/**************************************************************************/ /* shader_include.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_include.h" #include "servers/rendering/shader_language.h" #include "servers/rendering/shader_preprocessor.h" void ShaderInclude::_dependency_changed() { … } void ShaderInclude::set_code(const String &p_code) { … } String ShaderInclude::get_code() const { … } void ShaderInclude::set_include_path(const String &p_path) { … } void ShaderInclude::_bind_methods() { … } // ResourceFormatLoaderShaderInclude Ref<Resource> ResourceFormatLoaderShaderInclude::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) { … } void ResourceFormatLoaderShaderInclude::get_recognized_extensions(List<String> *p_extensions) const { … } bool ResourceFormatLoaderShaderInclude::handles_type(const String &p_type) const { … } String ResourceFormatLoaderShaderInclude::get_resource_type(const String &p_path) const { … } // ResourceFormatSaverShaderInclude Error ResourceFormatSaverShaderInclude::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) { … } void ResourceFormatSaverShaderInclude::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const { … } bool ResourceFormatSaverShaderInclude::recognize(const Ref<Resource> &p_resource) const { … }