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authorJuan Linietsky <reduzio@gmail.com>2015-01-03 16:52:37 -0300
committerJuan Linietsky <reduzio@gmail.com>2015-01-03 16:52:37 -0300
commitfbdd925d9be1c4c96d05089d7d5a58cd938b002c (patch)
tree9f4eb2ae7c61450dffb4a86bb5e82cf66e23d496 /scene/resources
parenteb1f978b1c1693018e9a6d353ca914f8e6586b4e (diff)
-Work in progress visual shader editor *DOES NOT WORK YET*
Diffstat (limited to 'scene/resources')
-rw-r--r--scene/resources/default_theme/default_theme.cpp8
-rw-r--r--scene/resources/default_theme/graph_node_close.pngbin0 -> 243 bytes
-rw-r--r--scene/resources/default_theme/theme_data.h5
-rw-r--r--scene/resources/material.cpp2
-rw-r--r--scene/resources/shader.cpp13
-rw-r--r--scene/resources/shader.h18
-rw-r--r--scene/resources/shader_graph.cpp2267
-rw-r--r--scene/resources/shader_graph.h407
8 files changed, 1844 insertions, 876 deletions
diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp
index 050e462902..e7f0d9b1f5 100644
--- a/scene/resources/default_theme/default_theme.cpp
+++ b/scene/resources/default_theme/default_theme.cpp
@@ -417,12 +417,18 @@ void make_default_theme() {
t->set_constant("hseparation","PopupMenu",2);
t->set_constant("vseparation","PopupMenu",1);
- Ref<StyleBoxTexture> graphsb = make_stylebox(graph_node_png,6,21,6,5,16,21,16,5);
+ Ref<StyleBoxTexture> graphsb = make_stylebox(graph_node_png,6,24,6,5,16,24,16,5);
//graphsb->set_expand_margin_size(MARGIN_LEFT,10);
//graphsb->set_expand_margin_size(MARGIN_RIGHT,10);
t->set_stylebox("frame","GraphNode", graphsb );
t->set_constant("separation","GraphNode", 1 );
t->set_icon("port","GraphNode", make_icon( graph_port_png ) );
+ t->set_icon("close","GraphNode", make_icon( graph_node_close_png ) );
+ t->set_font("title_font","GraphNode", default_font );
+ t->set_color("title_color","GraphNode", Color(0,0,0,1));
+ t->set_constant("title_offset","GraphNode", 18);
+ t->set_constant("close_offset","GraphNode", 18);
+ t->set_constant("port_offset","GraphNode", 3);
t->set_stylebox("bg","Tree", make_stylebox( tree_bg_png,4,4,4,5,3,3,3,3) );
diff --git a/scene/resources/default_theme/graph_node_close.png b/scene/resources/default_theme/graph_node_close.png
new file mode 100644
index 0000000000..ea5b510418
--- /dev/null
+++ b/scene/resources/default_theme/graph_node_close.png
Binary files differ
diff --git a/scene/resources/default_theme/theme_data.h b/scene/resources/default_theme/theme_data.h
index 9fe77b3223..a0f3dcd988 100644
--- a/scene/resources/default_theme/theme_data.h
+++ b/scene/resources/default_theme/theme_data.h
@@ -104,6 +104,11 @@ static const unsigned char graph_node_png[]={
};
+static const unsigned char graph_node_close_png[]={
+0x89,0x50,0x4e,0x47,0xd,0xa,0x1a,0xa,0x0,0x0,0x0,0xd,0x49,0x48,0x44,0x52,0x0,0x0,0x0,0xc,0x0,0x0,0x0,0xc,0x8,0x6,0x0,0x0,0x0,0x56,0x75,0x5c,0xe7,0x0,0x0,0x0,0x6,0x62,0x4b,0x47,0x44,0x0,0xff,0x0,0xff,0x0,0xff,0xa0,0xbd,0xa7,0x93,0x0,0x0,0x0,0x9,0x70,0x48,0x59,0x73,0x0,0x0,0xb,0x13,0x0,0x0,0xb,0x13,0x1,0x0,0x9a,0x9c,0x18,0x0,0x0,0x0,0x7,0x74,0x49,0x4d,0x45,0x7,0xde,0xc,0x15,0x14,0x15,0x39,0x35,0x48,0xf8,0xe3,0x0,0x0,0x0,0x80,0x49,0x44,0x41,0x54,0x28,0xcf,0xa5,0xd1,0xb1,0xa,0xc2,0x40,0x10,0x84,0xe1,0x4f,0xe5,0x30,0xad,0x9d,0xb5,0x60,0xeb,0x3,0x88,0x2f,0x6d,0xfa,0xb4,0x29,0x83,0xbd,0xb5,0xb5,0x9d,0x68,0x15,0x9b,0x3d,0xb9,0x4,0x11,0xe,0x7,0xb6,0xd9,0xfd,0x67,0xb9,0xb9,0xa5,0x52,0xab,0xa8,0x13,0xb6,0x78,0xe0,0x39,0x63,0x36,0x38,0x60,0x87,0x1b,0x34,0xb8,0x60,0xc4,0x19,0xa9,0x80,0x53,0xf4,0xc6,0x60,0x9a,0x72,0xd0,0xc6,0xa0,0x2b,0xc,0x5d,0xf4,0xda,0xd9,0xa2,0x8f,0x29,0x3,0x43,0x54,0x5e,0x90,0x7e,0xe5,0xca,0x60,0x36,0x4e,0xb4,0xf4,0x87,0xaa,0x9e,0x54,0x15,0xba,0xea,0x5b,0x17,0x71,0xb8,0x23,0x5e,0xb8,0xe2,0xfe,0xe5,0x70,0x7b,0xac,0xd1,0x57,0x7,0x7d,0x3,0x51,0x8f,0x29,0x6b,0x3c,0x49,0x28,0x81,0x0,0x0,0x0,0x0,0x49,0x45,0x4e,0x44,0xae,0x42,0x60,0x82
+};
+
+
static const unsigned char graph_port_png[]={
0x89,0x50,0x4e,0x47,0xd,0xa,0x1a,0xa,0x0,0x0,0x0,0xd,0x49,0x48,0x44,0x52,0x0,0x0,0x0,0xa,0x0,0x0,0x0,0xa,0x8,0x6,0x0,0x0,0x0,0x8d,0x32,0xcf,0xbd,0x0,0x0,0x0,0x6,0x62,0x4b,0x47,0x44,0x0,0x0,0x0,0x0,0x0,0x0,0xf9,0x43,0xbb,0x7f,0x0,0x0,0x0,0x9,0x70,0x48,0x59,0x73,0x0,0x0,0xb,0x13,0x0,0x0,0xb,0x13,0x1,0x0,0x9a,0x9c,0x18,0x0,0x0,0x0,0x7,0x74,0x49,0x4d,0x45,0x7,0xde,0xc,0x14,0x17,0x20,0x3,0xeb,0x8f,0x3a,0xdb,0x0,0x0,0x0,0x19,0x74,0x45,0x58,0x74,0x43,0x6f,0x6d,0x6d,0x65,0x6e,0x74,0x0,0x43,0x72,0x65,0x61,0x74,0x65,0x64,0x20,0x77,0x69,0x74,0x68,0x20,0x47,0x49,0x4d,0x50,0x57,0x81,0xe,0x17,0x0,0x0,0x1,0x65,0x49,0x44,0x41,0x54,0x18,0xd3,0x4d,0xd0,0x4f,0x6b,0xda,0x70,0x1c,0x7,0xe0,0xcf,0x37,0x7f,0x7e,0x49,0x66,0xd2,0x64,0x61,0x5,0x61,0x76,0x47,0xf1,0xa4,0x2d,0xdb,0x75,0x5,0x11,0x84,0xb0,0x5e,0xeb,0xd9,0xeb,0xf4,0x6d,0xec,0x2d,0xf8,0x26,0xb6,0x77,0xe0,0x45,0xba,0xa3,0x6c,0xa0,0x3b,0xad,0x39,0xb6,0x36,0x8,0x1b,0x4b,0x32,0xd2,0xc6,0x6c,0x9a,0x4f,0x4f,0x85,0x3e,0x2f,0xe1,0x11,0x0,0x20,0x29,0xd3,0xe9,0xd4,0xda,0x6e,0xb7,0x23,0xdf,0xf7,0xbb,0x0,0x90,0xe7,0xf9,0x8f,0x66,0xb3,0xf9,0x79,0x36,0x9b,0x55,0x22,0x42,0x83,0xa4,0x44,0x51,0xf4,0xea,0xe2,0xe2,0xc3,0xf7,0xf1,0x78,0xdc,0xa,0x82,0x40,0x8,0x20,0xcf,0x32,0x2e,0x97,0xcb,0x4f,0x51,0x14,0xbd,0x25,0xf9,0x5b,0x26,0x93,0x89,0xdd,0xe9,0x74,0xe2,0xf7,0xe7,0xe7,0x27,0x59,0xfa,0x87,0x65,0xb9,0x13,0x0,0xb0,0x1d,0x9b,0xe1,0xcb,0x50,0xbe,0x5e,0x5d,0xdd,0xfe,0xbc,0xbe,0x6e,0x6b,0x49,0x92,0x8c,0x4e,0x7b,0xa7,0xad,0xbf,0x79,0x4e,0xd3,0x54,0x12,0x86,0x21,0xc2,0x30,0x84,0x32,0x95,0xe4,0x79,0xc6,0xde,0xd9,0x59,0x2b,0x49,0xee,0x46,0x86,0xeb,0xba,0x5d,0xfb,0x85,0x23,0x87,0xfd,0x1e,0xb6,0xed,0x40,0xd7,0x35,0x0,0x40,0x7d,0x38,0xa0,0xdc,0xed,0x44,0x37,0x74,0xb8,0xae,0xd7,0x35,0x48,0x62,0xff,0xff,0x1f,0xfc,0x20,0x80,0xae,0xe9,0x78,0x42,0x0,0xca,0xb2,0x90,0x65,0x19,0x58,0xd7,0xd0,0x8a,0xa2,0x58,0xa7,0x69,0x56,0x6b,0xa2,0x51,0x29,0x5,0xcb,0x52,0xb0,0x94,0x5,0x4b,0x29,0x88,0x8,0xd3,0x34,0xad,0x8b,0xfb,0x62,0xad,0xf,0x6,0x83,0xb8,0xaa,0xaa,0xb1,0xe7,0x79,0xbe,0x77,0x74,0x44,0xb7,0xe1,0x89,0x69,0x1a,0x28,0xcb,0x92,0x9b,0xcd,0x46,0x56,0xab,0xd5,0x86,0xe4,0x47,0x21,0x29,0xc3,0xe1,0xf0,0xb8,0xdf,0xef,0x7f,0x6b,0xb7,0xdb,0xaf,0x1b,0x8d,0x86,0x46,0x10,0xf,0xf7,0xf,0x75,0x1c,0xc7,0x77,0x8b,0xc5,0xe2,0xdd,0x7c,0x3e,0xff,0x25,0xcf,0xc3,0x6f,0x6e,0x6f,0x2e,0x1d,0xdb,0xe9,0x9,0x80,0xb2,0x2a,0xd7,0x27,0xad,0x37,0x5f,0x9e,0xc2,0x1f,0x1,0x3a,0xe6,0xa5,0x7b,0xef,0xf2,0xf3,0xcd,0x0,0x0,0x0,0x0,0x49,0x45,0x4e,0x44,0xae,0x42,0x60,0x82
};
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index e3427cbe2c..faba339fe1 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -501,7 +501,7 @@ bool ShaderMaterial::_get(const StringName& p_name,Variant &r_ret) const {
void ShaderMaterial::_get_property_list( List<PropertyInfo> *p_list) const {
- p_list->push_back( PropertyInfo( Variant::OBJECT, "shader/shader", PROPERTY_HINT_RESOURCE_TYPE,"Shader" ) );
+ p_list->push_back( PropertyInfo( Variant::OBJECT, "shader/shader", PROPERTY_HINT_RESOURCE_TYPE,"MaterialShader,MaterialShaderGraph" ) );
if (!shader.is_null()) {
diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp
index cc6bed3148..e47b2432f2 100644
--- a/scene/resources/shader.cpp
+++ b/scene/resources/shader.cpp
@@ -33,12 +33,6 @@
#include "scene/scene_string_names.h"
-void Shader::set_mode(Mode p_mode) {
-
- ERR_FAIL_INDEX(p_mode,2);
- VisualServer::get_singleton()->shader_set_mode(shader,VisualServer::ShaderMode(p_mode));
- emit_signal(SceneStringNames::get_singleton()->changed);
-}
Shader::Mode Shader::get_mode() const {
@@ -176,7 +170,6 @@ void Shader::get_default_texture_param_list(List<StringName>* r_textures) const{
void Shader::_bind_methods() {
- ObjectTypeDB::bind_method(_MD("set_mode","mode"),&Shader::set_mode);
ObjectTypeDB::bind_method(_MD("get_mode"),&Shader::get_mode);
ObjectTypeDB::bind_method(_MD("set_code","vcode","fcode","lcode","fofs","lofs"),&Shader::set_code,DEFVAL(0),DEFVAL(0));
@@ -203,9 +196,9 @@ void Shader::_bind_methods() {
}
-Shader::Shader() {
+Shader::Shader(Mode p_mode) {
- shader = VisualServer::get_singleton()->shader_create();
+ shader = VisualServer::get_singleton()->shader_create(VS::ShaderMode(p_mode));
params_cache_dirty=true;
}
@@ -237,7 +230,7 @@ RES ResourceFormatLoaderShader::load(const String &p_path,const String& p_origin
String base_path = p_path.get_base_dir();
- Ref<Shader> shader( memnew( Shader ) );
+ Ref<Shader> shader;//( memnew( Shader ) );
int line=0;
diff --git a/scene/resources/shader.h b/scene/resources/shader.h
index e1b8288c51..8c15ca43d4 100644
--- a/scene/resources/shader.h
+++ b/scene/resources/shader.h
@@ -50,6 +50,8 @@ class Shader : public Resource {
mutable Map<StringName,StringName> params_cache; //map a shader param to a material param..
