	}
  
  	shader_custom_defines = p_defines;
  	VS::get_singleton()->shader_add_custom_define(shader, shader_custom_defines);
  }
  
  String Shader::get_custom_defines() const {
  	return shader_custom_defines;
  }
  
  bool Shader::is_text_shader() const {
  	return true;
  }
  
  bool Shader::has_param(const StringName &p_param) const {
  
  	return params_cache.has("shader_param/" + p_param);
  }
  
  void Shader::_update_shader() const {
  }
  
  void Shader::_bind_methods() {
  
  	ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
  
  	ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
  	ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
  
  	ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture"), &Shader::set_default_texture_param);
  	ClassDB::bind_method(D_METHOD("get_default_texture_param", "param"), &Shader::get_default_texture_param);
  
  	ClassDB::bind_method(D_METHOD("set_custom_defines", "custom_defines"), &Shader::set_custom_defines);
  	ClassDB::bind_method(D_METHOD("get_custom_defines"), &Shader::get_custom_defines);
  
  	ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param);
  
  	//ClassDB::bind_method(D_METHOD("get_param_list"),&Shader::get_fragment_code);
  
  	ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_code", "get_code");
  	ADD_PROPERTY(PropertyInfo(Variant::STRING, "custom_defines", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_custom_defines", "get_custom_defines");
  
  	BIND_ENUM_CONSTANT(MODE_SPATIAL);
  	BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
  	BIND_ENUM_CONSTANT(MODE_PARTICLES);
  }
  
  Shader::Shader() {
  
  	mode = MODE_SPATIAL;
  	shader = VisualServer::get_singleton()->shader_create();
  	params_cache_dirty = true;
  }
  
  Shader::~Shader() {
  
  	VisualServer::get_singleton()->free(shader);
  }
  ////////////
  
  RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error) {
  
  	if (r_error)
  		*r_error = ERR_FILE_CANT_OPEN;
  
  	Ref<Shader> shader;
  	shader.instance();
  
  	Vector<uint8_t> buffer = FileAccess::get_file_as_array(p_path);
  
  	String str;
  	str.parse_utf8((const char *)buffer.ptr(), buffer.size());
  
  	shader->set_code(str);
  
  	if (r_error)
  		*r_error = OK;
  
  	return shader;
  }
  
  void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
  	p_extensions->push_back("gdshader");
  	p_extensions->push_back("shader");
  }
  
  bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
  
  	return (p_type == "Shader");
  }
  
  String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
  
  	String el = p_path.get_extension().to_lower();
  	if (el == "gdshader" || el == "shader") {
  		return "Shader";
  	}
  	return "";
  }
  
  Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
  
  	Ref<Shader> shader = p_resource;
  	ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
  
  	String source = shader->get_code();
  
  	Error err;
  	FileAccess *file = FileAccess::open(p_path, FileAccess::WRITE, &err);
  
  	ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
  
  	file->store_string(source);
  	if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
  		memdelete(file);
  		return ERR_CANT_CREATE;
  	}
  	file->close();
  	memdelete(file);
  
  	return OK;
  }
  
  void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
  
  	if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
  		if (shader->is_text_shader()) {
  			p_extensions->push_back("gdshader");
  			p_extensions->push_back("shader");
  		}
  	}
  }
  
  bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
  
  	return p_resource->get_class_name() == "Shader"; //only shader, not inherited
  }
  