summaryrefslogtreecommitdiff
path: root/scene/resources
diff options
context:
space:
mode:
authorAnton Yabchinskiy <arn@bestmx.ru>2015-01-10 22:29:17 +0300
committerAnton Yabchinskiy <arn@bestmx.ru>2015-01-10 22:29:17 +0300
commitb6c5cb1064eab63788060dc918d7fec53e57a532 (patch)
tree83f8345dd6ee0bc432ec21fc979c628edd808e5e /scene/resources
parenta7875c586af74302584544d777b189f4cb85c393 (diff)
parentf97582b5e9f069176a4c9226c39a880f786dae67 (diff)
Merge branch 'master' of github.com:okamstudio/godot
Diffstat (limited to 'scene/resources')
-rw-r--r--scene/resources/curve.cpp6
-rw-r--r--scene/resources/shader.cpp7
-rw-r--r--scene/resources/shader_graph.cpp496
-rw-r--r--scene/resources/shader_graph.h12
-rw-r--r--scene/resources/world_2d.cpp4
5 files changed, 410 insertions, 115 deletions
diff --git a/scene/resources/curve.cpp b/scene/resources/curve.cpp
index ae2c07ff56..6c27ffc6d9 100644
--- a/scene/resources/curve.cpp
+++ b/scene/resources/curve.cpp
@@ -134,7 +134,7 @@ Vector2 Curve2D::interpolate(int p_index, float p_offset) const {
Vector2 Curve2D::interpolatef(real_t p_findex) const {
- if (p_findex>0)
+ if (p_findex<0)
p_findex=0;
else if (p_findex>=points.size())
p_findex=points.size();
@@ -485,7 +485,7 @@ Vector2 Curve2D::interpolate(int p_index, float p_offset) const {
Vector2 Curve2D::interpolatef(real_t p_findex) const {
- if (p_findex>0)
+ if (p_findex<0)
p_findex=0;
else if (p_findex>=points.size())
p_findex=points.size();
@@ -956,7 +956,7 @@ Vector3 Curve3D::interpolate(int p_index, float p_offset) const {
Vector3 Curve3D::interpolatef(real_t p_findex) const {
- if (p_findex>0)
+ if (p_findex<0)
p_findex=0;
else if (p_findex>=points.size())
p_findex=points.size();
diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp
index e47b2432f2..f3e625917a 100644
--- a/scene/resources/shader.cpp
+++ b/scene/resources/shader.cpp
@@ -144,10 +144,13 @@ void Shader::_set_code(const Dictionary& p_string) {
void Shader::set_default_texture_param(const StringName& p_param,const Ref<Texture>& p_texture) {
- if (p_texture.is_valid())
+ if (p_texture.is_valid()) {
default_textures[p_param]=p_texture;
- else
+ 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());
+ }
}
Ref<Texture> Shader::get_default_texture_param(const StringName& p_param) const{
diff --git a/scene/resources/shader_graph.cpp b/scene/resources/shader_graph.cpp
index a06a70be9f..8b2f318ec0 100644
--- a/scene/resources/shader_graph.cpp
+++ b/scene/resources/shader_graph.cpp
@@ -27,8 +27,10 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "shader_graph.h"
-
-
+#include "scene/scene_string_names.h"
+//todo
+//-RGB ops
+//-mostrar error de conexion
Array ShaderGraph::_get_node_list(ShaderType p_type) const {
@@ -57,6 +59,91 @@ Array ShaderGraph::_get_connections(ShaderType p_type) const {
return arr;
}
+void ShaderGraph::_set_data(const Dictionary &p_data) {
+
+ Dictionary d=p_data;
+ ERR_FAIL_COND(!d.has("shaders"));
+ Array sh=d["shaders"];
+ ERR_FAIL_COND(sh.size()!=3);
+
+ for(int t=0;t<3;t++) {
+ Array data=sh[t];
+ ERR_FAIL_COND((data.size()%6)!=0);
+ shader[t].node_map.clear();
+ for(int i=0;i<data.size();i+=6) {
+
+ Node n;
+ n.id=data[i+0];
+ n.type=NodeType(int(data[i+1]));
+ n.pos=data[i+2];
+ n.param1=data[i+3];
+ n.param2=data[i+4];
+
+ Array conns=data[i+5];
+ ERR_FAIL_COND((conns.size()%3)!=0);
+
+ for(int j=0;j<conns.size();j+=3) {
+
+ SourceSlot ss;
+ int ls=conns[j+0];
+ ss.id=conns[j+1];
+ ss.slot=conns[j+2];
+ n.connections[ls]=ss;
+ }
+ shader[t].node_map[n.id]=n;
+
+ }
+ }
+
+ _update_shader();
+
+}
+
+Dictionary ShaderGraph::_get_data() const {
+
+ Array sh;
+ for(int i=0;i<3;i++) {
+ Array data;
+ int ec = shader[i].node_map.size();
+ data.resize(ec*6);
+ int idx=0;
+ for (Map<int,Node>::Element*E=shader[i].node_map.front();E;E=E->next()) {
+
+ data[idx+0]=E->key();
+ data[idx+1]=E->get().type;
+ data[idx+2]=E->get().pos;
+ data[idx+3]=E->get().param1;
+ data[idx+4]=E->get().param2;
+
+ Array conns;
+ conns.resize(E->get().connections.size()*3);
+ int idx2=0;
+ for(Map<int,SourceSlot>::Element*F=E->get().connections.front();F;F=F->next()) {
+
+ conns[idx2+0]=F->key();
+ conns[idx2+1]=F->get().id;
+ conns[idx2+2]=F->get().slot;
+ idx2+=3;
+ }
+ data[idx+5]=conns;
+ idx+=6;
+ }
+ sh.push_back(data);
+ }
+
+ Dictionary data;
+ data["shaders"]=sh;
+ return data;
+}
+
+
+
+ShaderGraph::GraphError ShaderGraph::get_graph_error(ShaderType p_type) const {
+
+ ERR_FAIL_INDEX_V(p_type,3,GRAPH_OK);
+ return shader[p_type].error;
+}
+