Map<StringName,Ref<Texture> > default_textures;
+
+
protected:
@@ -59,10 +61,11 @@ public:
MODE_MATERIAL,
MODE_CANVAS_ITEM,
- MODE_POST_PROCESS
+ MODE_POST_PROCESS,
+ MODE_MAX
};
- void set_mode(Mode p_mode);
+ //void set_mode(Mode p_mode);
Mode get_mode() const;
void set_code( const String& p_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs=0,int p_light_ofs=0);
@@ -79,13 +82,22 @@ public:
virtual RID get_rid() const;
- Shader();
+ Shader(Mode p_mode);
~Shader();
};
VARIANT_ENUM_CAST( Shader::Mode );
+class MaterialShader : public Shader {
+
+ OBJ_TYPE(MaterialShader,Shader);
+
+public:
+
+ MaterialShader() : Shader(MODE_MATERIAL) {};
+};
+
class ResourceFormatLoaderShader : public ResourceFormatLoader {
diff --git a/scene/resources/shader_graph.cpp b/scene/resources/shader_graph.cpp
index 3ed6cebf07..a06a70be9f 100644
--- a/scene/resources/shader_graph.cpp
+++ b/scene/resources/shader_graph.cpp
@@ -30,118 +30,249 @@
-# if 0
-void ShaderGraph::_set(const String& p_name, const Variant& p_value) {
+Array ShaderGraph::_get_node_list(ShaderType p_type) const {
- if (p_name.begins_with("nodes/")) {
- int idx=p_name.get_slice("/",1).to_int();
- Dictionary data=p_value;
+ List<int> nodes;
+ get_node_list(p_type,&nodes);
+ Array arr(true);
+ for (List<int>::Element *E=nodes.front();E;E=E->next())
+ arr.push_back(E->get());
+ return arr;
+}
+Array ShaderGraph::_get_connections(ShaderType p_type) const {
- ERR_FAIL_COND(!data.has("type"));
- String type=data["type"];
+ List<Connection> connections;
+ get_node_connections(p_type,&connections);
+ Array arr(true);
+ for (List<Connection>::Element *E=connections.front();E;E=E->next()) {
- VS::NodeType node_type=VS::NODE_TYPE_MAX;
- for(int i=0;i<NODE_TYPE_MAX;i++) {
+ Dictionary d(true);
+ d["src_id"]=E->get().src_id;
+ d["src_slot"]=E->get().src_slot;
+ d["dst_id"]=E->get().dst_id;
+ d["dst_slot"]=E->get().dst_slot;
+ arr.push_back(d);
- if (type==VisualServer::shader_node_get_type_info((VS::NodeType)i).name)
- node_type=(VS::NodeType)i;
- }
+ }
+ return arr;
+}
- ERR_FAIL_COND(node_type==VS::NODE_TYPE_MAX);
+void ShaderGraph::_bind_methods() {
- node_add( (NodeType)node_type, idx );
- if (data.has("param"))
- node_set_param(idx,data["param"]);
- if (data.has("pos"))
- node_set_pos(idx,data["pos"]);
- }
+ ObjectTypeDB::bind_method(_MD("_update_shader"),&ShaderGraph::_update_shader);
- if (p_name.begins_with("conns/")) {
- Dictionary data=p_value;
- ERR_FAIL_COND( !data.has("src_id") );
- ERR_FAIL_COND( !data.has("src_slot") );
- ERR_FAIL_COND( !data.has("dst_id") );
- ERR_FAIL_COND( !data.has("dst_slot") );
+ ObjectTypeDB::bind_method(_MD("node_add","shader_type","node_type","id"),&ShaderGraph::node_add);
+ ObjectTypeDB::bind_method(_MD("node_remove","shader_type","id"),&ShaderGraph::node_remove);
+ ObjectTypeDB::bind_method(_MD("node_set_pos","shader_type","id","pos"),&ShaderGraph::node_set_pos);
+ ObjectTypeDB::bind_method(_MD("node_get_pos","shader_type","id"),&ShaderGraph::node_get_pos);
- connect(data["src_id"],data["src_slot"],data["dst_id"],data["dst_slot"]);
- }
+ ObjectTypeDB::bind_method(_MD("node_get_type","shader_type","id"),&ShaderGraph::node_get_type);
- return false;
-}
-Variant ShaderGraph::_get(const String& p_name) const {
+ ObjectTypeDB::bind_method(_MD("get_node_list","shader_type"),&ShaderGraph::_get_node_list);
- if (p_name.begins_with("nodes/")) {
- int idx=p_name.get_slice("/",1).to_int();
- Dictionary data;
- data["type"]=VisualServer::shader_node_get_type_info((VS::NodeType)node_get_type(idx)).name;
- data["pos"]=node_get_pos(idx);
- data["param"]=node_get_param(idx);
- return data;
- }
- if (p_name.begins_with("conns/")) {
- int idx=p_name.get_slice("/",1).to_int();
- Dictionary data;
-
- List<Connection> connections;
- get_connections(&connections);
- ERR_FAIL_INDEX_V( idx,connections.size(), Variant() );
- Connection c = connections[idx];
-
- data["src_id"]=c.src_id;
- data["src_slot"]=c.src_slot;
- data["dst_id"]=c.dst_id;
- data["dst_slot"]=c.dst_slot;
- return data;
- }
+ ObjectTypeDB::bind_method(_MD("scalar_const_node_set_value","shader_type","id","value"),&ShaderGraph::scalar_const_node_set_value);
+ ObjectTypeDB::bind_method(_MD("scalar_const_node_get_value","shader_type","id"),&ShaderGraph::scalar_const_node_set_value);
- return Variant();
-}
-void ShaderGraph::_get_property_list( List<PropertyInfo> *p_list) const {
+ ObjectTypeDB::bind_method(_MD("vec_const_node_set_value","shader_type","id","value"),&ShaderGraph::vec_const_node_set_value);
+ ObjectTypeDB::bind_method(_MD("vec_const_node_get_value","shader_type","id"),&ShaderGraph::vec_const_node_set_value);
- List<int> nodes;
- get_node_list(&nodes);
+ ObjectTypeDB::bind_method(_MD("rgb_const_node_set_value","shader_type","id","value"),&ShaderGraph::rgb_const_node_set_value);
+ ObjectTypeDB::bind_method(_MD("rgb_const_node_get_value","shader_type","id"),&ShaderGraph::rgb_const_node_set_value);
- for(List<int>::Element *E=nodes.front();E;E=E->next()) {
+ ObjectTypeDB::bind_method(_MD("xform_const_node_set_value","shader_type","id","value"),&ShaderGraph::xform_const_node_set_value);
+ ObjectTypeDB::bind_method(_MD("xform_const_node_get_value","shader_type","id"),&ShaderGraph::xform_const_node_set_value);
- int idx=E->get();
- p_list->push_back(PropertyInfo( Variant::DICTIONARY , "nodes/"+itos(idx),PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NETWORK|PROPERTY_USAGE_STORAGE ) );
- }
- List<Connection> connections;
- get_connections(&connections);
- int idx=0;
- for(List<Connection>::Element *E=connections.front();E;E=E->next()) {
- p_list->push_back(PropertyInfo( Variant::DICTIONARY , "conns/"+itos(idx++),PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NETWORK|PROPERTY_USAGE_STORAGE ) );
- }
+// void get_node_list(ShaderType p_which,List<int> *p_node_list) const;
-}
+ ObjectTypeDB::bind_method(_MD("texture_node_set_filter_size","shader_type","id","filter_size"),&ShaderGraph::texture_node_set_filter_size);
+ ObjectTypeDB::bind_method(_MD("texture_node_get_filter_size","shader_type","id"),&ShaderGraph::texture_node_set_filter_size);
-#endif
-#if 0
-Array ShaderGraph::_get_connections_helper() const {
+ ObjectTypeDB::bind_method(_MD("texture_node_set_filter_strength","shader_type","id","filter_strength"),&ShaderGraph::texture_node_set_filter_strength);
+ ObjectTypeDB::bind_method(_MD("texture_node_get_filter_strength","shader_type","id"),&ShaderGraph::texture_node_set_filter_strength);
- Array connections_ret;
- List<Connection> connections;
- get_connections(&connections);
- connections_ret.resize(connections.size());
-
- int idx=0;
- for(List<Connection>::Element *E=connections.front();E;E=E->next()) {
-
- Connection c = E->get();
- Dictionary data;
- data["src_id"]=c.src_id;
- data["src_slot"]=c.src_slot;
- data["dst_id"]=c.dst_id;
- data["dst_slot"]=c.dst_slot;
- connections_ret.set(idx++,data);
- }
+ ObjectTypeDB::bind_method(_MD("scalar_op_node_set_op","shader_type","id","op"),&ShaderGraph::scalar_op_node_set_op);
+ ObjectTypeDB::bind_method(_MD("scalar_op_node_get_op","shader_type","id"),&ShaderGraph::scalar_op_node_get_op);
- return connections_ret;
-}
+ ObjectTypeDB::bind_method(_MD("vec_op_node_set_op","shader_type","id","op"),&ShaderGraph::vec_op_node_set_op);
+ ObjectTypeDB::bind_method(_MD("vec_op_node_get_op","shader_type","id"),&ShaderGraph::vec_op_node_get_op);
-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_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);
+
+ ObjectTypeDB::bind_method(_MD("scalar_func_node_set_function","shader_type","id","func"),&ShaderGraph::scalar_func_node_set_function);
+ ObjectTypeDB::bind_method(_MD("scalar_func_node_get_function","shader_type","id"),&ShaderGraph::scalar_func_node_get_function);
+
+ ObjectTypeDB::bind_method(_MD("vec_func_node_set_function","shader_type","id","func"),&ShaderGraph::vec_func_node_set_function);
+ ObjectTypeDB::bind_method(_MD("vec_func_node_get_function","shader_type","id"),&ShaderGraph::vec_func_node_get_function);
+
+ ObjectTypeDB::bind_method(_MD("input_node_set_name","shader_type","id","name"),&ShaderGraph::input_node_set_name);
+ ObjectTypeDB::bind_method(_MD("input_node_get_name","shader_type","id"),&ShaderGraph::input_node_get_name);
+
+ ObjectTypeDB::bind_method(_MD("scalar_input_node_set_value","shader_type","id","value"),&ShaderGraph::scalar_input_node_set_value);
+ ObjectTypeDB::bind_method(_MD("scalar_input_node_get_value","shader_type","id"),&ShaderGraph::scalar_input_node_get_value);
+
+ ObjectTypeDB::bind_method(_MD("vec_input_node_set_value","shader_type","id","value"),&ShaderGraph::vec_input_node_set_value);
+ ObjectTypeDB::bind_method(_MD("vec_input_node_get_value","shader_type","id"),&ShaderGraph::vec_input_node_get_value);
+
+ ObjectTypeDB::bind_method(_MD("rgb_input_node_set_value","shader_type","id","value"),&ShaderGraph::rgb_input_node_set_value);
+ ObjectTypeDB::bind_method(_MD("rgb_input_node_get_value","shader_type","id"),&ShaderGraph::rgb_input_node_get_value);
+
+ ObjectTypeDB::bind_method(_MD("xform_input_node_set_value","shader_type","id","value"),&ShaderGraph::xform_input_node_set_value);
+ ObjectTypeDB::bind_method(_MD("xform_input_node_get_value","shader_type","id"),&ShaderGraph::xform_input_node_get_value);
+
+ ObjectTypeDB::bind_method(_MD("texture_input_node_set_value","shader_type","id","value:Texture"),&ShaderGraph::texture_input_node_set_value);
+ ObjectTypeDB::bind_method(_MD("texture_input_node_get_value:Texture","shader_type","id"),&ShaderGraph::texture_input_node_get_value);
+
+ ObjectTypeDB::bind_method(_MD("cubemap_input_node_set_value","shader_type","id","value:CubeMap"),&ShaderGraph::cubemap_input_node_set_value);
+ ObjectTypeDB::bind_method(_MD("cubemap_input_node_get_value:CubeMap","shader_type","id"),&ShaderGraph::cubemap_input_node_get_value);
+ ObjectTypeDB::bind_method(_MD("comment_node_set_text","shader_type","id","text"),&ShaderGraph::comment_node_set_text);
+ ObjectTypeDB::bind_method(_MD("comment_node_get_text","shader_type","id"),&ShaderGraph::comment_node_get_text);
+
+ ObjectTypeDB::bind_method(_MD("connect_node:Error","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::connect_node);
+ ObjectTypeDB::bind_method(_MD("is_node_connected","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::is_node_connected);
+ ObjectTypeDB::bind_method(_MD("disconnect_node","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::disconnect_node);
+ ObjectTypeDB::bind_method(_MD("get_node_connections","shader_type"),&ShaderGraph::_get_connections);
+
+ ObjectTypeDB::bind_method(_MD("clear","shader_type"),&ShaderGraph::clear);
+
+ 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);
+
+ //void get_connections(ShaderType p_which,List<Connection> *p_connections) const;
+
+
+ BIND_CONSTANT( NODE_INPUT ); // all inputs (shader type dependent)
+ BIND_CONSTANT( NODE_SCALAR_CONST ); //scalar constant
+ BIND_CONSTANT( NODE_VEC_CONST ); //vec3 constant
+ BIND_CONSTANT( NODE_RGB_CONST ); //rgb constant (shows a color picker instead)
+ BIND_CONSTANT( NODE_XFORM_CONST ); // 4x4 matrix constant
+ BIND_CONSTANT( NODE_TIME ); // time in seconds
+ BIND_CONSTANT( NODE_SCREEN_TEX ); // screen texture sampler (takes UV) (only usable in fragment shader)
+ BIND_CONSTANT( NODE_SCALAR_OP ); // scalar vs scalar op (mul ); add ); div ); etc)
+ BIND_CONSTANT( NODE_VEC_OP ); // vec3 vs vec3 op (mul );ad );div );crossprod );etc)
+ BIND_CONSTANT( NODE_VEC_SCALAR_OP ); // vec3 vs scalar op (mul ); add ); div ); etc)
+ BIND_CONSTANT( NODE_RGB_OP ); // vec3 vs vec3 rgb op (with scalar amount) ); like brighten ); darken ); burn ); dodge ); multiply ); etc.
