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nvidia-rtx-godot / scene / resources / shader.cpp

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/**************************************************************************/
/*  shader.cpp                                                            */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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 "shader.compat.inc"

#include "core/config/engine.h"
#include "core/object/callable_mp.h"
#include "core/object/class_db.h"
#include "scene/main/scene_tree.h"
#include "scene/resources/texture.h"
#include "servers/rendering/rendering_server.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_preprocessor.h"

#ifdef TOOLS_ENABLED
#include "editor/doc/editor_help.h"

#include "modules/modules_enabled.gen.h" // For regex.
#ifdef MODULE_REGEX_ENABLED
#include "modules/regex/regex.h"
#endif
#endif

Shader::Mode Shader::get_mode() const {
	return mode;
}

void Shader::_check_shader_rid() const {
	MutexLock lock(shader_rid_mutex);
	if (shader_rid.is_null() && !preprocessed_code.is_empty()) {
		shader_rid = RenderingServer::get_singleton()->shader_create_from_code(preprocessed_code, get_path());
		RenderingServer::get_singleton()->shader_set_code_rt(shader_rid, preprocessed_code_rt);
		preprocessed_code = String();
		preprocessed_code_rt = String();
	}
}

void Shader::_dependency_changed() {
	// Preprocess and compile the code again because a dependency has changed. It also calls emit_changed() for us.
	_recompile();
}

void Shader::_recompile() {
	set_code(get_code());
}

void Shader::set_path(const String &p_path, bool p_take_over) {
	Resource::set_path(p_path, p_take_over);

	if (shader_rid.is_valid()) {
		RS::get_singleton()->shader_set_path_hint(shader_rid, p_path);
	}
}

void Shader::set_include_path(const String &p_path) {
	// Used only if the shader does not have a resource path set,
	// for example during loading stage or when created by code.
	include_path = p_path;
}

void Shader::set_code(const String &p_code) {
	for (const Ref<ShaderInclude> &E : include_dependencies) {
		E->disconnect_changed(callable_mp(this, &Shader::_dependency_changed));
	}

	code = p_code;
	preprocessed_code = p_code;
	preprocessed_code_rt = p_code;

	{
		String path = get_path();
		if (path.is_empty()) {
			path = include_path;
		}
		// Preprocessor must run here and not in the server because:
		// 1) Need to keep track of include dependencies at resource level
		// 2) Server does not do interaction with Resource filetypes, this is a scene level feature.
		HashSet<Ref<ShaderInclude>> new_include_dependencies;
		ShaderPreprocessor preprocessor;
		Error result = preprocessor.preprocess(p_code, path, preprocessed_code, nullptr, nullptr, nullptr, &new_include_dependencies);
		if (result == OK) {
			// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
			include_dependencies = new_include_dependencies;
		}

		// Second pass with `RT` defined for ray-tracing consumers. Raster
		// pass above is authoritative for include-dependency tracking.
		ShaderPreprocessor preprocessor_rt;
		preprocessor_rt.add_define("RT", "1");
		preprocessor_rt.preprocess(p_code, path, preprocessed_code_rt, nullptr, nullptr, nullptr, nullptr);
	}

	// Try to get the shader type from the final, fully preprocessed shader code.
	String type = ShaderLanguage::get_shader_type(preprocessed_code);

	if (type == "canvas_item") {
		mode = MODE_CANVAS_ITEM;
	} else if (type == "particles") {
		mode = MODE_PARTICLES;
	} else if (type == "sky") {
		mode = MODE_SKY;
	} else if (type == "fog") {
		mode = MODE_FOG;
	} else if (type == "texture_blit") {
		mode = MODE_TEXTURE_BLIT;
	} else {
		mode = MODE_SPATIAL;
	}

	for (const Ref<ShaderInclude> &E : include_dependencies) {
		E->connect_changed(callable_mp(this, &Shader::_dependency_changed));
	}

	if (shader_rid.is_valid()) {
		RenderingServer::get_singleton()->shader_set_code(shader_rid, preprocessed_code);
		RenderingServer::get_singleton()->shader_set_code_rt(shader_rid, preprocessed_code_rt);
		preprocessed_code = String();
		preprocessed_code_rt = String();
	}

	emit_changed();
}

String Shader::get_code() const {
	_update_shader();
	return code;
}

void Shader::inspect_native_shader_code() {
	SceneTree *st = SceneTree::get_singleton();
	RID _shader = get_rid();
	if (st && _shader.is_valid()) {
		st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", _shader);
	}
}

void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups) const {
	_update_shader();
	_check_shader_rid();

	List<PropertyInfo> local;
	RenderingServer::get_singleton()->get_shader_parameter_list(shader_rid, &local);