void ShaderGraph::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_update_shader"),&ShaderGraph::_update_shader);
@@ -100,9 +187,9 @@ void ShaderGraph::_bind_methods() {
ObjectTypeDB::bind_method(_MD("vec_scalar_op_node_set_op","shader_type","id","op"),&ShaderGraph::vec_scalar_op_node_set_op);
ObjectTypeDB::bind_method(_MD("vec_scalar_op_node_get_op","shader_type","id"),&ShaderGraph::vec_scalar_op_node_get_op);
- ObjectTypeDB::bind_method(_MD("rgb_op_node_set_op","shader_type","id","op","c"),&ShaderGraph::rgb_op_node_set_op);
+ ObjectTypeDB::bind_method(_MD("rgb_op_node_set_op","shader_type","id","op"),&ShaderGraph::rgb_op_node_set_op);
ObjectTypeDB::bind_method(_MD("rgb_op_node_get_op","shader_type","id"),&ShaderGraph::rgb_op_node_get_op);
- ObjectTypeDB::bind_method(_MD("rgb_op_node_get_c","shader_type","id"),&ShaderGraph::rgb_op_node_get_c);
+
ObjectTypeDB::bind_method(_MD("xform_vec_mult_node_set_no_translation","shader_type","id","disable"),&ShaderGraph::xform_vec_mult_node_set_no_translation);
ObjectTypeDB::bind_method(_MD("xform_vec_mult_node_get_no_translation","shader_type","id"),&ShaderGraph::xform_vec_mult_node_get_no_translation);
@@ -147,6 +234,11 @@ void ShaderGraph::_bind_methods() {
ObjectTypeDB::bind_method(_MD("node_set_state","shader_type","id","state"),&ShaderGraph::node_set_state);
ObjectTypeDB::bind_method(_MD("node_get_state:var","shader_type","id"),&ShaderGraph::node_get_state);
+ ObjectTypeDB::bind_method(_MD("_set_data"),&ShaderGraph::_set_data);
+ ObjectTypeDB::bind_method(_MD("_get_data"),&ShaderGraph::_get_data);
+
+ ADD_PROPERTY( PropertyInfo(Variant::DICTIONARY,"_data",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), _SCS("_set_data"),_SCS("_get_data"));
+
//void get_connections(ShaderType p_which,List<Connection> *p_connections) const;
@@ -271,6 +363,8 @@ void ShaderGraph::_bind_methods() {
BIND_CONSTANT( VEC_FUNC_HSV2RGB );
BIND_CONSTANT( VEC_MAX_FUNC );
+ ADD_SIGNAL(MethodInfo("updated"));
+
#if 0
ObjectTypeDB::bind_method(_MD("node_add"),&ShaderGraph::node_add );
@@ -347,7 +441,7 @@ void ShaderGraph::_bind_methods() {
}
-String ShaderGraph::_find_unique_name(ShaderType p_which, const String& p_base) {
+String ShaderGraph::_find_unique_name(const String& p_base) {
@@ -358,15 +452,19 @@ String ShaderGraph::_find_unique_name(ShaderType p_which, const String& p_base)
tocmp+="_"+itos(idx);
}
bool valid=true;
- for (Map<int,Node>::Element *E=shader[p_which].node_map.front();E;E=E->next()) {
- if (E->get().type!=NODE_SCALAR_INPUT && E->get().type!=NODE_VEC_INPUT && E->get().type==NODE_RGB_INPUT && E->get().type==NODE_XFORM_INPUT && E->get().type==NODE_TEXTURE_INPUT && E->get().type==NODE_CUBEMAP_INPUT)
- continue;
- String name = E->get().param1;
- if (name==tocmp) {
- valid=false;
+ for(int i=0;i<3;i++) {
+ if (!valid)
break;
- }
+ for (Map<int,Node>::Element *E=shader[i].node_map.front();E;E=E->next()) {
+ if (E->get().type!=NODE_SCALAR_INPUT && E->get().type!=NODE_VEC_INPUT && E->get().type==NODE_RGB_INPUT && E->get().type==NODE_XFORM_INPUT && E->get().type==NODE_TEXTURE_INPUT && E->get().type==NODE_CUBEMAP_INPUT)
+ continue;
+ String name = E->get().param1;
+ if (name==tocmp) {
+ valid=false;
+ break;
+ }
+ }
}
if (!valid) {
@@ -424,12 +522,12 @@ void ShaderGraph::node_add(ShaderType p_type, NodeType p_node_type,int p_id) {
case NODE_XFORM_TO_VEC: {} break; // 3 scalar input: {} break; 1 vec3 output
case NODE_SCALAR_INTERP: {} break; // scalar interpolation (with optional curve)
case NODE_VEC_INTERP: {} break; // vec3 interpolation (with optional curve)
- case NODE_SCALAR_INPUT: {node.param1=_find_unique_name(p_type,"Scalar"); node.param2=0;} break; // scalar uniform (assignable in material)
- case NODE_VEC_INPUT: {node.param1=_find_unique_name(p_type,"Vec3");node.param2=Vector3();} break; // vec3 uniform (assignable in material)
- case NODE_RGB_INPUT: {node.param1=_find_unique_name(p_type,"Color");node.param2=Color();} break; // color uniform (assignable in material)
- case NODE_XFORM_INPUT: {node.param1=_find_unique_name(p_type,"XForm"); node.param2=Transform();} break; // mat4 uniform (assignable in material)
- case NODE_TEXTURE_INPUT: {node.param1=_find_unique_name(p_type,"Tex"); } break; // texture input (assignable in material)
- case NODE_CUBEMAP_INPUT: {node.param1=_find_unique_name(p_type,"Cube"); } break; // cubemap input (assignable in material)
+ case NODE_SCALAR_INPUT: {node.param1=_find_unique_name("Scalar"); node.param2=0;} break; // scalar uniform (assignable in material)
+ case NODE_VEC_INPUT: {node.param1=_find_unique_name("Vec3");node.param2=Vector3();} break; // vec3 uniform (assignable in material)