+ BIND_CONSTANT( NODE_XFORM_MULT ); // mat4 x mat4
+ BIND_CONSTANT( NODE_XFORM_VEC_MULT ); // mat4 x vec3 mult (with no-translation option)
+ BIND_CONSTANT( NODE_XFORM_VEC_INV_MULT ); // mat4 x vec3 inverse mult (with no-translation option)
+ BIND_CONSTANT( NODE_SCALAR_FUNC ); // scalar function (sin ); cos ); etc)
+ BIND_CONSTANT( NODE_VEC_FUNC ); // vector function (normalize ); negate ); reciprocal ); rgb2hsv ); hsv2rgb ); etc ); etc)
+ BIND_CONSTANT( NODE_VEC_LEN ); // vec3 length
+ BIND_CONSTANT( NODE_DOT_PROD ); // vec3 . vec3 (dot product -> scalar output)
+ BIND_CONSTANT( NODE_VEC_TO_SCALAR ); // 1 vec3 input ); 3 scalar outputs
+ BIND_CONSTANT( NODE_SCALAR_TO_VEC ); // 3 scalar input ); 1 vec3 output
+ BIND_CONSTANT( NODE_VEC_TO_XFORM ); // 3 vec input ); 1 xform output
+ BIND_CONSTANT( NODE_XFORM_TO_VEC ); // 3 vec input ); 1 xform output
+ BIND_CONSTANT( NODE_SCALAR_INTERP ); // scalar interpolation (with optional curve)
+ BIND_CONSTANT( NODE_VEC_INTERP ); // vec3 interpolation (with optional curve)
+ BIND_CONSTANT( NODE_SCALAR_INPUT ); // scalar uniform (assignable in material)
+ BIND_CONSTANT( NODE_VEC_INPUT ); // vec3 uniform (assignable in material)
+ BIND_CONSTANT( NODE_RGB_INPUT ); // color uniform (assignable in material)
+ BIND_CONSTANT( NODE_XFORM_INPUT ); // mat4 uniform (assignable in material)
+ BIND_CONSTANT( NODE_TEXTURE_INPUT ); // texture input (assignable in material)
+ BIND_CONSTANT( NODE_CUBEMAP_INPUT ); // cubemap input (assignable in material)
+ BIND_CONSTANT( NODE_OUTPUT ); // output (shader type dependent)
+ BIND_CONSTANT( NODE_COMMENT ); // comment
+ BIND_CONSTANT( NODE_TYPE_MAX );
+
+ BIND_CONSTANT( SLOT_TYPE_SCALAR );
+ BIND_CONSTANT( SLOT_TYPE_VEC );
+ BIND_CONSTANT( SLOT_TYPE_XFORM );
+ BIND_CONSTANT( SLOT_TYPE_TEXTURE );
+ BIND_CONSTANT( SLOT_MAX );
+
+ BIND_CONSTANT( SHADER_TYPE_VERTEX );
+ BIND_CONSTANT( SHADER_TYPE_FRAGMENT );
+ BIND_CONSTANT( SHADER_TYPE_LIGHT );
+ BIND_CONSTANT( SHADER_TYPE_MAX );
+
+
+ BIND_CONSTANT( SLOT_IN );
+ BIND_CONSTANT( SLOT_OUT );
+
+ BIND_CONSTANT( GRAPH_OK );
+ BIND_CONSTANT( GRAPH_ERROR_CYCLIC );
+ BIND_CONSTANT( GRAPH_ERROR_MISSING_CONNECTIONS );
+
+ BIND_CONSTANT( SCALAR_OP_ADD );
+ BIND_CONSTANT( SCALAR_OP_SUB );
+ BIND_CONSTANT( SCALAR_OP_MUL );
+ BIND_CONSTANT( SCALAR_OP_DIV );
+ BIND_CONSTANT( SCALAR_OP_MOD );
+ BIND_CONSTANT( SCALAR_OP_POW );
+ BIND_CONSTANT( SCALAR_OP_MAX );
+ BIND_CONSTANT( SCALAR_OP_MIN );
+ BIND_CONSTANT( SCALAR_OP_ATAN2 );
+ BIND_CONSTANT( SCALAR_MAX_OP );
+
+ BIND_CONSTANT( VEC_OP_ADD );
+ BIND_CONSTANT( VEC_OP_SUB );
+ BIND_CONSTANT( VEC_OP_MUL );
+ BIND_CONSTANT( VEC_OP_DIV );
+ BIND_CONSTANT( VEC_OP_MOD );
+ BIND_CONSTANT( VEC_OP_POW );
+ BIND_CONSTANT( VEC_OP_MAX );
+ BIND_CONSTANT( VEC_OP_MIN );
+ BIND_CONSTANT( VEC_OP_CROSS );
+ BIND_CONSTANT( VEC_MAX_OP );
+
+ BIND_CONSTANT( VEC_SCALAR_OP_MUL );
+ BIND_CONSTANT( VEC_SCALAR_OP_DIV );
+ BIND_CONSTANT( VEC_SCALAR_OP_POW );
+ BIND_CONSTANT( VEC_SCALAR_MAX_OP );
+
+ BIND_CONSTANT( RGB_OP_SCREEN );
+ BIND_CONSTANT( RGB_OP_DIFFERENCE );
+ BIND_CONSTANT( RGB_OP_DARKEN );
+ BIND_CONSTANT( RGB_OP_LIGHTEN );
+ BIND_CONSTANT( RGB_OP_OVERLAY );
+ BIND_CONSTANT( RGB_OP_DODGE );
+ BIND_CONSTANT( RGB_OP_BURN );
+ BIND_CONSTANT( RGB_OP_SOFT_LIGHT );
+ BIND_CONSTANT( RGB_OP_HARD_LIGHT );
+ BIND_CONSTANT( RGB_MAX_OP );
+
+ BIND_CONSTANT( SCALAR_FUNC_SIN );
+ BIND_CONSTANT( SCALAR_FUNC_COS );
+ BIND_CONSTANT( SCALAR_FUNC_TAN );
+ BIND_CONSTANT( SCALAR_FUNC_ASIN );
+ BIND_CONSTANT( SCALAR_FUNC_ACOS );
+ BIND_CONSTANT( SCALAR_FUNC_ATAN );
+ BIND_CONSTANT( SCALAR_FUNC_SINH );
+ BIND_CONSTANT( SCALAR_FUNC_COSH );
+ BIND_CONSTANT( SCALAR_FUNC_TANH );
+ BIND_CONSTANT( SCALAR_FUNC_LOG );
+ BIND_CONSTANT( SCALAR_FUNC_EXP );
+ BIND_CONSTANT( SCALAR_FUNC_SQRT );
+ BIND_CONSTANT( SCALAR_FUNC_ABS );
+ BIND_CONSTANT( SCALAR_FUNC_SIGN );
+ BIND_CONSTANT( SCALAR_FUNC_FLOOR );
+ BIND_CONSTANT( SCALAR_FUNC_ROUND );
+ BIND_CONSTANT( SCALAR_FUNC_CEIL );
+ BIND_CONSTANT( SCALAR_FUNC_FRAC );
+ BIND_CONSTANT( SCALAR_FUNC_SATURATE );
+ BIND_CONSTANT( SCALAR_FUNC_NEGATE );
+ BIND_CONSTANT( SCALAR_MAX_FUNC );
+
+ BIND_CONSTANT( VEC_FUNC_NORMALIZE );
+ BIND_CONSTANT( VEC_FUNC_SATURATE );
+ BIND_CONSTANT( VEC_FUNC_NEGATE );
+ BIND_CONSTANT( VEC_FUNC_RECIPROCAL );
+ BIND_CONSTANT( VEC_FUNC_RGB2HSV );
+ BIND_CONSTANT( VEC_FUNC_HSV2RGB );
+ BIND_CONSTANT( VEC_MAX_FUNC );
+
+
+#if 0
ObjectTypeDB::bind_method(_MD("node_add"),&ShaderGraph::node_add );
ObjectTypeDB::bind_method(_MD("node_remove"),&ShaderGraph::node_remove );
ObjectTypeDB::bind_method(_MD("node_set_param"),&ShaderGraph::node_set_param );
@@ -212,73 +343,154 @@ void ShaderGraph::_bind_methods() {
BIND_CONSTANT( NODE_TEXTURE_2D_PARAMETER );
BIND_CONSTANT( NODE_TEXTURE_CUBE_PARAMETER );
BIND_CONSTANT( NODE_TYPE_MAX );
+#endif
}
-void ShaderGraph::node_add(NodeType p_type,int p_id) {
+String ShaderGraph::_find_unique_name(ShaderType p_which, const String& p_base) {
+
+
+
+ int idx=1;
+ while(true) {
+ String tocmp=p_base;
+ if (idx>1) {
+ 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;
+ break;
+ }
+
+ }
+
+ if (!valid) {
+ idx++;
+ continue;
+ }
+ return tocmp;
+ }
+ return String();
+}
- ERR_FAIL_COND( node_map.has(p_id ) );
- ERR_FAIL_INDEX( p_type, NODE_TYPE_MAX );
+void ShaderGraph::node_add(ShaderType p_type, NodeType p_node_type,int p_id) {
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(p_id==0);
+ ERR_FAIL_COND(p_node_type==NODE_OUTPUT); //can't create output
+ ERR_FAIL_COND( shader[p_type].node_map.has(p_id ) );
+ ERR_FAIL_INDEX( p_node_type, NODE_TYPE_MAX );
Node node;
- node.type=p_type;
+ if (p_node_type==NODE_INPUT) {
+ //see if it already exists
+ for(Map<int,Node>::Element *E=shader[p_type].node_map.front();E;E=E->next()) {
+ if (E->get().type==NODE_INPUT) {
+ ERR_EXPLAIN("Only one input node can be added to the graph.");
+ ERR_FAIL_COND(E->get().type==NODE_INPUT);
+ }
+ }
+ }
+ node.type=p_node_type;
node.id=p_id;
- node.x=0;
- node.y=0;
- node_map[p_id]=node;
+ switch(p_node_type) {
+ case NODE_INPUT: {} break; // all inputs (shader type dependent)
+ case NODE_SCALAR_CONST: { node.param1=0;} break; //scalar constant
+ case NODE_VEC_CONST: {node.param1=Vector3();} break; //vec3 constant
+ case NODE_RGB_CONST: {node.param1=Color();} break; //rgb constant (shows a color picker instead)
+ case NODE_XFORM_CONST: {node.param1=Transform();} break; // 4x4 matrix constant
+ case NODE_TIME: {} break; // time in seconds
+ case NODE_SCREEN_TEX: {Array arr; arr.push_back(0); arr.push_back(0); node.param2=arr;} break; // screen texture sampler (takes UV) (only usable in fragment shader)
+ case NODE_SCALAR_OP: {node.param1=SCALAR_OP_ADD;} break; // scalar vs scalar op (mul: {} break; add: {} break; div: {} break; etc)
+ case NODE_VEC_OP: {node.param1=VEC_OP_ADD;} break; // vec3 vs vec3 op (mul: {} break;ad: {} break;div: {} break;crossprod: {} break;etc)
+ case NODE_VEC_SCALAR_OP: {node.param1=VEC_SCALAR_OP_MUL;} break; // vec3 vs scalar op (mul: {} break; add: {} break; div: {} break; etc)
+ case NODE_RGB_OP: {node.param1=RGB_OP_SCREEN;} break; // vec3 vs vec3 rgb op (with scalar amount): {} break; like brighten: {} break; darken: {} break; burn: {} break; dodge: {} break; multiply: {} break; etc.
+ case NODE_XFORM_MULT: {} break; // mat4 x mat4
+ case NODE_XFORM_VEC_MULT: {} break; // mat4 x vec3 mult (with no-translation option)
+ case NODE_XFORM_VEC_INV_MULT: {} break; // mat4 x vec3 inverse mult (with no-translation option)
+ case NODE_SCALAR_FUNC: {node.param1=SCALAR_FUNC_SIN;} break; // scalar function (sin: {} break; cos: {} break; etc)
+ case NODE_VEC_FUNC: {node.param1=VEC_FUNC_NORMALIZE;} break; // vector function (normalize: {} break; negate: {} break; reciprocal: {} break; rgb2hsv: {} break; hsv2rgb: {} break; etc: {} break; etc)
+ case NODE_VEC_LEN: {} break; // vec3 length
+ case NODE_DOT_PROD: {} break; // vec3 . vec3 (dot product -> scalar output)
+ case NODE_VEC_TO_SCALAR: {} break; // 1 vec3 input: {} break; 3 scalar outputs
+ case NODE_SCALAR_TO_VEC: {} break; // 3 scalar input: {} break; 1 vec3 output
+ case NODE_VEC_TO_XFORM: {} break; // 3 scalar input: {} break; 1 vec3 output
+ 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_OUTPUT: {} break; // output (shader type dependent)
+ case NODE_COMMENT: {} break; // comment
+ case NODE_TYPE_MAX: {};
+ }
+ shader[p_type].node_map[p_id]=node;
+ _request_update();
}
-void ShaderGraph::node_set_pos(int p_id, const Vector2& p_pos) {
+void ShaderGraph::node_set_pos(ShaderType p_type,int p_id, const Vector2& p_pos) {
+ ERR_FAIL_INDEX(p_type,3);
+
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ shader[p_type].node_map[p_id].pos=p_pos;
+ _request_update();
- ERR_FAIL_COND(!node_map.has(p_id));
- node_map[p_id].x=p_pos.x;
- node_map[p_id].y=p_pos.y;
}
-Vector2 ShaderGraph::node_get_pos(int p_id) const {
+Vector2 ShaderGraph::node_get_pos(ShaderType p_type,int p_id) const {
+ ERR_FAIL_INDEX_V(p_type,3,Vector2());
- ERR_FAIL_COND_V(!node_map.has(p_id),Vector2());
- return Vector2(node_map[p_id].x,node_map[p_id].y);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Vector2());
+ return shader[p_type].node_map[p_id].pos;
}
-void ShaderGraph::node_remove(int p_id) {
+void ShaderGraph::node_remove(ShaderType p_type,int p_id) {
+
+ ERR_FAIL_COND(p_id==0);
+ ERR_FAIL_INDEX(p_type,3);
- ERR_FAIL_COND(!node_map.has(p_id));
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
//erase connections associated with node
- List<Connection>::Element *N,*E=connections.front();
- while(E) {
- N=E->next();
- const Connection &c = E->get();
- if (c.src_id==p_id || c.dst_id==p_id) {
+ for(Map<int,Node>::Element *E=shader[p_type].node_map.front();E;E=E->next()) {
+ if (E->key()==p_id)
+ continue; //no self
- connections.erase(E);
- }
- E=N;
- }
+ for (Map<int,SourceSlot>::Element *F=E->get().connections.front();F;) {
+ Map<int,SourceSlot>::Element *N=F->next();
- node_map.erase(p_id);
-}
+ if (F->get().id==p_id) {
+ E->get().connections.erase(F);
+ }
-void ShaderGraph::node_change_type(int p_id, NodeType p_type) {
+ F=N;
+ }
+ }
- ERR_FAIL_COND(!node_map.has(p_id));
- node_map[p_id].type=p_type;
- node_map[p_id].param=Variant();
+ shader[p_type].node_map.erase(p_id);
+ print_line("erased node, amount left: "+itos(shader[p_type].node_map.size()));
+ _request_update();
}
-void ShaderGraph::node_set_param(int p_id, const Variant& p_value) {
- ERR_FAIL_COND(!node_map.has(p_id));
- node_map[p_id].param=p_value;
-}
-void ShaderGraph::get_node_list(List<int> *p_node_list) const {
+void ShaderGraph::get_node_list(ShaderType p_type,List<int> *p_node_list) const {
+
+ ERR_FAIL_INDEX(p_type,3);
- Map<int,Node>::Element *E = node_map.front();
+ Map<int,Node>::Element *E = shader[p_type].node_map.front();
while(E) {
@@ -288,740 +500,1275 @@ void ShaderGraph::get_node_list(List<int> *p_node_list) const {
}
-ShaderGraph::NodeType ShaderGraph::node_get_type(int p_id) const {
+ShaderGraph::NodeType ShaderGraph::node_get_type(ShaderType p_type,int p_id) const {
- ERR_FAIL_COND_V(!node_map.has(p_id),NODE_TYPE_MAX);
- return node_map[p_id].type;
-}
+ ERR_FAIL_INDEX_V(p_type,3,NODE_TYPE_MAX);
-Variant ShaderGraph::node_get_param(int p_id) const {
-
- ERR_FAIL_COND_V(!node_map.has(p_id),Variant());
- return node_map[p_id].param;
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),NODE_TYPE_MAX);
+ return shader[p_type].node_map[p_id].type;
}
-Error ShaderGraph::connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
+Error ShaderGraph::connect_node(ShaderType p_type,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
+ ERR_FAIL_INDEX_V(p_type,3,ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_src_id==p_dst_id, ERR_INVALID_PARAMETER);
- ERR_FAIL_COND_V(!node_map.has(p_src_id), ERR_INVALID_PARAMETER);
- ERR_FAIL_COND_V(!node_map.has(p_dst_id), ERR_INVALID_PARAMETER);
- NodeType type_src=node_map[p_src_id].type;
- NodeType type_dst=node_map[p_dst_id].type;
- //ERR_FAIL_INDEX_V( p_src_slot, VisualServer::shader_get_output_count(type_src), ERR_INVALID_PARAMETER );
- //ERR_FAIL_INDEX_V( p_dst_slot, VisualServer::shader_get_input_count(type_dst), ERR_INVALID_PARAMETER );
- //ERR_FAIL_COND_V(VisualServer::shader_is_output_vector(type_src,p_src_slot) != VisualServer::shader_is_input_vector(type_dst,p_dst_slot), ERR_INVALID_PARAMETER );
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_src_id), ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_dst_id), ERR_INVALID_PARAMETER);
+ NodeType type_src=shader[p_type].node_map[p_src_id].type;
+ NodeType type_dst=shader[p_type].node_map[p_dst_id].type;
+ ERR_FAIL_INDEX_V( p_src_slot, get_node_output_slot_count(get_mode(),p_type,type_src), ERR_INVALID_PARAMETER );
+ ERR_FAIL_INDEX_V( p_dst_slot, get_node_input_slot_count(get_mode(),p_type,type_dst), ERR_INVALID_PARAMETER );
+ ERR_FAIL_COND_V(get_node_output_slot_type(get_mode(),p_type,type_src,p_src_slot) != get_node_input_slot_type(get_mode(),p_type,type_dst,p_dst_slot), ERR_INVALID_PARAMETER );
- List<Connection>::Element *E=connections.front();
- while(E) {
- const Connection &c = E->get();
- ERR_FAIL_COND_V(c.dst_slot==p_dst_slot && c.dst_id == p_dst_id, ERR_ALREADY_EXISTS);
+ SourceSlot ts;
+ ts.id=p_src_id;
+ ts.slot=p_src_slot;
+ shader[p_type].node_map[p_dst_id].connections[p_dst_slot]=ts;
+ _request_update();
- E=E->next();
- }
+ return OK;
+}
- Connection c;
- c.src_slot=p_src_slot;
- c.src_id=p_src_id;
- c.dst_slot=p_dst_slot;
- c.dst_id=p_dst_id;
+bool ShaderGraph::is_node_connected(ShaderType p_type,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const {
- connections.push_back(c);
+ ERR_FAIL_INDEX_V(p_type,3,false);
- return OK;
+ SourceSlot ts;
+ ts.id=p_src_id;
+ ts.slot=p_src_slot;