#ifdef TOOLS_ENABLED
	DocData::ClassDoc class_doc;
	bool generate_doc = Engine::get_singleton()->is_editor_hint() && !get_path().is_empty();
	if (generate_doc) {
		class_doc.name = get_path().trim_prefix("res://").quote();
		class_doc.is_script_doc = true;
		class_doc.inherits = "Shader";
	}
#endif

	for (PropertyInfo &pi : local) {
		bool is_group = pi.usage == PROPERTY_USAGE_GROUP || pi.usage == PROPERTY_USAGE_SUBGROUP;
		if (!p_get_groups && is_group) {
			continue;
		}
		if (!is_group) {
			if (default_textures.has(pi.name)) { //do not show default textures
				continue;
			}
		}
		if (p_params) {
			//small little hack
			if (pi.type == Variant::RID) {
				pi.type = Variant::OBJECT;
			}
#ifdef TOOLS_ENABLED
			if (generate_doc) {
				DocData::PropertyDoc prop_doc;
				prop_doc.name = "shader_parameter/" + pi.name;
				const RegEx pattern("/\\*\\*\\s([^*]|[\\r\\n]|(\\*+([^*/]|[\\r\\n])))*\\*+/\\s*uniform\\s+\\w+\\s+" + pi.name + "(?=[\\s:;=])");
				Ref<RegExMatch> pattern_ref = pattern.search(code);
				if (pattern_ref.is_valid()) {
					RegExMatch *match = pattern_ref.ptr();
					const RegEx pattern_tip("\\/\\*\\*([\\s\\S]*?)\\*/");
					Ref<RegExMatch> pattern_tip_ref = pattern_tip.search(match->get_string(0));
					RegExMatch *match_tip = pattern_tip_ref.ptr();
					const RegEx pattern_stripped("\\n\\s*\\*\\s*");
					prop_doc.description = pattern_stripped.sub(match_tip->get_string(1), "\n", true);

					pi.class_name = class_doc.name;
					class_doc.properties.push_back(prop_doc);
				}
			}
#endif
			p_params->push_back(pi);
		}
	}
#ifdef TOOLS_ENABLED
	if (generate_doc && class_doc.properties.size() > 0) {
		EditorHelp::add_doc(class_doc);
	}
#endif
}

RID Shader::get_rid() const {
	_update_shader();
	_check_shader_rid();

	return shader_rid;
}

void Shader::set_default_texture_parameter(const StringName &p_name, const Ref<Texture> &p_texture, int p_index) {
	_check_shader_rid();

	if (p_texture.is_valid()) {
		if (!default_textures.has(p_name)) {
			default_textures[p_name] = HashMap<int, Ref<Texture>>();
		}
		default_textures[p_name][p_index] = p_texture;
		RS::get_singleton()->shader_set_default_texture_parameter(shader_rid, p_name, p_texture->get_rid(), p_index);
	} else {
		if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
			default_textures[p_name].erase(p_index);

			if (default_textures[p_name].is_empty()) {
				default_textures.erase(p_name);
			}
		}
		RS::get_singleton()->shader_set_default_texture_parameter(shader_rid, p_name, RID(), p_index);
	}

	emit_changed();
}

Ref<Texture> Shader::get_default_texture_parameter(const StringName &p_name, int p_index) const {
	if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
		return default_textures[p_name][p_index];
	}
	return Ref<Texture2D>();
}

void Shader::get_default_texture_parameter_list(List<StringName> *r_textures) const {
	for (const KeyValue<StringName, HashMap<int, Ref<Texture>>> &E : default_textures) {
		r_textures->push_back(E.key);
	}
}

bool Shader::is_text_shader() const {
	return true;
}

void Shader::_update_shader() const {
	// Base implementation does nothing.
}

Array Shader::_get_shader_uniform_list(bool p_get_groups) {
	List<PropertyInfo> uniform_list;
	get_shader_uniform_list(&uniform_list, p_get_groups);
	Array ret;
	for (const PropertyInfo &pi : uniform_list) {
		ret.push_back(pi.operator Dictionary());
	}
	return ret;
}

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_parameter", "name", "texture", "index"), &Shader::set_default_texture_parameter, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("get_default_texture_parameter", "name", "index"), &Shader::get_default_texture_parameter, DEFVAL(0));

	ClassDB::bind_method(D_METHOD("get_shader_uniform_list", "get_groups"), &Shader::_get_shader_uniform_list, DEFVAL(false));

	ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Shader::inspect_native_shader_code);
	ClassDB::set_method_flags(get_class_static(), StringName("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);

	ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");

	BIND_ENUM_CONSTANT(MODE_SPATIAL);
	BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
	BIND_ENUM_CONSTANT(MODE_PARTICLES);
	BIND_ENUM_CONSTANT(MODE_SKY);
	BIND_ENUM_CONSTANT(MODE_FOG);
	BIND_ENUM_CONSTANT(MODE_TEXTURE_BLIT);
}

Shader::Shader() {
	// Shader RID will be empty until it is required.
}

Shader::~Shader() {
	if (shader_rid.is_valid()) {
		ERR_FAIL_NULL(RenderingServer::get_singleton());
		RenderingServer::get_singleton()->free_rid(shader_rid);
	}
}