+ case NODE_RGB_INPUT: {node.param1=_find_unique_name("Color");node.param2=Color();} break; // color uniform (assignable in material)
+ case NODE_XFORM_INPUT: {node.param1=_find_unique_name("XForm"); node.param2=Transform();} break; // mat4 uniform (assignable in material)
+ case NODE_TEXTURE_INPUT: {node.param1=_find_unique_name("Tex"); } break; // texture input (assignable in material)
+ case NODE_CUBEMAP_INPUT: {node.param1=_find_unique_name("Cube"); } break; // cubemap input (assignable in material)
case NODE_OUTPUT: {} break; // output (shader type dependent)
case NODE_COMMENT: {} break; // comment
case NODE_TYPE_MAX: {};
@@ -479,7 +577,7 @@ void ShaderGraph::node_remove(ShaderType p_type,int p_id) {
}
shader[p_type].node_map.erase(p_id);
- print_line("erased node, amount left: "+itos(shader[p_type].node_map.size()));
+
_request_update();
}
@@ -545,7 +643,6 @@ bool ShaderGraph::is_node_connected(ShaderType p_type,int p_src_id,int p_src_slo
void ShaderGraph::disconnect_node(ShaderType p_type,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
ERR_FAIL_INDEX(p_type,3);
- print_line("** dsisconnect");
SourceSlot ts;
ts.id=p_src_id;
ts.slot=p_src_slot;
@@ -782,14 +879,14 @@ ShaderGraph::VecScalarOp ShaderGraph::vec_scalar_op_node_get_op(ShaderType p_typ
}
-void ShaderGraph::rgb_op_node_set_op(ShaderType p_type,float p_id,RGBOp p_op,float p_c){
+void ShaderGraph::rgb_op_node_set_op(ShaderType p_type,float p_id,RGBOp p_op){
ERR_FAIL_INDEX(p_type,3);
ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
Node& n = shader[p_type].node_map[p_id];
ERR_FAIL_COND(n.type!=NODE_RGB_OP);
n.param1=p_op;
- n.param2=p_c;
+
_request_update();
}
@@ -803,15 +900,7 @@ ShaderGraph::RGBOp ShaderGraph::rgb_op_node_get_op(ShaderType p_type,float p_id)
return RGBOp(op);
}
-float ShaderGraph::rgb_op_node_get_c(ShaderType p_type,float p_id) const{
-
- ERR_FAIL_INDEX_V(p_type,3,0);
- ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),0);
- const Node& n = shader[p_type].node_map[p_id];
- ERR_FAIL_COND_V(n.type!=NODE_RGB_OP,0);
- return n.param2;
-}
void ShaderGraph::xform_vec_mult_node_set_no_translation(ShaderType p_type,int p_id,bool p_no_translation){
@@ -839,7 +928,9 @@ void ShaderGraph::scalar_func_node_set_function(ShaderType p_type,int p_id,Scala
ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
Node& n = shader[p_type].node_map[p_id];
ERR_FAIL_COND(n.type!=NODE_SCALAR_FUNC);
- n.param1=p_func;
+ int func = p_func;
+ ERR_FAIL_INDEX(func,SCALAR_MAX_FUNC);
+ n.param1=func;
_request_update();
}
@@ -859,7 +950,9 @@ void ShaderGraph::vec_func_node_set_function(ShaderType p_type,int p_id,VecFunc
ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
Node& n = shader[p_type].node_map[p_id];
ERR_FAIL_COND(n.type!=NODE_VEC_FUNC);
- n.param1=p_func;
+ int func = p_func;
+ ERR_FAIL_INDEX(func,VEC_MAX_FUNC);
+ n.param1=func;
_request_update();
@@ -881,8 +974,9 @@ void ShaderGraph::input_node_set_name(ShaderType p_type,int p_id,const String& p
ERR_FAIL_COND(!p_name.is_valid_identifier());
Node& n = shader[p_type].node_map[p_id];
ERR_FAIL_COND(n.type!=NODE_SCALAR_INPUT && n.type!=NODE_VEC_INPUT && n.type==NODE_RGB_INPUT && n.type==NODE_XFORM_INPUT && n.type==NODE_TEXTURE_INPUT && n.type==NODE_CUBEMAP_INPUT);
+
n.param1="";
- n.param1=_find_unique_name(p_type,p_name);
+ n.param1=_find_unique_name(p_name);
_request_update();
}
@@ -1097,59 +1191,74 @@ ShaderGraph::~ShaderGraph() {
const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
//material vertex in
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","SRC_VERTEX",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","SRC_NORMAL",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","SRC_TANGENT",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"BinormalF","SRC_BINORMALF",SLOT_TYPE_SCALAR,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"WorldMatrix","WORLD_MATRIX",SLOT_TYPE_XFORM,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"InvCameraMatrix","INV_CAMERA_MATRIX",SLOT_TYPE_XFORM,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"ProjectionMatrix","PROJECTION_MATRIX",SLOT_TYPE_XFORM,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"ModelviewMatrix","MODELVIEW_MATRIX",SLOT_TYPE_XFORM,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"InstanceID","INSTANCE_ID",SLOT_TYPE_SCALAR,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Time","TIME",SLOT_TYPE_SCALAR,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","SRC_VERTEX","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