+ return shader[p_type].node_map.has(p_dst_id) && shader[p_type].node_map[p_dst_id].connections.has(p_dst_slot) &&
+ shader[p_type].node_map[p_dst_id].connections[p_dst_slot]==ts;
}
-bool ShaderGraph::is_connected(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const {
+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);
- const List<Connection>::Element *E=connections.front();
- while(E) {
- const Connection &c = E->get();
- if (c.dst_slot==p_dst_slot && c.dst_id == p_dst_id && c.src_slot==p_src_slot && c.src_id == p_src_id)
- return true;
+ print_line("** dsisconnect");
+ SourceSlot ts;
+ ts.id=p_src_id;
+ ts.slot=p_src_slot;
+ if (shader[p_type].node_map.has(p_dst_id) && shader[p_type].node_map[p_dst_id].connections.has(p_dst_slot) &&
+ shader[p_type].node_map[p_dst_id].connections[p_dst_slot]==ts) {
+ shader[p_type].node_map[p_dst_id].connections.erase(p_dst_slot);
- E=E->next();
}
+ _request_update();
- return false;
}
-void ShaderGraph::disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
+void ShaderGraph::get_node_connections(ShaderType p_type,List<Connection> *p_connections) const {
- List<Connection>::Element *N,*E=connections.front();
- while(E) {
- N=E->next();
- const Connection &c = E->get();
- if (c.src_slot==p_src_slot && c.src_id==p_src_id && c.dst_slot==p_dst_slot && c.dst_id == p_dst_id) {
+ ERR_FAIL_INDEX(p_type,3);
- connections.erase(E);
+ for(const Map<int,Node>::Element *E=shader[p_type].node_map.front();E;E=E->next()) {
+ for (const Map<int,SourceSlot>::Element *F=E->get().connections.front();F;F=F->next()) {
+
+ Connection c;
+ c.dst_id=E->key();
+ c.dst_slot=F->key();
+ c.src_id=F->get().id;
+ c.src_slot=F->get().slot;
+ p_connections->push_back(c);
}
- E=N;
}
+}
+
+
+void ShaderGraph::clear(ShaderType p_type) {
+ ERR_FAIL_INDEX(p_type,3);
+ shader[p_type].node_map.clear();
+ Node out;
+ out.pos=Vector2(300,300);
+ out.type=NODE_OUTPUT;
+ shader[p_type].node_map.insert(0,out);
+
+ _request_update();
}
-void ShaderGraph::get_connections(List<Connection> *p_connections) const {
- const List<Connection>::Element*E=connections.front();
- while(E) {
- p_connections->push_back(E->get());
- E=E->next();
- }
+void ShaderGraph::scalar_const_node_set_value(ShaderType p_type,int p_id,float p_value) {
+ 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_SCALAR_CONST);
+ n.param1=p_value;
+ _request_update();
}
+float ShaderGraph::scalar_const_node_get_value(ShaderType p_type,int 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_SCALAR_CONST,0);
+ return n.param1;
+}
+
+void ShaderGraph::vec_const_node_set_value(ShaderType p_type,int p_id,const Vector3& p_value){
+
+ 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_VEC_CONST);
+ n.param1=p_value;
+ _request_update();
-void ShaderGraph::clear() {
- connections.clear();
- node_map.clear();
}
+Vector3 ShaderGraph::vec_const_node_get_value(ShaderType p_type,int p_id) const{
+ ERR_FAIL_INDEX_V(p_type,3,Vector3());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Vector3());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_VEC_CONST,Vector3());
+ return n.param1;
-#if 0
-void ShaderGraph::node_add(NodeType p_type,int p_id) {
+}
+
+void ShaderGraph::rgb_const_node_set_value(ShaderType p_type,int p_id,const Color& p_value){
+
+ 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_CONST);
+ n.param1=p_value;
+ _request_update();
+
+}
+Color ShaderGraph::rgb_const_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Color());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Color());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_RGB_CONST,Color());
+ return n.param1;
- ShaderNode sn;
- sn.type=p_type;
- nodes[p_id]=sn;
- version++;
}
-void ShaderGraph::node_remove(int p_id) {
- nodes.erase(p_id);
+void ShaderGraph::xform_const_node_set_value(ShaderType p_type,int p_id,const Transform& p_value){
+
+ 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_XFORM_CONST);
+ n.param1=p_value;
+ _request_update();
}
-void ShaderGraph::node_set_param( int p_id, const Variant& p_value) {
+Transform ShaderGraph::xform_const_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Transform());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Transform());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_XFORM_CONST,Transform());
+ return n.param1;
- VisualServer::get_singleton()->shader_node_set_param(shader,p_id,p_value);
- version++;
}
-void ShaderGraph::get_node_list(List<int> *p_node_list) const {
+void ShaderGraph::texture_node_set_filter_size(ShaderType p_type,int p_id,int p_size){
+
+ 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_TEXTURE_INPUT && n.type!=NODE_SCREEN_TEX);
+ Array arr = n.param2;
+ arr[0]=p_size;
+ n.param2=arr;
+ _request_update();
- VisualServer::get_singleton()->shader_get_node_list(shader,p_node_list);
}
-ShaderGraph::NodeType ShaderGraph::node_get_type(int p_id) const {
+int ShaderGraph::texture_node_get_filter_size(ShaderType p_type,int 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_TEXTURE_INPUT && n.type!=NODE_SCREEN_TEX,0);
+ Array arr = n.param2;
+ return arr[0];
- return (NodeType)VisualServer::get_singleton()->shader_node_get_type(shader,p_id);
}
-Variant ShaderGraph::node_get_param(int p_id) const {
- return VisualServer::get_singleton()->shader_node_get_param(shader,p_id);
+void ShaderGraph::texture_node_set_filter_strength(ShaderType p_type,float p_id,float p_strength){
+
+ 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_TEXTURE_INPUT && n.type!=NODE_SCREEN_TEX);
+ Array arr = n.param2;
+ arr[1]=p_strength;
+ n.param2=arr;
+ _request_update();
+
+}
+float ShaderGraph::texture_node_get_filter_strength(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_TEXTURE_INPUT && n.type!=NODE_SCREEN_TEX,0);
+ Array arr = n.param2;
+ return arr[1];
}
-void ShaderGraph::connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
- VisualServer::get_singleton()->shader_connect(shader,p_src_id,p_src_slot,p_dst_id,p_dst_slot);
- version++;
+void ShaderGraph::scalar_op_node_set_op(ShaderType p_type,float p_id,ScalarOp 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_SCALAR_OP);
+ n.param1=p_op;
+ _request_update();
+
}
-void ShaderGraph::disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
+ShaderGraph::ScalarOp ShaderGraph::scalar_op_node_get_op(ShaderType p_type,float p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,SCALAR_MAX_OP);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),SCALAR_MAX_OP);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_SCALAR_OP,SCALAR_MAX_OP);
+ int op = n.param1;
+ return ScalarOp(op);
- VisualServer::get_singleton()->shader_disconnect(shader,p_src_id,p_src_slot,p_dst_id,p_dst_slot);
- version++;
}
-void ShaderGraph::get_connections(List<Connection> *p_connections) const {
- List<VS::ShaderGraphConnection> connections;
- VisualServer::get_singleton()->shader_get_connections(shader,&connections);
- for( List<VS::ShaderGraphConnection>::Element *E=connections.front();E;E=E->next()) {
+void ShaderGraph::vec_op_node_set_op(ShaderType p_type,float p_id,VecOp 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_VEC_OP);
+ n.param1=p_op;
+ _request_update();
- Connection c;
- c.src_id=E->get().src_id;
- c.src_slot=E->get().src_slot;
- c.dst_id=E->get().dst_id;
- c.dst_slot=E->get().dst_slot;
- p_connections->push_back(c);
- }
}
+ShaderGraph::VecOp ShaderGraph::vec_op_node_get_op(ShaderType p_type,float p_id) const{
-void ShaderGraph::node_set_pos(int p_id,const Point2& p_pos) {
+ ERR_FAIL_INDEX_V(p_type,3,VEC_MAX_OP);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),VEC_MAX_OP);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_VEC_OP,VEC_MAX_OP);
+ int op = n.param1;
+ return VecOp(op);
-#ifdef TOOLS_ENABLED
- ERR_FAIL_COND(!positions.has(p_id));
- positions[p_id]=p_pos;
-#endif
}
-Point2 ShaderGraph::node_get_pos(int p_id) const {
-#ifdef TOOLS_ENABLED
- ERR_FAIL_COND_V(!positions.has(p_id),Point2());
- return positions[p_id];
-#endif
+
+void ShaderGraph::vec_scalar_op_node_set_op(ShaderType p_type,float p_id,VecScalarOp 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_VEC_SCALAR_OP);
+ n.param1=p_op;
+ _request_update();
+
}
+ShaderGraph::VecScalarOp ShaderGraph::vec_scalar_op_node_get_op(ShaderType p_type,float p_id) const{
-void ShaderGraph::clear() {
+ ERR_FAIL_INDEX_V(p_type,3,VEC_SCALAR_MAX_OP);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),VEC_SCALAR_MAX_OP);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_VEC_SCALAR_OP,VEC_SCALAR_MAX_OP);
+ int op = n.param1;
+ return VecScalarOp(op);
- VisualServer::get_singleton()->shader_clear(shader);
- version++;
}
-#endif
-ShaderGraph::ShaderGraph() {
+void ShaderGraph::rgb_op_node_set_op(ShaderType p_type,float p_id,RGBOp p_op,float p_c){
+
+ 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();
- //shader = VisualServer::get_singleton()->shader_create();
- version = 1;
}
+ShaderGraph::RGBOp ShaderGraph::rgb_op_node_get_op(ShaderType p_type,float p_id) const{
-ShaderGraph::~ShaderGraph() {
+ ERR_FAIL_INDEX_V(p_type,3,RGB_MAX_OP);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),RGB_MAX_OP);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_RGB_OP,RGB_MAX_OP);
+ int op = n.param1;
+ return RGBOp(op);
- //VisualServer::get_singleton()->free(shader);
}
+float ShaderGraph::rgb_op_node_get_c(ShaderType p_type,float p_id) const{
-#if 0
-void ShaderGraph::shader_get_default_input_nodes(Mode p_type,List<PropertyInfo> *p_inputs) {
-
- switch(p_type) {
-
- case SHADER_VERTEX: {
-
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"vertex") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"normal") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"binormal") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"tangent") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"uv") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
- p_inputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
- } break;
- case SHADER_FRAGMENT: {
-
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"position") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"normal") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"binormal") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"tangent") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"uv") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
- p_inputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
-
- } break;
- case SHADER_POST_PROCESS: {
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
- p_inputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
- } break;
+ 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){
+
+ 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_XFORM_VEC_MULT && n.type!=NODE_XFORM_VEC_INV_MULT);
+ n.param1=p_no_translation;
+ _request_update();
}
-void ShaderGraph::shader_get_default_output_nodes(ShaderGraphType p_type,List<PropertyInfo> *p_outputs) {
+bool ShaderGraph::xform_vec_mult_node_get_no_translation(ShaderType p_type,int p_id) const{
- switch(p_type) {
+ ERR_FAIL_INDEX_V(p_type,3,false);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),false);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_XFORM_VEC_MULT && n.type!=NODE_XFORM_VEC_INV_MULT,false);
+ return n.param1;
- case SHADER_VERTEX: {
+}
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"vertex") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"normal") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"binormal") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"tangent") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"uv") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
- } break;
- case SHADER_FRAGMENT: {
+void ShaderGraph::scalar_func_node_set_function(ShaderType p_type,int p_id,ScalarFunc p_func){
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"normal") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"diffuse") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"specular") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"emission") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"spec_exp") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"glow") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"alpha_discard") );
+ 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_SCALAR_FUNC);
+ n.param1=p_func;
+ _request_update();
- } break;
- case SHADER_POST_PROCESS: {
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
- } break;
+}
+ShaderGraph::ScalarFunc ShaderGraph::scalar_func_node_get_function(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,SCALAR_MAX_FUNC);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),SCALAR_MAX_FUNC);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_SCALAR_FUNC,SCALAR_MAX_FUNC);
+ int func = n.param1;
+ return ScalarFunc(func);
+}
- }
+void ShaderGraph::vec_func_node_set_function(ShaderType p_type,int p_id,VecFunc p_func){
+
+ 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_VEC_FUNC);
+ n.param1=p_func;
+
+ _request_update();
+
+}
+ShaderGraph::VecFunc ShaderGraph::vec_func_node_get_function(ShaderType p_type, int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,VEC_MAX_FUNC);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),VEC_MAX_FUNC);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_VEC_FUNC,VEC_MAX_FUNC);
+ int func = n.param1;
+ return VecFunc(func);
+}
+
+void ShaderGraph::input_node_set_name(ShaderType p_type,int p_id,const String& p_name){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ 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);
+ _request_update();
+
+}
+String ShaderGraph::input_node_get_name(ShaderType p_type,int p_id){
+