","SRC_NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","SRC_TANGENT","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"BinormalF","SRC_BINORMALF","",SLOT_TYPE_SCALAR,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Color","SRC_COLOR","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Alpha","SRC_ALPHA","",SLOT_TYPE_SCALAR,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV","SRC_UV","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","SRC_UV2","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"WorldMatrix","WORLD_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"InvCameraMatrix","INV_CAMERA_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"ProjectionMatrix","PROJECTION_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"ModelviewMatrix","MODELVIEW_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"InstanceID","INSTANCE_ID","",SLOT_TYPE_SCALAR,SLOT_IN},
+
//material vertex out
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","VERTEX",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","NORMAL",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","TANGENT",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Binormal","BINORMAL",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV","UV",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","UV2",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Color","COLOR.rgb",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Alpha","COLOR.a",SLOT_TYPE_SCALAR,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var1","VAR1.rgb",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var2","VAR2.rgb",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"SpecExp","SPEC_EXP",SLOT_TYPE_SCALAR,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_VERTEX,"PointSize","POINT_SIZE",SLOT_TYPE_SCALAR,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","VERTEX","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","TANGENT","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV","UV",".xy",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","UV2",".xy",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"SpecExp","SPEC_EXP","",SLOT_TYPE_SCALAR,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_VERTEX,"PointSize","POINT_SIZE","",SLOT_TYPE_SCALAR,SLOT_OUT},
//pixel vertex in
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Vertex","VERTEX",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Position","POSITION",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","IN_NORMAL",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Tangent","TANGENT",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","UV",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","SCREEN_UV",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a",SLOT_TYPE_SCALAR,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"InvCameraMatrix","INV_CAMERA_MATRIX",SLOT_TYPE_XFORM,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Time","TIME",SLOT_TYPE_SCALAR,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Vertex","VERTEX","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Position","POSITION.xyz","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","IN_NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Tangent","TANGENT","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0);","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","SCREEN_UV","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"InvCameraMatrix","INV_CAMERA_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN},
//pixel vertex out
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Diffuse","DIFFUSE_OUT",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"DiffuseAlpha","ALPHA_OUT",SLOT_TYPE_SCALAR,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Specular","SPECULAR",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"SpecularExp","SPECULAR",SLOT_TYPE_SCALAR,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Emission","EMISSION",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Glow","GLOW",SLOT_TYPE_SCALAR,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"ShadeParam","SHADE_PARAM",SLOT_TYPE_SCALAR,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","NORMAL",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMap","NORMALMAP",SLOT_TYPE_VEC,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMapDepth","NORMALMAP_DEPTH",SLOT_TYPE_SCALAR,SLOT_OUT},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Discard","DISCARD",SLOT_TYPE_SCALAR,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