+ ERR_FAIL_INDEX_V(p_type,3,String());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),String());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(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,String());
+ return n.param1;
+}
+
+
+void ShaderGraph::scalar_input_node_set_value(ShaderType p_type,int p_id,float p_value) {
+
+ 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_SCALAR_INPUT);
+ n.param2=p_value;
+ _request_update();
}
+float ShaderGraph::scalar_input_node_get_value(ShaderType p_type,int p_id) const{
-PropertyInfo ShaderGraph::shader_node_get_type_info(NodeType p_type) {
-
- switch(p_type) {
-
- case NODE_IN: return PropertyInfo(Variant::STRING,"in");
- case NODE_OUT: return PropertyInfo(Variant::STRING,"out");
- case NODE_CONSTANT: return PropertyInfo(Variant::REAL,"const");
- case NODE_PARAMETER: return PropertyInfo(Variant::STRING,"param");
- case NODE_ADD: return PropertyInfo(Variant::NIL,"add");
- case NODE_SUB: return PropertyInfo(Variant::NIL,"sub");
- case NODE_MUL: return PropertyInfo(Variant::NIL,"mul");
- case NODE_DIV: return PropertyInfo(Variant::NIL,"div");
- case NODE_MOD: return PropertyInfo(Variant::NIL,"rem");
- case NODE_SIN: return PropertyInfo(Variant::NIL,"sin");
- case NODE_COS: return PropertyInfo(Variant::NIL,"cos");
- case NODE_TAN: return PropertyInfo(Variant::NIL,"tan");
- case NODE_ARCSIN: return PropertyInfo(Variant::NIL,"arcsin");
- case NODE_ARCCOS: return PropertyInfo(Variant::NIL,"arccos");
- case NODE_ARCTAN: return PropertyInfo(Variant::NIL,"arctan");
- case NODE_POW: return PropertyInfo(Variant::NIL,"pow");
- case NODE_LOG: return PropertyInfo(Variant::NIL,"log");
- case NODE_MAX: return PropertyInfo(Variant::NIL,"max");
- case NODE_MIN: return PropertyInfo(Variant::NIL,"min");
- case NODE_COMPARE: return PropertyInfo(Variant::NIL,"cmp");
- case NODE_TEXTURE: return PropertyInfo(Variant::_RID,"texture1D",PROPERTY_HINT_RESOURCE_TYPE,"Texture");
- case NODE_TIME: return PropertyInfo(Variant::NIL,"time");
- case NODE_NOISE: return PropertyInfo(Variant::NIL,"noise");
- case NODE_PASS: return PropertyInfo(Variant::NIL,"pass");
- case NODE_VEC_IN: return PropertyInfo(Variant::STRING,"vin");
- case NODE_VEC_OUT: return PropertyInfo(Variant::STRING,"vout");
- case NODE_VEC_CONSTANT: return PropertyInfo(Variant::VECTOR3,"vconst");
- case NODE_VEC_PARAMETER: return PropertyInfo(Variant::STRING,"vparam");
- case NODE_VEC_ADD: return PropertyInfo(Variant::NIL,"vadd");
- case NODE_VEC_SUB: return PropertyInfo(Variant::NIL,"vsub");
- case NODE_VEC_MUL: return PropertyInfo(Variant::NIL,"vmul");
- case NODE_VEC_DIV: return PropertyInfo(Variant::NIL,"vdiv");
- case NODE_VEC_MOD: return PropertyInfo(Variant::NIL,"vrem");
- case NODE_VEC_CROSS: return PropertyInfo(Variant::NIL,"cross");
- case NODE_VEC_DOT: return PropertyInfo(Variant::NIL,"dot");
- case NODE_VEC_POW: return PropertyInfo(Variant::NIL,"vpow");
- case NODE_VEC_NORMALIZE: return PropertyInfo(Variant::NIL,"normalize");
- case NODE_VEC_INTERPOLATE: return PropertyInfo(Variant::NIL,"mix");
- case NODE_VEC_SCREEN_TO_UV: return PropertyInfo(Variant::NIL,"scrn2uv");
- case NODE_VEC_TRANSFORM3: return PropertyInfo(Variant::NIL,"xform3");
- case NODE_VEC_TRANSFORM4: return PropertyInfo(Variant::NIL,"xform4");
- case NODE_VEC_COMPARE: return PropertyInfo(Variant::_RID,"vcmp",PROPERTY_HINT_RESOURCE_TYPE,"Texture");
- case NODE_VEC_TEXTURE_2D: return PropertyInfo(Variant::_RID,"texture2D",PROPERTY_HINT_RESOURCE_TYPE,"Texture");
- case NODE_VEC_TEXTURE_CUBE: return PropertyInfo(Variant::NIL,"texcube");
- case NODE_VEC_NOISE: return PropertyInfo(Variant::NIL,"vec_noise");
- case NODE_VEC_0: return PropertyInfo(Variant::NIL,"vec_0");
- case NODE_VEC_1: return PropertyInfo(Variant::NIL,"vec_1");
- case NODE_VEC_2: return PropertyInfo(Variant::NIL,"vec_2");
- case NODE_VEC_BUILD: return PropertyInfo(Variant::NIL,"vbuild");
- case NODE_VEC_PASS: return PropertyInfo(Variant::NIL,"vpass");
- case NODE_COLOR_CONSTANT: return PropertyInfo(Variant::COLOR,"color_const");
- case NODE_COLOR_PARAMETER: return PropertyInfo(Variant::STRING,"color_param");
- case NODE_TEXTURE_PARAMETER: return PropertyInfo(Variant::STRING,"tex1D_param");
- case NODE_TEXTURE_2D_PARAMETER: return PropertyInfo(Variant::STRING,"tex2D_param");
- case NODE_TEXTURE_CUBE_PARAMETER: return PropertyInfo(Variant::STRING,"texcube_param");
- case NODE_TRANSFORM_CONSTANT: return PropertyInfo(Variant::TRANSFORM,"xform_const");
- case NODE_TRANSFORM_PARAMETER: return PropertyInfo(Variant::STRING,"xform_param");
- case NODE_LABEL: return PropertyInfo(Variant::STRING,"label");
-
- default: {}
+ 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_SCALAR_INPUT,0);
+
+ return n.param2;
+}
+
+void ShaderGraph::vec_input_node_set_value(ShaderType p_type,int p_id,const Vector3& p_value){
+
+ 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_VEC_INPUT);
+
+ n.param2=p_value;
+ _request_update();
+
+}
+Vector3 ShaderGraph::vec_input_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Vector3());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Vector3());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_VEC_INPUT,Vector3());
+ return n.param2;
+}
+
+void ShaderGraph::rgb_input_node_set_value(ShaderType p_type,int p_id,const Color& p_value){
+
+ 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_INPUT);
+ n.param2=p_value;
+ _request_update();
+
+}
+Color ShaderGraph::rgb_input_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Color());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Color());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_RGB_INPUT,Color());
+ return n.param2;
+}
+
+void ShaderGraph::xform_input_node_set_value(ShaderType p_type,int p_id,const Transform& p_value){
+
+ 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_XFORM_INPUT);
+ n.param2=p_value;
+ _request_update();
+
+}
+Transform ShaderGraph::xform_input_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Transform());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Transform());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_XFORM_INPUT,Transform());
+ return n.param2;
+}
+
+
+void ShaderGraph::texture_input_node_set_value(ShaderType p_type,int p_id,const Ref<Texture>& p_texture) {
+
+ 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_TEXTURE_INPUT);
+ n.param2=p_texture;
+ _request_update();
+
+}
+Ref<Texture> ShaderGraph::texture_input_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Ref<Texture>());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Ref<Texture>());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_TEXTURE_INPUT,Ref<Texture>());
+ return n.param2;
+}
+
+void ShaderGraph::cubemap_input_node_set_value(ShaderType p_type,int p_id,const Ref<CubeMap>& p_cubemap){
+
+ 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_CUBEMAP_INPUT);
+ n.param2=p_cubemap;
+ _request_update();
+
+}
+
+Ref<CubeMap> ShaderGraph::cubemap_input_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Ref<CubeMap>());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Ref<CubeMap>());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_CUBEMAP_INPUT,Ref<CubeMap>());
+ return n.param2;
+
+}
+
+
+void ShaderGraph::comment_node_set_text(ShaderType p_type,int p_id,const String& p_comment) {
+
+ 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_COMMENT);
+ n.param1=p_comment;
+
+}
+
+String ShaderGraph::comment_node_get_text(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,String());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),String());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_COMMENT,String());
+ return n.param1;
+
+}
+
+void ShaderGraph::_request_update() {
+
+ if (_pending_update_shader)
+ return;
+
+ _pending_update_shader=true;
+ call_deferred("_update_shader");
+
+}
+
+Variant ShaderGraph::node_get_state(ShaderType p_type,int p_id) const {
+
+ ERR_FAIL_INDEX_V(p_type,3,Variant());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Variant());
+ const Node& n = shader[p_type].node_map[p_id];
+ Dictionary s;
+ s["pos"]=n.pos;
+ s["param1"]=n.param1;
+ s["param2"]=n.param2;
+ return s;
+
+}
+void ShaderGraph::node_set_state(ShaderType p_type,int p_id,const Variant& p_state) {
+
+ 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];
+ Dictionary d = p_state;
+ ERR_FAIL_COND(!d.has("pos"));
+ ERR_FAIL_COND(!d.has("param1"));
+ ERR_FAIL_COND(!d.has("param2"));
+ n.pos=d["pos"];
+ n.param1=d["param1"];
+ n.param2=d["param2"];
+
+}
+
+ShaderGraph::ShaderGraph(Mode p_mode) : Shader(p_mode) {
+
+ //shader = VisualServer::get_singleton()->shader_create();
+ _pending_update_shader=false;
+ Node out;
+ out.id=0;
+ out.pos=Vector2(250,20);
+ out.type=NODE_OUTPUT;
+ for(int i=0;i<3;i++) {
+
+ shader[i].node_map.insert(0,out);
}
+}
- ERR_FAIL_V( PropertyInfo(Variant::NIL,"error") );
-}
-int ShaderGraph::shader_get_input_count(NodeType p_type) {
-
- switch(p_type) {
- case NODE_IN: return 0;
- case NODE_OUT: return 1;
- case NODE_CONSTANT: return 0;
- case NODE_PARAMETER: return 0;
- case NODE_ADD: return 2;
- case NODE_SUB: return 2;
- case NODE_MUL: return 2;
- case NODE_DIV: return 2;
- case NODE_MOD: return 2;
- case NODE_SIN: return 1;
- case NODE_COS: return 1;
- case NODE_TAN: return 1;
- case NODE_ARCSIN: return 1;
- case NODE_ARCCOS: return 1;
- case NODE_ARCTAN: return 1;
- case NODE_POW: return 2;
- case NODE_LOG: return 1;
- case NODE_MAX: return 2;
- case NODE_MIN: return 2;
- case NODE_COMPARE: return 4;
- case NODE_TEXTURE: return 1; ///< param 0: texture
- case NODE_TIME: return 1; ///< param 0: interval length
- case NODE_NOISE: return 0;
- case NODE_PASS: return 1;
- case NODE_VEC_IN: return 0; ///< param 0: name
- case NODE_VEC_OUT: return 1; ///< param 0: name
- case NODE_VEC_CONSTANT: return 0; ///< param 0: value
- case NODE_VEC_PARAMETER: return 0; ///< param 0: name
- case NODE_VEC_ADD: return 2;
- case NODE_VEC_SUB: return 2;
- case NODE_VEC_MUL: return 2;
- case NODE_VEC_DIV: return 2;
- case NODE_VEC_MOD: return 2;
- case NODE_VEC_CROSS: return 2;
- case NODE_VEC_DOT: return 2;
- case NODE_VEC_POW: return 2;
- case NODE_VEC_NORMALIZE: return 1;
- case NODE_VEC_INTERPOLATE: return 3;
- case NODE_VEC_SCREEN_TO_UV: return 1;
- case NODE_VEC_TRANSFORM3: return 4;
- case NODE_VEC_TRANSFORM4: return 5;
- case NODE_VEC_COMPARE: return 4;
- case NODE_VEC_TEXTURE_2D: return 1;
- case NODE_VEC_TEXTURE_CUBE: return 1;
- case NODE_VEC_NOISE: return 0;
- case NODE_VEC_0: return 1;
- case NODE_VEC_1: return 1;
- case NODE_VEC_2: return 1;
- case NODE_VEC_BUILD: return 3;
- case NODE_VEC_PASS: return 1;
- case NODE_COLOR_CONSTANT: return 0;
- case NODE_COLOR_PARAMETER: return 0;
- case NODE_TEXTURE_PARAMETER: return 1;
- case NODE_TEXTURE_2D_PARAMETER: return 1;
- case NODE_TEXTURE_CUBE_PARAMETER: return 1;
- case NODE_TRANSFORM_CONSTANT: return 1;
- case NODE_TRANSFORM_PARAMETER: return 1;
- case NODE_LABEL: return 0;
- default: {}
+ShaderGraph::~ShaderGraph() {
+
+ //VisualServer::get_singleton()->free(shader);
+}
+
+
+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},
+ //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},
+ //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},
+ //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},
+ //end
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT},
+
+};
+
+void ShaderGraph::get_input_output_node_slot_info(Mode p_mode, ShaderType p_type, List<SlotInfo> *r_slots) {
+
+ const InOutParamInfo* iop = &inout_param_info[0];
+ while(iop->name) {
+ if (p_mode==iop->shader_mode && p_type==iop->shader_type) {
+
+ SlotInfo si;
+ si.dir=iop->dir;
+ si.name=iop->name;
+ si.type=iop->slot_type;
+ r_slots->push_back(si);
+ }
+ iop++;
}
- ERR_FAIL_V( 0 );
-}
-int ShaderGraph::shader_get_output_count(NodeType p_type) {
-
- switch(p_type) {
- case NODE_IN: return 1;
- case NODE_OUT: return 0;
- case NODE_CONSTANT: return 1;
- case NODE_PARAMETER: return 1;
- case NODE_ADD: return 1;
- case NODE_SUB: return 1;
- case NODE_MUL: return 1;
- case NODE_DIV: return 1;
- case NODE_MOD: return 1;
- case NODE_SIN: return 1;
- case NODE_COS: return 1;
- case NODE_TAN: return 1;
- case NODE_ARCSIN: return 1;
- case NODE_ARCCOS: return 1;
- case NODE_ARCTAN: return 1;
- case NODE_POW: return 1;
- case NODE_LOG: return 1;
- case NODE_MAX: return 1;
- case NODE_MIN: return 1;
- case NODE_COMPARE: return 2;
- case NODE_TEXTURE: return 3; ///< param 0: texture
- case NODE_TIME: return 1; ///< param 0: interval length
- case NODE_NOISE: return 1;
- case NODE_PASS: return 1;
- case NODE_VEC_IN: return 1; ///< param 0: name
- case NODE_VEC_OUT: return 0; ///< param 0: name
- case NODE_VEC_CONSTANT: return 1; ///< param 0: value
- case NODE_VEC_PARAMETER: return 1; ///< param 0: name
- case NODE_VEC_ADD: return 1;
- case NODE_VEC_SUB: return 1;
- case NODE_VEC_MUL: return 1;
- case NODE_VEC_DIV: return 1;
- case NODE_VEC_MOD: return 1;
- case NODE_VEC_CROSS: return 1;
- case NODE_VEC_DOT: return 1;
- case NODE_VEC_POW: return 1;
- case NODE_VEC_NORMALIZE: return 1;
- case NODE_VEC_INTERPOLATE: return 1;
- case NODE_VEC_SCREEN_TO_UV: return 1;
- case NODE_VEC_TRANSFORM3: return 1;
- case NODE_VEC_TRANSFORM4: return 1;
- case NODE_VEC_COMPARE: return 2;
- case NODE_VEC_TEXTURE_2D: return 3;
- case NODE_VEC_TEXTURE_CUBE: return 3;
- case NODE_VEC_NOISE: return 1;
- case NODE_VEC_0: return 1;
- case NODE_VEC_1: return 1;
- case NODE_VEC_2: return 1;
- case NODE_VEC_BUILD: return 1;
- case NODE_VEC_PASS: return 1;
- case NODE_COLOR_CONSTANT: return 2;
- case NODE_COLOR_PARAMETER: return 2;
- case NODE_TEXTURE_PARAMETER: return 3;
- case NODE_TEXTURE_2D_PARAMETER: return 3;
- case NODE_TEXTURE_CUBE_PARAMETER: return 3;
- case NODE_TRANSFORM_CONSTANT: return 1;