Diffuse","DIFFUSE_OUT","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"DiffuseAlpha","ALPHA_OUT","",SLOT_TYPE_SCALAR,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Specular","SPECULAR","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"SpecularExp","SPECULAR","",SLOT_TYPE_SCALAR,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Emission","EMISSION","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Glow","GLOW","",SLOT_TYPE_SCALAR,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMap","NORMALMAP","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMapDepth","NORMALMAP_DEPTH","",SLOT_TYPE_SCALAR,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Discard","DISCARD",">0.5",SLOT_TYPE_SCALAR,SLOT_OUT},
+ //light in
+ {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightDir","LIGHT_DIR","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightDiffuse","LIGHT_DIFFUSE","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightSpecular","LIGHT_SPECULAR","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_LIGHT,"EyeVec","EYE_VEC","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Diffuse","DIFFUSE","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Specular","SPECULAR","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_LIGHT,"SpecExp","SPECULAR_EXP","",SLOT_TYPE_SCALAR,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_LIGHT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_IN},
+ //light out
+ {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Light","LIGHT","",SLOT_TYPE_VEC,SLOT_OUT},
//end
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT},
};
@@ -1174,17 +1283,17 @@ const ShaderGraph::NodeSlotInfo ShaderGraph::node_slot_info[]= {
{NODE_SCALAR_CONST,{SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, //scalar constant
{NODE_VEC_CONST,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, //vec3 constant
- {NODE_RGB_CONST,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, //rgb constant (shows a color picker instead)
+ {NODE_RGB_CONST,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, //rgb constant (shows a color picker instead)
{NODE_XFORM_CONST,{SLOT_MAX},{SLOT_TYPE_XFORM,SLOT_MAX}}, // 4x4 matrix constant
{NODE_TIME,{SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // time in seconds
{NODE_SCREEN_TEX,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // screen texture sampler (takes UV) (only usable in fragment shader)
{NODE_SCALAR_OP,{SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_VEC_OP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // scalar vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_VEC_SCALAR_OP,{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
- {NODE_RGB_OP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_TYPE_SCALAR},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
+ {NODE_RGB_OP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_XFORM_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_XFORM,SLOT_MAX},{SLOT_TYPE_XFORM,SLOT_MAX}}, // mat4 x mat4
{NODE_XFORM_VEC_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // mat4 x vec3 mult (with no-translation option)
- {NODE_XFORM_VEC_INV_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // mat4 x vec3 inverse mult (with no-translation option)
+ {NODE_XFORM_VEC_INV_MULT,{SLOT_TYPE_VEC,SLOT_TYPE_XFORM,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // mat4 x vec3 inverse mult (with no-translation option)
{NODE_SCALAR_FUNC,{SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar function (sin,{SLOT_MAX},{SLOT_MAX}}, cos,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_VEC_FUNC,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vector function (normalize,{SLOT_MAX},{SLOT_MAX}}, negate,{SLOT_MAX},{SLOT_MAX}}, reciprocal,{SLOT_MAX},{SLOT_MAX}}, rgb2hsv,{SLOT_MAX},{SLOT_MAX}}, hsv2rgb,{SLOT_MAX},{SLOT_MAX}}, etc,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_VEC_LEN,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // vec3 length
@@ -1315,6 +1424,7 @@ ShaderGraph::SlotType ShaderGraph::get_node_input_slot_type(Mode p_mode, ShaderT
if (nsi->type==p_type) {
for(int i=0;i<NodeSlotInfo::MAX_INS;i++) {
+
if (nsi->ins[i]==SLOT_MAX)
break;
if (i==p_idx)
@@ -1381,6 +1491,14 @@ void ShaderGraph::_update_shader() {
String code[3];
+ List<StringName> names;
+ get_default_texture_param_list(&names);
+
+ for (List<StringName>::Element *E=names.front();E;E=E->next()) {
+ set_default_texture_param(E->get(),Ref<Texture>());
+ }
+
+
for(int i=0;i<3;i++) {
int idx=0;
@@ -1437,11 +1555,13 @@ void ShaderGraph::_update_shader() {
bool failed=false;
if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) {
- code[i]+="vec3 DIFFUSE_OUT=vec3(0,0,0);";
- code[i]+="float ALPHA_OUT=0;";
+ code[i]+="vec3 DIFFUSE_OUT=vec3(0,0,0);\n";
+ code[i]+="float ALPHA_OUT=0;\n";
}
+
Map<String,String> inputs_xlate;
+ Map<String,String> input_names_xlate;
Set<String> inputs_used;
for(int j=0;j<order.size();j++) {
@@ -1458,6 +1578,7 @@ void ShaderGraph::_update_shader() {
String vname=("nd"+itos(n->id)+"sl"+itos(idx));
inputs_xlate[vname]=String(typestr[iop->slot_type])+" "+vname+"="+iop->variable+";\n";
+ input_names_xlate[vname]=iop->variable;
idx++;
}
iop++;
@@ -1476,7 +1597,7 @@ void ShaderGraph::_update_shader() {
String iname=("nd"+itos(n->connections[idx].id)+"sl"+itos(n->connections[idx].slot));
if (node_get_type(ShaderType(i),n->connections[idx].id)==NODE_INPUT)
inputs_used.insert(iname);
- code[i]+=String(iop->variable)+"="+iname+";\n";
+ code[i]+=String(iop->variable)+"="+iname+String(iop->postfix)+";\n";
if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL && String(iop->name)=="DiffuseAlpha")
use_alpha=true;
}
@@ -1488,8 +1609,7 @@ void ShaderGraph::_update_shader() {
if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) {
if (use_alpha) {
- code[i]+="DIFFUSE_ALPHA.rgb=DIFFUSE_OUT;\n";
- code[i]+="DIFFUSE_ALPHA.a=ALPHA_OUT;\n";
+ code[i]+="DIFFUSE_ALPHA=vec4(DIFFUSE_OUT,ALPHA_OUT);\n";
} else {
code[i]+="DIFFUSE=DIFFUSE_OUT;\n";
}
@@ -1506,13 +1626,19 @@ void ShaderGraph::_update_shader() {
}
String iname="nd"+itos(n->connections[k].id)+"sl"+itos(n->connections[k].slot);
inputs.push_back(iname);
- if (node_get_type(ShaderType(i),n->connections[k].id)==NODE_INPUT)
+ if (node_get_type(ShaderType(i),n->connections[k].id)==NODE_INPUT) {
inputs_used.insert(iname);
+ }
}
if (failed)
break;
+
+ if (n->type==NODE_TEXTURE_INPUT || n->type==NODE_CUBEMAP_INPUT) {
+
+ set_default_texture_param(n->param1,n->param2);
+ }
_add_node_code(ShaderType(i),n,inputs,code[i]);
}
@@ -1521,13 +1647,33 @@ void ShaderGraph::_update_shader() {
if (failed)
continue;
+
for(Set<String>::Element *E=inputs_used.front();E;E=E->next()) {
ERR_CONTINUE( !inputs_xlate.has(E->get()));
code[i]=inputs_xlate[E->get()]+code[i];
+ String name=input_names_xlate[E->get()];
+
+ if (i==SHADER_TYPE_VERTEX && get_mode()==MODE_MATERIAL) {
+ if (name==("SRC_COLOR"))
+ code[i]="vec3 SRC_COLOR=COLOR.rgb;\n"+code[i];
+ if (name==("SRC_ALPHA"))
+ code[i]="float SRC_ALPHA=COLOR.a;\n"+code[i];
+ if (name==("SRC_UV"))
+ code[i]="vec3 SRC_UV=vec3(UV,0);\n"+code[i];
+ if (name==("SRC_UV2"))
+ code[i]="float SRC_UV2=vec3(UV2,0);\n"+code[i];
+ } else if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) {
+ if (name==("IN_NORMAL"))
+ code[i]="vec3 IN_NORMAL=NORMAL;\n"+code[i];
+ }
+
}
+
+
+
shader[i].error=GRAPH_OK;
- print_line("ShADER: "+code[i]);
+
}
bool all_ok=true;
@@ -1540,8 +1686,9 @@ void ShaderGraph::_update_shader() {
set_code(code[0],code[1],code[2]);
}
//do shader here
- print_line("UPDATING SHADER");
+
_pending_update_shader=false;
+ emit_signal(SceneStringNames::get_singleton()->updated);
}
void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<String>& p_inputs,String& code) {
@@ -1549,6 +1696,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
const char *typestr[4]={"float","vec3","mat4","texture"};
#define OUTNAME(id,slot) (String(typestr[get_node_output_slot_type(get_mode(),p_type,p_node->type,slot)])+" "+("nd"+itos(id)+"sl"+itos(slot)))
+#define OUTVAR(id,slot) ("nd"+itos(id)+"sl"+itos(slot))
switch(p_node->type) {
@@ -1568,6 +1716,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
case NODE_RGB_CONST: {
Color col = p_node->param1;
code+=OUTNAME(p_node->id,0)+"=vec3("+rtos(col.r)+","+rtos(col.g)+","+rtos(col.b)+");\n";
+ code+=OUTNAME(p_node->id,1)+"="+rtos(col.a)+";\n";
}break;
case NODE_XFORM_CONST: {
@@ -1626,16 +1775,94 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
int op = p_node->param1;
String optxt;
switch(op) {
- case VEC_OP_MUL: optxt = p_inputs[0]+"*"+p_inputs[1]+";"; break;
- case VEC_OP_DIV: optxt = p_inputs[0]+"/"+p_inputs[1]+";"; break;
- case VEC_OP_POW: optxt = "pow("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case VEC_SCALAR_OP_MUL: optxt = p_inputs[0]+"*"+p_inputs[1]+";"; break;
+ case VEC_SCALAR_OP_DIV: optxt = p_inputs[0]+"/"+p_inputs[1]+";"; break;
+ case VEC_SCALAR_OP_POW: optxt = "pow("+p_inputs[0]+","+p_inputs[1]+");"; break;
}
code+=OUTNAME(p_node->id,0)+"="+optxt+"\n";
}break;
case NODE_RGB_OP: {
+ int op = p_node->param1;