- case NODE_TRANSFORM_PARAMETER: return 1;
- case NODE_LABEL: return 0;
-
- default: {}
+}
+
+
+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_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_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_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
+ {NODE_DOT_PROD,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // vec3 . vec3 (dot product -> scalar output)
+ {NODE_VEC_TO_SCALAR,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR}}, // 1 vec3 input,{SLOT_MAX},{SLOT_MAX}}, 3 scalar outputs
+ {NODE_SCALAR_TO_VEC,{SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR},{SLOT_TYPE_VEC,SLOT_MAX}}, // 3 scalar input,{SLOT_MAX},{SLOT_MAX}}, 1 vec3 output
+ {NODE_SCALAR_INTERP,{SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar interpolation (with optional curve)
+ {NODE_VEC_INTERP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_TYPE_SCALAR},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 interpolation (with optional curve)
+ {NODE_SCALAR_INPUT,{SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar uniform (assignable in material)
+ {NODE_VEC_INPUT,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 uniform (assignable in material)
+ {NODE_RGB_INPUT,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // color uniform (assignable in material)
+ {NODE_XFORM_INPUT,{SLOT_MAX},{SLOT_TYPE_XFORM,SLOT_MAX}}, // mat4 uniform (assignable in material)
+ {NODE_TEXTURE_INPUT,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // texture input (assignable in material)
+ {NODE_CUBEMAP_INPUT,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // cubemap input (assignable in material)
+ {NODE_COMMENT,{SLOT_MAX},{SLOT_MAX}}, // comment
+ {NODE_TYPE_MAX,{SLOT_MAX},{SLOT_MAX}}
+};
+
+int ShaderGraph::get_node_input_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type) {
+
+ if (p_type==NODE_INPUT || p_type==NODE_OUTPUT) {
+
+ const InOutParamInfo* iop = &inout_param_info[0];
+ int pc=0;
+ while(iop->name) {
+ if (p_mode==iop->shader_mode && p_shader_type==iop->shader_type) {
+
+ if (iop->dir==SLOT_OUT)
+ pc++;
+ }
+ iop++;
+ }
+ return pc;
+ } else if (p_type==NODE_VEC_TO_XFORM){
+ return 4;
+ } else if (p_type==NODE_XFORM_TO_VEC){
+ return 1;
+ } else {
+
+ const NodeSlotInfo*nsi=&node_slot_info[0];
+ while(nsi->type!=NODE_TYPE_MAX) {
+
+ if (nsi->type==p_type) {
+ int pc=0;
+ for(int i=0;i<NodeSlotInfo::MAX_INS;i++) {
+ if (nsi->ins[i]==SLOT_MAX)
+ break;
+ pc++;
+ }
+ return pc;
+ }
+
+ nsi++;
+ }
+
+ return 0;
+
+ }
+}
+
+int ShaderGraph::get_node_output_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type){
+
+ if (p_type==NODE_INPUT || p_type==NODE_OUTPUT) {
+
+ const InOutParamInfo* iop = &inout_param_info[0];
+ int pc=0;
+ while(iop->name) {
+ if (p_mode==iop->shader_mode && p_shader_type==iop->shader_type) {
+
+ if (iop->dir==SLOT_IN)
+ pc++;
+ }
+ iop++;
+ }
+ return pc;
+ } else if (p_type==NODE_VEC_TO_XFORM){
+ return 1;
+ } else if (p_type==NODE_XFORM_TO_VEC){
+ return 4;
+ } else {
+
+ const NodeSlotInfo*nsi=&node_slot_info[0];
+ while(nsi->type!=NODE_TYPE_MAX) {
+
+ if (nsi->type==p_type) {
+ int pc=0;
+ for(int i=0;i<NodeSlotInfo::MAX_OUTS;i++) {
+ if (nsi->outs[i]==SLOT_MAX)
+ break;
+ pc++;
+ }
+ return pc;
+ }
+
+ nsi++;
+ }
+
+ return 0;
+
}
- ERR_FAIL_V( 0 );
-
-}
-
-#define RET2(m_a,m_b) if (p_idx==0) return m_a; else if (p_idx==1) return m_b; else return "";
-#define RET3(m_a,m_b,m_c) if (p_idx==0) return m_a; else if (p_idx==1) return m_b; else if (p_idx==2) return m_c; else return "";
-#define RET4(m_a,m_b,m_c,m_d) if (p_idx==0) return m_a; else if (p_idx==1) return m_b; else if (p_idx==2) return m_c; else if (p_idx==3) return m_d; else return "";
-
-#define RET5(m_a,m_b,m_c,m_d,m_e) if (p_idx==0) return m_a; else if (p_idx==1) return m_b; else if (p_idx==2) return m_c; else if (p_idx==3) return m_d; else if (p_idx==4) return m_e; else return "";
-
-String ShaderGraph::shader_get_input_name(NodeType p_type,int p_idx) {
-
- switch(p_type) {
-
- case NODE_IN: return "";
- case NODE_OUT: return "out";
- case NODE_CONSTANT: return "";
- case NODE_PARAMETER: return "";
- case NODE_ADD: RET2("a","b");
- case NODE_SUB: RET2("a","b");
- case NODE_MUL: RET2("a","b");
- case NODE_DIV: RET2("a","b");
- case NODE_MOD: RET2("a","b");
- case NODE_SIN: return "rad";
- case NODE_COS: return "rad";
- case NODE_TAN: return "rad";
- case NODE_ARCSIN: return "in";
- case NODE_ARCCOS: return "in";
- case NODE_ARCTAN: return "in";
- case NODE_POW: RET2("in","exp");
- case NODE_LOG: return "in";
- case NODE_MAX: return "in";
- case NODE_MIN: return "in";
- case NODE_COMPARE: RET4("a","b","ret1","ret2");
- case NODE_TEXTURE: return "u";
- case NODE_TIME: return "";
- case NODE_NOISE: return "";
- case NODE_PASS: return "in";
- case NODE_VEC_IN: return "";
- case NODE_VEC_OUT: return "out";
- case NODE_VEC_CONSTANT: return "";
- case NODE_VEC_PARAMETER: return "";
- case NODE_VEC_ADD: RET2("a","b");
- case NODE_VEC_SUB: RET2("a","b");
- case NODE_VEC_MUL: RET2("a","b");
- case NODE_VEC_DIV: RET2("a","b");
- case NODE_VEC_MOD: RET2("a","b");
- case NODE_VEC_CROSS: RET2("a","b");
- case NODE_VEC_DOT: RET2("a","b");
- case NODE_VEC_POW: RET2("a","b");
- case NODE_VEC_NORMALIZE: return "vec";
- case NODE_VEC_INTERPOLATE: RET3("a","b","c");
- case NODE_VEC_SCREEN_TO_UV: return "scr";
- case NODE_VEC_TRANSFORM3: RET4("in","col0","col1","col2");
- case NODE_VEC_TRANSFORM4: RET5("in","col0","col1","col2","col3");
- case NODE_VEC_COMPARE: RET4("a","b","ret1","ret2");
- case NODE_VEC_TEXTURE_2D: return "uv";
- case NODE_VEC_TEXTURE_CUBE: return "uvw";
- case NODE_VEC_NOISE: return "";
- case NODE_VEC_0: return "vec";
- case NODE_VEC_1: return "vec";
- case NODE_VEC_2: return "vec";
- case NODE_VEC_BUILD: RET3("x/r","y/g","z/b");
- case NODE_VEC_PASS: return "in";
- case NODE_COLOR_CONSTANT: return "";
- case NODE_COLOR_PARAMETER: return "";
- case NODE_TEXTURE_PARAMETER: return "u";
- case NODE_TEXTURE_2D_PARAMETER: return "uv";
- case NODE_TEXTURE_CUBE_PARAMETER: return "uvw";
- case NODE_TRANSFORM_CONSTANT: return "in";
- case NODE_TRANSFORM_PARAMETER: return "in";
- case NODE_LABEL: return "";
-
- default: {}
+}
+ShaderGraph::SlotType ShaderGraph::get_node_input_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx){
+
+ if (p_type==NODE_INPUT || p_type==NODE_OUTPUT) {
+
+ const InOutParamInfo* iop = &inout_param_info[0];
+ int pc=0;
+ while(iop->name) {
+ if (p_mode==iop->shader_mode && p_shader_type==iop->shader_type) {
+
+ if (iop->dir==SLOT_OUT) {
+ if (pc==p_idx)
+ return iop->slot_type;
+ pc++;
+ }
+ }
+ iop++;
+ }
+ ERR_FAIL_V(SLOT_MAX);
+ } else if (p_type==NODE_VEC_TO_XFORM){
+ return SLOT_TYPE_VEC;
+ } else if (p_type==NODE_XFORM_TO_VEC){
+ return SLOT_TYPE_XFORM;
+ } else {
+
+ const NodeSlotInfo*nsi=&node_slot_info[0];
+ while(nsi->type!=NODE_TYPE_MAX) {
+
+ 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)
+ return nsi->ins[i];
+ }
+ }
+
+ nsi++;
+ }
+
+ ERR_FAIL_V(SLOT_MAX);
+
}
+}
+ShaderGraph::SlotType ShaderGraph::get_node_output_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx){
+
+ if (p_type==NODE_INPUT || p_type==NODE_OUTPUT) {
+
+ const InOutParamInfo* iop = &inout_param_info[0];
+ int pc=0;
+ while(iop->name) {
+ if (p_mode==iop->shader_mode && p_shader_type==iop->shader_type) {
+
+ if (iop->dir==SLOT_IN) {
+ if (pc==p_idx)
+ return iop->slot_type;
+ pc++;
+ }
+ }
+ iop++;
+ }
+ ERR_FAIL_V(SLOT_MAX);
+ } else if (p_type==NODE_VEC_TO_XFORM){
+ return SLOT_TYPE_XFORM;
+ } else if (p_type==NODE_XFORM_TO_VEC){
+ return SLOT_TYPE_VEC;
+ } else {
+
+ const NodeSlotInfo*nsi=&node_slot_info[0];
+ while(nsi->type!=NODE_TYPE_MAX) {
+
+ if (nsi->type==p_type) {
+ for(int i=0;i<NodeSlotInfo::MAX_OUTS;i++) {
+ if (nsi->outs[i]==SLOT_MAX)
+ break;
+ if (i==p_idx)
+ return nsi->outs[i];
+ }
+ }
+
+ nsi++;
+ }
- ERR_FAIL_V("");
-}
-String ShaderGraph::shader_get_output_name(NodeType p_type,int p_idx) {
-
- switch(p_type) {
-
- case NODE_IN: return "in";
- case NODE_OUT: return "";
- case NODE_CONSTANT: return "out";
- case NODE_PARAMETER: return "out";
- case NODE_ADD: return "sum";
- case NODE_SUB: return "dif";
- case NODE_MUL: return "prod";
- case NODE_DIV: return "quot";
- case NODE_MOD: return "rem";
- case NODE_SIN: return "out";
- case NODE_COS: return "out";
- case NODE_TAN: return "out";
- case NODE_ARCSIN: return "rad";
- case NODE_ARCCOS: return "rad";
- case NODE_ARCTAN: return "rad";
- case NODE_POW: RET2("in","exp");
- case NODE_LOG: return "out";
- case NODE_MAX: return "out";
- case NODE_MIN: return "out";
- case NODE_COMPARE: RET2("a/b","a/b");
- case NODE_TEXTURE: RET3("rgb","a","v");
- case NODE_TIME: return "out";
- case NODE_NOISE: return "out";
- case NODE_PASS: return "out";
- case NODE_VEC_IN: return "in";
- case NODE_VEC_OUT: return "";
- case NODE_VEC_CONSTANT: return "out";
- case NODE_VEC_PARAMETER: return "out";
- case NODE_VEC_ADD: return "sum";
- case NODE_VEC_SUB: return "sub";
- case NODE_VEC_MUL: return "mul";
- case NODE_VEC_DIV: return "div";
- case NODE_VEC_MOD: return "rem";
- case NODE_VEC_CROSS: return "crs";
- case NODE_VEC_DOT: return "prod";
- case NODE_VEC_POW: return "out";
- case NODE_VEC_NORMALIZE: return "norm";
- case NODE_VEC_INTERPOLATE: return "out";
- case NODE_VEC_SCREEN_TO_UV: return "uv";
- case NODE_VEC_TRANSFORM3: return "prod";
- case NODE_VEC_TRANSFORM4: return "prod";
- case NODE_VEC_COMPARE: RET2("a/b","a/b");
- case NODE_VEC_TEXTURE_2D: RET3("rgb","a","v");
- case NODE_VEC_TEXTURE_CUBE: RET3("rgb","a","v");
- case NODE_VEC_NOISE: return "out";
- case NODE_VEC_0: return "x/r";
- case NODE_VEC_1: return "y/g";
- case NODE_VEC_2: return "z/b";
- case NODE_VEC_BUILD: return "vec";
- case NODE_VEC_PASS: return "out";
- case NODE_COLOR_CONSTANT: RET2("rgb","a");
- case NODE_COLOR_PARAMETER: RET2("rgb","a");
- case NODE_TEXTURE_PARAMETER: RET3("rgb","a","v");
- case NODE_TEXTURE_2D_PARAMETER: RET3("rgb","a","v");
- case NODE_TEXTURE_CUBE_PARAMETER: RET3("rgb","a","v");
- case NODE_TRANSFORM_CONSTANT: return "out";
- case NODE_TRANSFORM_PARAMETER: return "out";
- case NODE_LABEL: return "";
-
- default: {}
+ ERR_FAIL_V(SLOT_MAX);
}
+}
+
- ERR_FAIL_V("");
-}
-bool ShaderGraph::shader_is_input_vector(NodeType p_type,int p_input) {
-
- switch(p_type) {
-
- case NODE_IN: return false;
- case NODE_OUT: return false;
- case NODE_CONSTANT: return false;
- case NODE_PARAMETER: return false;
- case NODE_ADD: return false;
- case NODE_SUB: return false;
- case NODE_MUL: return false;
- case NODE_DIV: return false;
- case NODE_MOD: return false;
- case NODE_SIN: return false;
- case NODE_COS: return false;
- case NODE_TAN: return false;
- case NODE_ARCSIN: return false;
- case NODE_ARCCOS: return false;
- case NODE_ARCTAN: return false;
- case NODE_POW: return false;
- case NODE_LOG: return false;
- case NODE_MAX: return false;
- case NODE_MIN: return false;
- case NODE_COMPARE: return false;
- case NODE_TEXTURE: return false;
- case NODE_TIME: return false;
- case NODE_NOISE: return false;
- case NODE_PASS: return false;
- case NODE_VEC_IN: return false;
- case NODE_VEC_OUT: return true;
- case NODE_VEC_CONSTANT: return false;
- case NODE_VEC_PARAMETER: return false;
- case NODE_VEC_ADD: return true;
- case NODE_VEC_SUB: return true;
- case NODE_VEC_MUL: return true;
- case NODE_VEC_DIV: return true;
- case NODE_VEC_MOD: return true;
- case NODE_VEC_CROSS: return true;
- case NODE_VEC_DOT: return true;
- case NODE_VEC_POW: return (p_input==0)?true:false;
- case NODE_VEC_NORMALIZE: return true;
- case NODE_VEC_INTERPOLATE: return (p_input<2)?true:false;
- case NODE_VEC_SCREEN_TO_UV: return true;
- case NODE_VEC_TRANSFORM3: return true;
- case NODE_VEC_TRANSFORM4: return true;
- case NODE_VEC_COMPARE: return (p_input<2)?false:true;
- case NODE_VEC_TEXTURE_2D: return true;
- case NODE_VEC_TEXTURE_CUBE: return true;
- case NODE_VEC_NOISE: return false;
- case NODE_VEC_0: return true;
- case NODE_VEC_1: return true;
- case NODE_VEC_2: return true;
- case NODE_VEC_BUILD: return false;
- case NODE_VEC_PASS: return true;
- case NODE_COLOR_CONSTANT: return false;
- case NODE_COLOR_PARAMETER: return false;
- case NODE_TEXTURE_PARAMETER: return false;
- case NODE_TEXTURE_2D_PARAMETER: return true;
- case NODE_TEXTURE_CUBE_PARAMETER: return true;
- case NODE_TRANSFORM_CONSTANT: return true;
- case NODE_TRANSFORM_PARAMETER: return true;
- case NODE_LABEL: return false;
-
- default: {}
+
+
+
+void ShaderGraph::_update_shader() {
+
+
+ String code[3];
+
+ for(int i=0;i<3;i++) {
+
+ int idx=0;
+ for (Map<int,Node>::Element *E=shader[i].node_map.front();E;E=E->next()) {
+
+ E->get().sort_order=idx++;
+ }
+ //simple method for graph solving using bubblesort derived algorithm
+ int iters=0;
+ int iter_max=shader[i].node_map.size()*shader[i].node_map.size();
+
+ while(true) {
+ if (iters>iter_max)
+ break;
+
+ int swaps=0;
+ for (Map<int,Node>::Element *E=shader[i].node_map.front();E;E=E->next()) {
+
+ for(Map<int,SourceSlot>::Element *F=E->get().connections.front();F;F=F->next()) {
+
+ //this is kinda slow, could be sped up
+ Map<int,Node>::Element *G = shader[i].node_map.find(F->get().id);
+ ERR_FAIL_COND(!G);
+ if (G->get().sort_order > E->get().sort_order) {
+
+ SWAP(G->get().sort_order,E->get().sort_order);
+ swaps++;
+ }
+ }
+ }
+
+ iters++;
+ if (swaps==0) {
+ iters=0;
+ break;
+ }
+ }
+
+ if (iters>0) {
+
+ shader[i].error=GRAPH_ERROR_CYCLIC;
+ continue;
+ }
+
+ Vector<Node*> order;
+ order.resize(shader[i].node_map.size());
+
+ for (Map<int,Node>::Element *E=shader[i].node_map.front();E;E=E->next()) {
+
+ order[E->get().sort_order]=&E->get();
+ }
+
+ //generate code for the ordered graph
+ 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;";
+ }
+
+ Map<String,String> inputs_xlate;
+ Set<String> inputs_used;
+
+ for(int j=0;j<order.size();j++) {
+
+ Node *n=order[j];
+ if (n->type==NODE_INPUT) {
+
+ const InOutParamInfo* iop = &inout_param_info[0];
+ int idx=0;
+ while(iop->name) {
+ if (get_mode()==iop->shader_mode && i==iop->shader_type && SLOT_IN==iop->dir) {
+
+ const char *typestr[4]={"float","vec3","mat4","texture"};
+
+ String vname=("nd"+itos(n->id)+"sl"+itos(idx));
+ inputs_xlate[vname]=String(typestr[iop->slot_type])+" "+vname+"="+iop->variable+";\n";
+ idx++;
+ }
+ iop++;
+ }
+
+ } else if (n->type==NODE_OUTPUT) {
+
+
+ bool use_alpha=false;
+ const InOutParamInfo* iop = &inout_param_info[0];
+ int idx=0;
+ while(iop->name) {
+ if (get_mode()==iop->shader_mode && i==iop->shader_type && SLOT_OUT==iop->dir) {
+
+ if (n->connections.has(idx)) {
+ 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";
+ if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL && String(iop->name)=="DiffuseAlpha")
+ use_alpha=true;
+ }
+ idx++;
+ }
+ iop++;
+ }
+
+ 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";
+ } else {
+ code[i]+="DIFFUSE=DIFFUSE_OUT;\n";
+ }
+ }
+
+ } else {
+ Vector<String> inputs;
+ int max = get_node_input_slot_count(get_mode(),ShaderType(i),n->type);
+ for(int k=0;k<max;k++) {
+ if (!n->connections.has(k)) {
+ shader[i].error=GRAPH_ERROR_MISSING_CONNECTIONS;
+ failed=true;
+ break;
+ }
+ 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)
+ inputs_used.insert(iname);
+
+ }
+
+ if (failed)
+ break;
+ _add_node_code(ShaderType(i),n,inputs,code[i]);
+ }
+
+ }
+
+ 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];
+ }
+ shader[i].error=GRAPH_OK;
+ print_line("ShADER: "+code[i]);
}
- ERR_FAIL_V(false);
-}
-bool ShaderGraph::shader_is_output_vector(NodeType p_type,int p_input) {
-
- switch(p_type) {
-
- case NODE_IN: return false;
- case NODE_OUT: return false ;
- case NODE_CONSTANT: return false;
- case NODE_PARAMETER: return false;
- case NODE_ADD: return false;
- case NODE_SUB: return false;
- case NODE_MUL: return false;
- case NODE_DIV: return false;
- case NODE_MOD: return false;
- case NODE_SIN: return false;
- case NODE_COS: return false;
- case NODE_TAN: return false;
- case NODE_ARCSIN: return false;
- case NODE_ARCCOS: return false;
- case NODE_ARCTAN: return false;
- case NODE_POW: return false;
- case NODE_LOG: return false;
- case NODE_MAX: return false;
- case NODE_MIN: return false;
- case NODE_COMPARE: return false;
- case NODE_TEXTURE: return false;
- case NODE_TIME: return false;
- case NODE_NOISE: return false;
- case NODE_PASS: return false;
- case NODE_VEC_IN: return true;
- case NODE_VEC_OUT: return false;
- case NODE_VEC_CONSTANT: return true;
- case NODE_VEC_PARAMETER: return true;
- case NODE_VEC_ADD: return true;
- case NODE_VEC_SUB: return true;
- case NODE_VEC_MUL: return true;
- case NODE_VEC_DIV: return true;
- case NODE_VEC_MOD: return true;
- case NODE_VEC_CROSS: return true;
- case NODE_VEC_DOT: return false;
- case NODE_VEC_POW: return true;
- case NODE_VEC_NORMALIZE: return true;
- case NODE_VEC_INTERPOLATE: return true;
- case NODE_VEC_SCREEN_TO_UV: return true;
- case NODE_VEC_TRANSFORM3: return true;
- case NODE_VEC_TRANSFORM4: return true;
- case NODE_VEC_COMPARE: return true;
- case NODE_VEC_TEXTURE_2D: return (p_input==0)?true:false;
- case NODE_VEC_TEXTURE_CUBE: return (p_input==0)?true:false;
- case NODE_VEC_NOISE: return true;
- case NODE_VEC_0: return false;
- case NODE_VEC_1: return false;
- case NODE_VEC_2: return false;
- case NODE_VEC_BUILD: return true;
- case NODE_VEC_PASS: return true;
- case NODE_COLOR_CONSTANT: return (p_input==0)?true:false;
- case NODE_COLOR_PARAMETER: return (p_input==0)?true:false;
- case NODE_TEXTURE_PARAMETER: return (p_input==0)?true:false;
- case NODE_TEXTURE_2D_PARAMETER: return (p_input==0)?true:false;
- case NODE_TEXTURE_CUBE_PARAMETER: return (p_input==0)?true:false;
- case NODE_TRANSFORM_CONSTANT: return true;
- case NODE_TRANSFORM_PARAMETER: return true;
- case NODE_LABEL: return false;
-
- default: {}
+ bool all_ok=true;
+ for(int i=0;i<3;i++) {
+ if (shader[i].error!=GRAPH_OK)
+ all_ok=false;
}
- ERR_FAIL_V("");
+ if (all_ok) {
+ set_code(code[0],code[1],code[2]);
+ }
+ //do shader here
+ print_line("UPDATING SHADER");
+ _pending_update_shader=false;
}
-#endif
-#endif
+void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<String>& p_inputs,String& code) {
+
+
+ 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)))
+
+ switch(p_node->type) {
+
+ case NODE_INPUT: {
+
+
+ }break;
+ case NODE_SCALAR_CONST: {
+
+ double scalar = p_node->param1;
+ code+=OUTNAME(p_node->id,0)+"="+rtos(scalar)+";\n";
+ }break;
+ case NODE_VEC_CONST: {
+ Vector3 vec = p_node->param1;
+ code+=OUTNAME(p_node->id,0)+"=vec3("+rtos(vec.x)+","+rtos(vec.y)+","+rtos(vec.z)+");\n";
+ }break;
+ 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";
+ }break;
+ case NODE_XFORM_CONST: {
+
+ Transform xf = p_node->param1;
+ code+=OUTNAME(p_node->id,0)+"=mat4(\n";
+ code+="\tvec4(vec3("+rtos(xf.basis.get_axis(0).x)+","+rtos(xf.basis.get_axis(0).y)+","+rtos(xf.basis.get_axis(0).z)+"),0),\n";
+ code+="\tvec4(vec3("+rtos(xf.basis.get_axis(1).x)+","+rtos(xf.basis.get_axis(1).y)+","+rtos(xf.basis.get_axis(1).z)+"),0),\n";
+ code+="\tvec4(vec3("+rtos(xf.basis.get_axis(2).x)+","+rtos(xf.basis.get_axis(2).y)+","+rtos(xf.basis.get_axis(2).z)+"),0),\n";
+ code+="\tvec4(vec3("+rtos(xf.origin.x)+","+rtos(xf.origin.y)+","+rtos(xf.origin.z)+"),1)\n";
+ code+=");";
+
+ }break;
+ case NODE_TIME: {
+ code+=OUTNAME(p_node->id,0)+"=TIME;\n";
+ }break;
+ case NODE_SCREEN_TEX: {
+ code+=OUTNAME(p_node->id,0)+"=texscreen("+p_inputs[0]+");\n";
+ }break;
+ case NODE_SCALAR_OP: {
+ int op = p_node->param1;
+ String optxt;
+ switch(op) {
+
+ case SCALAR_OP_ADD: optxt = p_inputs[0]+"+"+p_inputs[1]+";"; break;
+ case SCALAR_OP_SUB: optxt = p_inputs[0]+"-"+p_inputs[1]+";"; break;
+ case SCALAR_OP_MUL: optxt = p_inputs[0]+"*"+p_inputs[1]+";"; break;
+ case SCALAR_OP_DIV: optxt = p_inputs[0]+"/"+p_inputs[1]+";"; break;
+ case SCALAR_OP_MOD: optxt = "mod("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case SCALAR_OP_POW: optxt = "pow("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case SCALAR_OP_MAX: optxt = "max("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case SCALAR_OP_MIN: optxt = "min("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case SCALAR_OP_ATAN2: optxt = "atan2("+p_inputs[0]+","+p_inputs[1]+");"; break;
+
+ }
+ code+=OUTNAME(p_node->id,0)+"="+optxt+"\n";;
+
+ }break;
+ case NODE_VEC_OP: {
+ int op = p_node->param1;
+ String optxt;
+ switch(op) {
+ case VEC_OP_ADD: optxt = p_inputs[0]+"+"+p_inputs[1]+";"; break;
+ case VEC_OP_SUB: optxt = p_inputs[0]+"-"+p_inputs[1]+";"; break;
+ 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_MOD: optxt = "mod("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case VEC_OP_POW: optxt = "pow("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case VEC_OP_MAX: optxt = "max("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case VEC_OP_MIN: optxt = "min("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case VEC_OP_CROSS: optxt = "cross("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ }
+ code+=OUTNAME(p_node->id,0)+"="+optxt+"\n";
+
+ }break;
+ case NODE_VEC_SCALAR_OP: {
+ 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;
+ }
+ code+=OUTNAME(p_node->id,0)+"="+optxt+"\n";
+
+ }break;
+ case NODE_RGB_OP: {
+
+
+ }break;
+ case NODE_XFORM_MULT: {
+
+ code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*"+p_inputs[1]+";\n";
+
+ }break;
+ case NODE_XFORM_VEC_MULT: {
+
+ bool no_translation = p_node->param1;
+ if (no_translation) {
+ code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*vec4("+p_inputs[1]+",0);\n";
+ } else {
+ code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*vec4("+p_inputs[1]+",1);\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";
+ } else {
+ code += OUTNAME(p_node->id,0)+"="+p_inputs[1]+"*vec4("+p_inputs[0]+",1);\n";
+ }
+ }break;
+ case NODE_SCALAR_FUNC: {
+
+
+ }break;
+ case NODE_VEC_FUNC: {
+
+ }break;
+ case NODE_VEC_LEN: {
+
+ code += OUTNAME(p_node->id,0)+"=length("+p_inputs[1]+");\n";
+
+ }break;
+ case NODE_DOT_PROD: {
+ code += OUTNAME(p_node->id,0)+"=dot("+p_inputs[1]+","+p_inputs[0]+");\n";
+
+ }break;
+ case NODE_VEC_TO_SCALAR: {
+ code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+".x;\n";
+ code += OUTNAME(p_node->id,1)+"="+p_inputs[0]+".y;\n";
+ code += OUTNAME(p_node->id,2)+"="+p_inputs[0]+".z;\n";
+
+ }break;
+ case NODE_SCALAR_TO_VEC: {
+ code += OUTNAME(p_node->id,0)+"=vec3("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+""+");\n";
+
+ }break;
+ case NODE_VEC_TO_XFORM: {
+ code += OUTNAME(p_node->id,0)+"=xform("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+","+","+p_inputs[3]+");\n";
+
+ }break;
+ case NODE_XFORM_TO_VEC: {
+ code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+".x;\n";
+ code += OUTNAME(p_node->id,1)+"="+p_inputs[0]+".y;\n";
+ code += OUTNAME(p_node->id,2)+"="+p_inputs[0]+".z;\n";
+ code += OUTNAME(p_node->id,3)+"="+p_inputs[0]+".o;\n";
+ }break;
+ case NODE_SCALAR_INTERP: {
+
+ code += OUTNAME(p_node->id,0)+"=mix("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+");\n";
+
+ }break;
+ case NODE_VEC_INTERP: {
+ code += OUTNAME(p_node->id,0)+"=mix("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+");\n";
+
+ }break;
+ case NODE_SCALAR_INPUT: {
+ String name = p_node->param1;
+ float dv=p_node->param2;
+ code +="uniform float "+name+"="+rtos(dv)+";\n";
+ code += OUTNAME(p_node->id,0)+"="+name+";\n";
+ }break;
+ case NODE_VEC_INPUT: {
+
+ String name = p_node->param1;
+ Vector3 dv=p_node->param2;
+ code +="uniform float "+name+"=vec3("+rtos(dv.x)+","+rtos(dv.y)+","+rtos(dv.z)+");\n";
+ code += OUTNAME(p_node->id,0)+"="+name+";\n";
+ }break;
+ case NODE_RGB_INPUT: {
+
+ String name = p_node->param1;
+ Color dv= p_node->param2;
+
+ code +="uniform color "+name+"=vec4("+rtos(dv.r)+","+rtos(dv.g)+","+rtos(dv.g)+","+rtos(dv.a)+");\n";
+ code += OUTNAME(p_node->id,0)+"="+name+".rgb;\n";
+
+ }break;
+ case NODE_XFORM_INPUT: {
+
+ String name = p_node->param1;
+ Transform dv= p_node->param2;
+
+ code +="uniform mat4 "+name+"=mat4(\n";
+ code+="\tvec4(vec3("+rtos(dv.basis.get_axis(0).x)+","+rtos(dv.basis.get_axis(0).y)+","+rtos(dv.basis.get_axis(0).z)+"),0),\n";
+ code+="\tvec4(vec3("+rtos(dv.basis.get_axis(1).x)+","+rtos(dv.basis.get_axis(1).y)+","+rtos(dv.basis.get_axis(1).z)+"),0),\n";
+ code+="\tvec4(vec3("+rtos(dv.basis.get_axis(2).x)+","+rtos(dv.basis.get_axis(2).y)+","+rtos(dv.basis.get_axis(2).z)+"),0),\n";
+ code+="\tvec4(vec3("+rtos(dv.origin.x)+","+rtos(dv.origin.y)+","+rtos(dv.origin.z)+"),1)\n";
+ code+=");";
+
+ code += OUTNAME(p_node->id,0)+"="+name+";\n";
+
+ }break;
+ case NODE_TEXTURE_INPUT: {
+ String name = p_node->param1;
+ String rname="_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";
+ code += OUTNAME(p_node->id,1)+"="+rname+".a;\n";
+
+ }break;
+ case NODE_CUBEMAP_INPUT: {
+
+ String name = p_node->param1;
+ code +="uniform cubemap "+name+";";
+ String rname="_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";
+ }break;
+ case NODE_OUTPUT: {
+
+
+ }break;
+ case NODE_COMMENT: {
+
+ }break;
+ case NODE_TYPE_MAX: {
+
+ }
+ }
+}
diff --git a/scene/resources/shader_graph.h b/scene/resources/shader_graph.h
index e20e010c6b..c73895db8a 100644
--- a/scene/resources/shader_graph.h
+++ b/scene/resources/shader_graph.h
@@ -29,87 +29,54 @@
#ifndef SHADER_GRAPH_H
#define SHADER_GRAPH_H
-#if 0
+
#include "map.h"
#include "scene/resources/shader.h"
-class ShaderGraph : public Resource {
+class ShaderGraph : public Shader {
- OBJ_TYPE( ShaderGraph, Resource );
+ OBJ_TYPE( ShaderGraph, Shader );
RES_BASE_EXTENSION("sgp");
public:
enum NodeType {
- NODE_IN, ///< param 0: name
- NODE_OUT, ///< param 0: name
- NODE_CONSTANT, ///< param 0: value
- NODE_PARAMETER, ///< param 0: name
- NODE_ADD,
- NODE_SUB,
- NODE_MUL,
- NODE_DIV,
- NODE_MOD,
- NODE_SIN,
- NODE_COS,
- NODE_TAN,
- NODE_ARCSIN,
- NODE_ARCCOS,
- NODE_ARCTAN,
- NODE_POW,
- NODE_LOG,
- NODE_MAX,
- NODE_MIN,
- NODE_COMPARE,
- NODE_TEXTURE, ///< param 0: texture
- NODE_TIME, ///< param 0: interval length
- NODE_NOISE,
- NODE_PASS,
- NODE_VEC_IN, ///< param 0: name
- NODE_VEC_OUT, ///< param 0: name
- NODE_VEC_CONSTANT, ///< param 0: value
- NODE_VEC_PARAMETER, ///< param 0: name
- NODE_VEC_ADD,
- NODE_VEC_SUB,
- NODE_VEC_MUL,
- NODE_VEC_DIV,
- NODE_VEC_MOD,
- NODE_VEC_CROSS,
- NODE_VEC_DOT,
- NODE_VEC_POW,
- NODE_VEC_NORMALIZE,
- NODE_VEC_INTERPOLATE,
- NODE_VEC_SCREEN_TO_UV,
- NODE_VEC_TRANSFORM3,
- NODE_VEC_TRANSFORM4,
- NODE_VEC_COMPARE,
- NODE_VEC_TEXTURE_2D,
- NODE_VEC_TEXTURE_CUBE,
- NODE_VEC_NOISE,
- NODE_VEC_0,
- NODE_VEC_1,
- NODE_VEC_2,
- NODE_VEC_BUILD,
- NODE_VEC_PASS,
- NODE_COLOR_CONSTANT,
- NODE_COLOR_PARAMETER,
- NODE_TEXTURE_PARAMETER,
- NODE_TEXTURE_2D_PARAMETER,
- NODE_TEXTURE_CUBE_PARAMETER,
- NODE_TRANSFORM_CONSTANT,
- NODE_TRANSFORM_PARAMETER,
- NODE_LABEL,
+ NODE_INPUT, // all inputs (shader type dependent)
+ NODE_SCALAR_CONST, //scalar constant
+ NODE_VEC_CONST, //vec3 constant
+ NODE_RGB_CONST, //rgb constant (shows a color picker instead)
+ NODE_XFORM_CONST, // 4x4 matrix constant
+ NODE_TIME, // time in seconds
+ NODE_SCREEN_TEX, // screen texture sampler (takes UV) (only usable in fragment shader)
+ NODE_SCALAR_OP, // scalar vs scalar op (mul, add, div, etc)
+ NODE_VEC_OP, // vec3 vs vec3 op (mul,ad,div,crossprod,etc)
+ NODE_VEC_SCALAR_OP, // vec3 vs scalar op (mul, add, div, etc)
+ NODE_RGB_OP, // vec3 vs vec3 rgb op (with scalar amount), like brighten, darken, burn, dodge, multiply, etc.