+ static const char*axisn[3]={"x","y","z"};
+ switch(op) {
+ case RGB_OP_SCREEN: {
+
+ code += OUTNAME(p_node->id,0)+"=vec3(1.0)-(vec3(1.0)-"+p_inputs[0]+")*(vec3(1.0)-"+p_inputs[1]+");\n";
+ } break;
+ case RGB_OP_DIFFERENCE: {
+
+ code += OUTNAME(p_node->id,0)+"=abs("+p_inputs[0]+"-"+p_inputs[1]+");\n";
+
+ } break;
+ case RGB_OP_DARKEN: {
+
+ code += OUTNAME(p_node->id,0)+"=min("+p_inputs[0]+","+p_inputs[1]+");\n";
+ } break;
+ case RGB_OP_LIGHTEN: {
+
+ code += OUTNAME(p_node->id,0)+"=max("+p_inputs[0]+","+p_inputs[1]+");\n";
+
+ } break;
+ case RGB_OP_OVERLAY: {
+
+ code += OUTNAME(p_node->id,0)+";\n";
+ for(int i=0;i<3;i++) {
+ code += "{\n";
+ code += "\tfloat base="+p_inputs[0]+"."+axisn[i]+";\n";
+ code += "\tfloat blend="+p_inputs[1]+"."+axisn[i]+";\n";
+ code += "\tif (base < 0.5) {\n";
+ code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = 2.0 * base * blend;\n";
+ code += "\t} else {\n";
+ code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
+ code += "\t}\n";
+ code += "}\n";
+ }
+
+ } break;
+ case RGB_OP_DODGE: {
+
+ code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+")/(vec3(1.0)-"+p_inputs[1]+");\n";
+
+ } break;
+ case RGB_OP_BURN: {
+
+ code += OUTNAME(p_node->id,0)+"=vec3(1.0)-(vec3(1.0)-"+p_inputs[0]+")/("+p_inputs[1]+");\n";
+ } break;
+ case RGB_OP_SOFT_LIGHT: {
+
+ code += OUTNAME(p_node->id,0)+";\n";
+ for(int i=0;i<3;i++) {
+ code += "{\n";
+ code += "\tfloat base="+p_inputs[0]+"."+axisn[i]+";\n";
+ code += "\tfloat blend="+p_inputs[1]+"."+axisn[i]+";\n";
+ code += "\tif (base < 0.5) {\n";
+ code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (base * (blend+0.5));\n";
+ code += "\t} else {\n";
+ code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (1 - (1-base) * (1-(blend-0.5)));\n";
+ code += "\t}\n";
+ code += "}\n";
+ }
+ } break;
+ case RGB_OP_HARD_LIGHT: {
+
+ code += OUTNAME(p_node->id,0)+";\n";
+ for(int i=0;i<3;i++) {
+ code += "{\n";
+ code += "\tfloat base="+p_inputs[0]+"."+axisn[i]+";\n";
+ code += "\tfloat blend="+p_inputs[1]+"."+axisn[i]+";\n";
+ code += "\tif (base < 0.5) {\n";
+ code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (base * (2*blend));\n";
+ code += "\t} else {\n";
+ code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (1 - (1-base) * (1-2*(blend-0.5)));\n";
+ code += "\t}\n";
+ code += "}\n";
+ }
+
+ } break;
+ }
}break;
case NODE_XFORM_MULT: {
@@ -1646,26 +1873,85 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
bool no_translation = p_node->param1;
if (no_translation) {
- code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*vec4("+p_inputs[1]+",0);\n";
+ code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+"*vec4("+p_inputs[1]+",0)).xyz;\n";
} else {
- code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*vec4("+p_inputs[1]+",1);\n";
+ code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+"*vec4("+p_inputs[1]+",1)).xyz;\n";
}
}break;
case NODE_XFORM_VEC_INV_MULT: {
bool no_translation = p_node->param1;
if (no_translation) {
- code += OUTNAME(p_node->id,0)+"="+p_inputs[1]+"*vec4("+p_inputs[0]+",0);\n";
+ code += OUTNAME(p_node->id,0)+"=("+p_inputs[1]+"*vec4("+p_inputs[0]+",0)).xyz;\n";
} else {
- code += OUTNAME(p_node->id,0)+"="+p_inputs[1]+"*vec4("+p_inputs[0]+",1);\n";
+ code += OUTNAME(p_node->id,0)+"=("+p_inputs[1]+"*vec4("+p_inputs[0]+",1)).xyz;\n";
}
}break;
case NODE_SCALAR_FUNC: {
-
-
- }break;
+ static const char*scalar_func_id[SCALAR_MAX_FUNC]={
+ "sin($)",
+ "cos($)",
+ "tan($)",
+ "asin($)",
+ "acos($)",
+ "atan($)",
+ "sinh($)",
+ "cosh($)",
+ "tanh($)",
+ "log($)",
+ "exp($)",
+ "sqrt($)",
+ "abs($)",
+ "sign($)",
+ "floor($)",
+ "round($)",
+ "ceil($)",
+ "frac($)",
+ "min(max($,0),1)",
+ "-($)",
+ };
+
+ int func = p_node->param1;
+ ERR_FAIL_INDEX(func,SCALAR_MAX_FUNC);
+ code += OUTNAME(p_node->id,0)+"="+String(scalar_func_id[func]).replace("$",p_inputs[0])+";\n";
+
+ } break;
case NODE_VEC_FUNC: {
+ static const char*vec_func_id[VEC_MAX_FUNC]={
+ "normalize($)",
+ "max(min($,vec3(1,1,1)),vec3(0,0,0))",
+ "-($)",
+ "1.0/($)",
+ "",
+ "",
+ };
+
+
+ int func = p_node->param1;
+ ERR_FAIL_INDEX(func,VEC_MAX_FUNC);
+ if (func==VEC_FUNC_RGB2HSV) {
+ code += OUTNAME(p_node->id,0)+";\n";
+ code+="{\n";
+ code+="\tvec3 c = "+p_inputs[0]+";\n";
+ code+="\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
+ code+="\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
+ code+="\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
+ code+="\tfloat d = q.x - min(q.w, q.y);\n";
+ code+="\tfloat e = 1.0e-10;\n";