+ NODE_XFORM_MULT, // mat4 x mat4
+ NODE_XFORM_VEC_MULT, // mat4 x vec3 mult (with no-translation option)
+ NODE_XFORM_VEC_INV_MULT, // mat4 x vec3 inverse mult (with no-translation option)
+ NODE_SCALAR_FUNC, // scalar function (sin, cos, etc)
+ NODE_VEC_FUNC, // vector function (normalize, negate, reciprocal, rgb2hsv, hsv2rgb, etc, etc)
+ NODE_VEC_LEN, // vec3 length
+ NODE_DOT_PROD, // vec3 . vec3 (dot product -> scalar output)
+ NODE_VEC_TO_SCALAR, // 1 vec3 input, 3 scalar outputs
+ NODE_SCALAR_TO_VEC, // 3 scalar input, 1 vec3 output
+ NODE_XFORM_TO_VEC, // 3 vec input, 1 xform output
+ NODE_VEC_TO_XFORM, // 3 vec input, 1 xform output
+ NODE_SCALAR_INTERP, // scalar interpolation (with optional curve)
+ NODE_VEC_INTERP, // vec3 interpolation (with optional curve)
+ NODE_SCALAR_INPUT, // scalar uniform (assignable in material)
+ NODE_VEC_INPUT, // vec3 uniform (assignable in material)
+ NODE_RGB_INPUT, // color uniform (assignable in material)
+ NODE_XFORM_INPUT, // mat4 uniform (assignable in material)
+ NODE_TEXTURE_INPUT, // texture input (assignable in material)
+ NODE_CUBEMAP_INPUT, // cubemap input (assignable in material)
+ NODE_OUTPUT, // output (shader type dependent)
+ NODE_COMMENT, // comment
NODE_TYPE_MAX
};
- enum ShaderType {
- SHADER_VERTEX,
- SHADER_FRAGMENT,
- SHADER_LIGHT
- };
-
-private:
struct Connection {
@@ -119,70 +86,287 @@ private:
int dst_slot;
};
+ enum SlotType {
+
+ SLOT_TYPE_SCALAR,
+ SLOT_TYPE_VEC,
+ SLOT_TYPE_XFORM,
+ SLOT_TYPE_TEXTURE,
+ SLOT_MAX
+ };
+
+ enum ShaderType {
+ SHADER_TYPE_VERTEX,
+ SHADER_TYPE_FRAGMENT,
+ SHADER_TYPE_LIGHT,
+ SHADER_TYPE_MAX
+ };
+
+ enum SlotDir {
+ SLOT_IN,
+ SLOT_OUT
+ };
+
+ enum GraphError {
+ GRAPH_OK,
+ GRAPH_ERROR_CYCLIC,
+ GRAPH_ERROR_MISSING_CONNECTIONS
+ };
+
+private:
+
+ String _find_unique_name(ShaderType p_which, const String& p_base);
+
+ struct SourceSlot {
+
+ int id;
+ int slot;
+ bool operator==(const SourceSlot& p_slot) const {
+ return id==p_slot.id && slot==p_slot.slot;
+ }
+ };
+
struct Node {
- int16_t x,y;
+ Vector2 pos;
NodeType type;
- Variant param;
+ Variant param1;
+ Variant param2;
int id;
mutable int order; // used for sorting
- mutable bool out_valid;
- mutable bool in_valid;
+ int sort_order;
+ Map<int,SourceSlot> connections;
+
};
struct ShaderData {
Map<int,Node> node_map;
- List<Connection> connections;
+ GraphError error;
} shader[3];
- uint64_t version;
-protected:
-/* bool _set(const StringName& p_name, const Variant& p_value);
- bool _get(const StringName& p_name,Variant &r_ret) const;
- void _get_property_list( List<PropertyInfo> *p_list) const;*/
- static void _bind_methods();
+ struct InOutParamInfo {
+ Mode shader_mode;
+ ShaderType shader_type;
+ const char *name;
+ const char *variable;
+ SlotType slot_type;
+ SlotDir dir;
+ };
+
+ static const InOutParamInfo inout_param_info[];
+
+ struct NodeSlotInfo {
+
+ enum { MAX_INS=3, MAX_OUTS=3 };
+ NodeType type;
+ const SlotType ins[MAX_INS];
+ const SlotType outs[MAX_OUTS];
+ };
+
+ static const NodeSlotInfo node_slot_info[];
+
+ bool _pending_update_shader;
+ void _update_shader();
+ void _request_update();
+
+ void _add_node_code(ShaderType p_type,Node *p_node,const Vector<String>& p_inputs,String& code);
+
+ Array _get_node_list(ShaderType p_type) const;
+ Array _get_connections(ShaderType p_type) const;
+protected:
- Array _get_connections_helper() const;
+ static void _bind_methods();
public:
- void node_add(ShaderType p_which, NodeType p_type,int p_id);
+ void node_add(ShaderType p_type, NodeType p_node_type, int p_id);
void node_remove(ShaderType p_which,int p_id);
- void node_set_param(ShaderType p_which, int p_id, const Variant& p_value);
void node_set_pos(ShaderType p_which,int p_id,const Point2& p_pos);
- void node_change_type(ShaderType p_which,int p_id, NodeType p_type);
Point2 node_get_pos(ShaderType p_which,int p_id) const;
void get_node_list(ShaderType p_which,List<int> *p_node_list) const;
NodeType node_get_type(ShaderType p_which,int p_id) const;
- Variant node_get_param(ShaderType p_which,int p_id) const;
- Error connect(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
- bool is_connected(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
- void disconnect(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
+ void scalar_const_node_set_value(ShaderType p_which,int p_id,float p_value);
+ float scalar_const_node_get_value(ShaderType p_which,int p_id) const;
- void get_connections(ShaderType p_which,List<Connection> *p_connections) const;
+ void vec_const_node_set_value(ShaderType p_which,int p_id,const Vector3& p_value);
+ Vector3 vec_const_node_get_value(ShaderType p_which,int p_id) const;
- void clear();
+ void rgb_const_node_set_value(ShaderType p_which,int p_id,const Color& p_value);
+ Color rgb_const_node_get_value(ShaderType p_which,int p_id) const;
- uint64_t get_version() const { return version; }
+ void xform_const_node_set_value(ShaderType p_which,int p_id,const Transform& p_value);
+ Transform xform_const_node_get_value(ShaderType p_which,int p_id) const;
- static void get_default_input_nodes(Mode p_type,List<PropertyInfo> *p_inputs);
- static void get_default_output_nodes(Mode p_type,List<PropertyInfo> *p_outputs);
+ void texture_node_set_filter_size(ShaderType p_which,int p_id,int p_size);
+ int texture_node_get_filter_size(ShaderType p_which,int p_id) const;
- static PropertyInfo node_get_type_info(NodeType p_type);
- static int get_input_count(NodeType p_type);
- static int get_output_count(NodeType p_type);
- static String get_input_name(NodeType p_type,int p_input);
- static String get_output_name(NodeType p_type,int p_output);
- static bool is_input_vector(NodeType p_type,int p_input);
- static bool is_output_vector(NodeType p_type,int p_input);
+ void texture_node_set_filter_strength(ShaderType p_which,float p_id,float p_strength);
+ float texture_node_get_filter_strength(ShaderType p_which,float p_id) const;
+ enum ScalarOp {
+ SCALAR_OP_ADD,
+ SCALAR_OP_SUB,
+ SCALAR_OP_MUL,
+ SCALAR_OP_DIV,
+ SCALAR_OP_MOD,
+ SCALAR_OP_POW,
+ SCALAR_OP_MAX,
+ SCALAR_OP_MIN,
+ SCALAR_OP_ATAN2,
+ SCALAR_MAX_OP
+ };
+
+ void scalar_op_node_set_op(ShaderType p_which,float p_id,ScalarOp p_op);
+ ScalarOp scalar_op_node_get_op(ShaderType p_which,float p_id) const;
+
+ enum VecOp {
+ VEC_OP_ADD,
+ VEC_OP_SUB,
+ VEC_OP_MUL,
+ VEC_OP_DIV,
+ VEC_OP_MOD,
+ VEC_OP_POW,
+ VEC_OP_MAX,
+ VEC_OP_MIN,
+ VEC_OP_CROSS,
+ VEC_MAX_OP
+ };
- ShaderGraph();
+ void vec_op_node_set_op(ShaderType p_which,float p_id,VecOp p_op);
+ VecOp vec_op_node_get_op(ShaderType p_which,float p_id) const;
+
+ enum VecScalarOp {
+ VEC_SCALAR_OP_MUL,
+ VEC_SCALAR_OP_DIV,
+ VEC_SCALAR_OP_POW,
+ VEC_SCALAR_MAX_OP
+ };
+
+ void vec_scalar_op_node_set_op(ShaderType p_which,float p_id,VecScalarOp p_op);
+ VecScalarOp vec_scalar_op_node_get_op(ShaderType p_which,float p_id) const;
+
+ enum RGBOp {
+ RGB_OP_SCREEN,
+ RGB_OP_DIFFERENCE,
+ RGB_OP_DARKEN,
+ RGB_OP_LIGHTEN,
+ RGB_OP_OVERLAY,
+ RGB_OP_DODGE,
+ RGB_OP_BURN,
+ RGB_OP_SOFT_LIGHT,
+ RGB_OP_HARD_LIGHT,
+ RGB_MAX_OP
+ };
+
+ void rgb_op_node_set_op(ShaderType p_which,float p_id,RGBOp p_op,float p_c);
+ 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;
+
+ enum ScalarFunc {
+ SCALAR_FUNC_SIN,
+ SCALAR_FUNC_COS,
+ SCALAR_FUNC_TAN,
+ SCALAR_FUNC_ASIN,
+ SCALAR_FUNC_ACOS,
+ SCALAR_FUNC_ATAN,
+ SCALAR_FUNC_SINH,
+ SCALAR_FUNC_COSH,
+ SCALAR_FUNC_TANH,
+ SCALAR_FUNC_LOG,
+ SCALAR_FUNC_EXP,
+ SCALAR_FUNC_SQRT,
+ SCALAR_FUNC_ABS,
+ SCALAR_FUNC_SIGN,
+ SCALAR_FUNC_FLOOR,
+ SCALAR_FUNC_ROUND,
+ SCALAR_FUNC_CEIL,
+ SCALAR_FUNC_FRAC,
+ SCALAR_FUNC_SATURATE,
+ SCALAR_FUNC_NEGATE,
+ SCALAR_MAX_FUNC
+ };
+
+ void scalar_func_node_set_function(ShaderType p_which,int p_id,ScalarFunc p_func);
+ ScalarFunc scalar_func_node_get_function(ShaderType p_which,int p_id) const;
+
+ enum VecFunc {
+ VEC_FUNC_NORMALIZE,
+ VEC_FUNC_SATURATE,
+ VEC_FUNC_NEGATE,
+ VEC_FUNC_RECIPROCAL,
+ VEC_FUNC_RGB2HSV,
+ VEC_FUNC_HSV2RGB,
+ VEC_MAX_FUNC
+ };
+
+ void vec_func_node_set_function(ShaderType p_which,int p_id,VecFunc p_func);
+ VecFunc vec_func_node_get_function(ShaderType p_which,int p_id) const;
+
+ void input_node_set_name(ShaderType p_which,int p_id,const String& p_name);
+ String input_node_get_name(ShaderType p_which,int p_id);
+
+ void scalar_input_node_set_value(ShaderType p_which,int p_id,float p_value);
+ float scalar_input_node_get_value(ShaderType p_which,int p_id) const;
+
+ void vec_input_node_set_value(ShaderType p_which,int p_id,const Vector3& p_value);
+ Vector3 vec_input_node_get_value(ShaderType p_which,int p_id) const;
+
+ void rgb_input_node_set_value(ShaderType p_which,int p_id,const Color& p_value);
+ Color rgb_input_node_get_value(ShaderType p_which,int p_id) const;
+
+ void xform_input_node_set_value(ShaderType p_which,int p_id,const Transform& p_value);
+ Transform xform_input_node_get_value(ShaderType p_which,int p_id) const;
+
+ void texture_input_node_set_value(ShaderType p_which,int p_id,const Ref<Texture>& p_texture);
+ Ref<Texture> texture_input_node_get_value(ShaderType p_which,int p_id) const;
+
+ void cubemap_input_node_set_value(ShaderType p_which,int p_id,const Ref<CubeMap>& p_cubemap);
+ Ref<CubeMap> cubemap_input_node_get_value(ShaderType p_which,int p_id) const;
+
+ void comment_node_set_text(ShaderType p_which,int p_id,const String& p_comment);
+ String comment_node_get_text(ShaderType p_which,int p_id) const;
+
+ Error connect_node(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
+ bool is_node_connected(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
+ void disconnect_node(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
+
+ void get_node_connections(ShaderType p_which,List<Connection> *p_connections) const;
+
+ void clear(ShaderType p_which);
+
+ 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);
+
+ 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);
+ static SlotType get_type_output_type(NodeType p_type,int p_idx);
+ static bool is_type_valid(Mode p_mode,ShaderType p_type);
+
+
+ struct SlotInfo {
+ String name;
+ SlotType type;
+ SlotDir dir;
+ };
+
+ static void get_input_output_node_slot_info(Mode p_mode, ShaderType p_type, List<SlotInfo> *r_slots);
+
+ static int get_node_input_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type);
+ static int get_node_output_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type);
+ static SlotType get_node_input_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx);
+ static SlotType get_node_output_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx);
+
+
+ ShaderGraph(Mode p_mode);
~ShaderGraph();
};
@@ -192,6 +376,27 @@ public:
VARIANT_ENUM_CAST( ShaderGraph::NodeType );
+VARIANT_ENUM_CAST( ShaderGraph::ShaderType );
+VARIANT_ENUM_CAST( ShaderGraph::SlotType );
+VARIANT_ENUM_CAST( ShaderGraph::ScalarOp );
+VARIANT_ENUM_CAST( ShaderGraph::VecOp );
+VARIANT_ENUM_CAST( ShaderGraph::VecScalarOp );
+VARIANT_ENUM_CAST( ShaderGraph::RGBOp );
+VARIANT_ENUM_CAST( ShaderGraph::ScalarFunc );
+VARIANT_ENUM_CAST( ShaderGraph::VecFunc );
+
+
+class MaterialShaderGraph : public ShaderGraph {
+
+ OBJ_TYPE( MaterialShaderGraph, ShaderGraph );
+ RES_BASE_EXTENSION("sgp");
+
+public:
+
+
+ MaterialShaderGraph() : ShaderGraph(MODE_MATERIAL) {
+
+ }
+};
-#endif
#endif // SHADER_GRAPH_H