+ code+="\t"+OUTVAR(p_node->id,0)+"=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
+ code+="}\n";
+ } else if (func==VEC_FUNC_HSV2RGB) {
+ code += OUTNAME(p_node->id,0)+";\n";;
+ code+="{\n";
+ code+="\tvec3 c = "+p_inputs[0]+";\n";
+ code+="\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
+ code+="\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
+ code+="\t"+OUTVAR(p_node->id,0)+"=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
+ code+="}\n";
+ } else {
+ code += OUTNAME(p_node->id,0)+"="+String(vec_func_id[func]).replace("$",p_inputs[0])+";\n";
+ }
}break;
case NODE_VEC_LEN: {
@@ -1744,7 +2030,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
}break;
case NODE_TEXTURE_INPUT: {
String name = p_node->param1;
- String rname="_read_tex"+itos(p_node->id);
+ String rname="rt_read_tex"+itos(p_node->id);
code +="uniform texture "+name+";";
code +="vec4 "+rname+"=tex("+name+","+p_inputs[0]+".xy);\n";
code += OUTNAME(p_node->id,0)+"="+rname+".rgb;\n";
@@ -1755,7 +2041,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
String name = p_node->param1;
code +="uniform cubemap "+name+";";
- String rname="_read_tex"+itos(p_node->id);
+ String rname="rt_read_tex"+itos(p_node->id);
code +="vec4 "+rname+"=texcube("+name+","+p_inputs[0]+".xy);\n";
code += OUTNAME(p_node->id,0)+"="+rname+".rgb;\n";
code += OUTNAME(p_node->id,1)+"="+rname+".a;\n";
diff --git a/scene/resources/shader_graph.h b/scene/resources/shader_graph.h
index c73895db8a..55d09b4c38 100644
--- a/scene/resources/shader_graph.h
+++ b/scene/resources/shader_graph.h
@@ -115,7 +115,7 @@ public:
private:
- String _find_unique_name(ShaderType p_which, const String& p_base);
+ String _find_unique_name(const String& p_base);
struct SourceSlot {
@@ -151,6 +151,7 @@ private:
ShaderType shader_type;
const char *name;
const char *variable;
+ const char *postfix;
SlotType slot_type;
SlotDir dir;
};
@@ -175,6 +176,9 @@ private:
Array _get_node_list(ShaderType p_type) const;
Array _get_connections(ShaderType p_type) const;
+
+ void _set_data(const Dictionary& p_data);
+ Dictionary _get_data() const;
protected:
static void _bind_methods();
@@ -263,9 +267,8 @@ public:
RGB_MAX_OP
};
- void rgb_op_node_set_op(ShaderType p_which,float p_id,RGBOp p_op,float p_c);
+ void rgb_op_node_set_op(ShaderType p_which,float p_id,RGBOp p_op);
RGBOp rgb_op_node_get_op(ShaderType p_which,float p_id) const;
- float rgb_op_node_get_c(ShaderType p_which,float p_id) const;
void xform_vec_mult_node_set_no_translation(ShaderType p_which,int p_id,bool p_no_translation);
bool xform_vec_mult_node_get_no_translation(ShaderType p_which,int p_id) const;
@@ -345,6 +348,8 @@ public:
Variant node_get_state(ShaderType p_type, int p_node) const;
void node_set_state(ShaderType p_type, int p_id, const Variant& p_state);
+ GraphError get_graph_error(ShaderType p_type) const;
+
static int get_type_input_count(NodeType p_type);
static int get_type_output_count(NodeType p_type);
static SlotType get_type_input_type(NodeType p_type,int p_idx);
@@ -384,6 +389,7 @@ VARIANT_ENUM_CAST( ShaderGraph::VecScalarOp );
VARIANT_ENUM_CAST( ShaderGraph::RGBOp );
VARIANT_ENUM_CAST( ShaderGraph::ScalarFunc );
VARIANT_ENUM_CAST( ShaderGraph::VecFunc );
+VARIANT_ENUM_CAST( ShaderGraph::GraphError );
class MaterialShaderGraph : public ShaderGraph {
diff --git a/scene/resources/world_2d.cpp b/scene/resources/world_2d.cpp
index aee7ddde00..0dd6a3d5e7 100644
--- a/scene/resources/world_2d.cpp
+++ b/scene/resources/world_2d.cpp
@@ -364,12 +364,12 @@ World2D::World2D() {
Physics2DServer::get_singleton()->space_set_active(space,true);
Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY,GLOBAL_DEF("physics_2d/default_gravity",98));
Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY_VECTOR,GLOBAL_DEF("physics_2d/default_gravity_vector",Vector2(0,1)));
- Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_DENSITY,GLOBAL_DEF("physics_2d/default_density",0.1));
+ Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_LINEAR_DAMP,GLOBAL_DEF("physics_2d/default_density",0.1));
+ Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_ANGULAR_DAMP,GLOBAL_DEF("physics_2d/default_density",1));
Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS,1.0);
Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_CONTACT_MAX_SEPARATION,1.5);
Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,0.3);
Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD,2);
- Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,20);
Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,0.2);
indexer = memnew( SpatialIndexer2D );