diff options
Diffstat (limited to 'scene/resources/shader_graph.cpp')
-rw-r--r-- | scene/resources/shader_graph.cpp | 877 |
1 files changed, 771 insertions, 106 deletions
diff --git a/scene/resources/shader_graph.cpp b/scene/resources/shader_graph.cpp index a06a70be9f..b0d9ceee0e 100644 --- a/scene/resources/shader_graph.cpp +++ b/scene/resources/shader_graph.cpp @@ -27,8 +27,7 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "shader_graph.h" - - +#include "scene/scene_string_names.h" Array ShaderGraph::_get_node_list(ShaderType p_type) const { @@ -57,6 +56,91 @@ Array ShaderGraph::_get_connections(ShaderType p_type) const { return arr; } +void ShaderGraph::_set_data(const Dictionary &p_data) { + + Dictionary d=p_data; + ERR_FAIL_COND(!d.has("shaders")); + Array sh=d["shaders"]; + ERR_FAIL_COND(sh.size()!=3); + + for(int t=0;t<3;t++) { + Array data=sh[t]; + ERR_FAIL_COND((data.size()%6)!=0); + shader[t].node_map.clear(); + for(int i=0;i<data.size();i+=6) { + + Node n; + n.id=data[i+0]; + n.type=NodeType(int(data[i+1])); + n.pos=data[i+2]; + n.param1=data[i+3]; + n.param2=data[i+4]; + + Array conns=data[i+5]; + ERR_FAIL_COND((conns.size()%3)!=0); + + for(int j=0;j<conns.size();j+=3) { + + SourceSlot ss; + int ls=conns[j+0]; + ss.id=conns[j+1]; + ss.slot=conns[j+2]; + n.connections[ls]=ss; + } + shader[t].node_map[n.id]=n; + + } + } + + _update_shader(); + +} + +Dictionary ShaderGraph::_get_data() const { + + Array sh; + for(int i=0;i<3;i++) { + Array data; + int ec = shader[i].node_map.size(); + data.resize(ec*6); + int idx=0; + for (Map<int,Node>::Element*E=shader[i].node_map.front();E;E=E->next()) { + + data[idx+0]=E->key(); + data[idx+1]=E->get().type; + data[idx+2]=E->get().pos; + data[idx+3]=E->get().param1; + data[idx+4]=E->get().param2; + + Array conns; + conns.resize(E->get().connections.size()*3); + int idx2=0; + for(Map<int,SourceSlot>::Element*F=E->get().connections.front();F;F=F->next()) { + + conns[idx2+0]=F->key(); + conns[idx2+1]=F->get().id; + conns[idx2+2]=F->get().slot; + idx2+=3; + } + data[idx+5]=conns; + idx+=6; + } + sh.push_back(data); + } + + Dictionary data; + data["shaders"]=sh; + return data; +} + + + +ShaderGraph::GraphError ShaderGraph::get_graph_error(ShaderType p_type) const { + + ERR_FAIL_INDEX_V(p_type,3,GRAPH_OK); + return shader[p_type].error; +} + void ShaderGraph::_bind_methods() { ObjectTypeDB::bind_method(_MD("_update_shader"),&ShaderGraph::_update_shader); @@ -100,9 +184,9 @@ void ShaderGraph::_bind_methods() { ObjectTypeDB::bind_method(_MD("vec_scalar_op_node_set_op","shader_type","id","op"),&ShaderGraph::vec_scalar_op_node_set_op); ObjectTypeDB::bind_method(_MD("vec_scalar_op_node_get_op","shader_type","id"),&ShaderGraph::vec_scalar_op_node_get_op); - ObjectTypeDB::bind_method(_MD("rgb_op_node_set_op","shader_type","id","op","c"),&ShaderGraph::rgb_op_node_set_op); + ObjectTypeDB::bind_method(_MD("rgb_op_node_set_op","shader_type","id","op"),&ShaderGraph::rgb_op_node_set_op); ObjectTypeDB::bind_method(_MD("rgb_op_node_get_op","shader_type","id"),&ShaderGraph::rgb_op_node_get_op); - ObjectTypeDB::bind_method(_MD("rgb_op_node_get_c","shader_type","id"),&ShaderGraph::rgb_op_node_get_c); + ObjectTypeDB::bind_method(_MD("xform_vec_mult_node_set_no_translation","shader_type","id","disable"),&ShaderGraph::xform_vec_mult_node_set_no_translation); ObjectTypeDB::bind_method(_MD("xform_vec_mult_node_get_no_translation","shader_type","id"),&ShaderGraph::xform_vec_mult_node_get_no_translation); @@ -137,6 +221,13 @@ void ShaderGraph::_bind_methods() { 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("color_ramp_node_set_ramp","shader_type","id","colors","offsets"),&ShaderGraph::color_ramp_node_set_ramp); + ObjectTypeDB::bind_method(_MD("color_ramp_node_get_colors","shader_type","id"),&ShaderGraph::color_ramp_node_get_colors); + ObjectTypeDB::bind_method(_MD("color_ramp_node_get_offsets","shader_type","id"),&ShaderGraph::color_ramp_node_get_offsets); + + ObjectTypeDB::bind_method(_MD("curve_map_node_set_points","shader_type","id","points"),&ShaderGraph::curve_map_node_set_points); + ObjectTypeDB::bind_method(_MD("curve_map_node_get_points","shader_type","id"),&ShaderGraph::curve_map_node_get_points); + 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); @@ -147,6 +238,11 @@ void ShaderGraph::_bind_methods() { ObjectTypeDB::bind_method(_MD("node_set_state","shader_type","id","state"),&ShaderGraph::node_set_state); ObjectTypeDB::bind_method(_MD("node_get_state:var","shader_type","id"),&ShaderGraph::node_get_state); + ObjectTypeDB::bind_method(_MD("_set_data"),&ShaderGraph::_set_data); + ObjectTypeDB::bind_method(_MD("_get_data"),&ShaderGraph::_get_data); + + ADD_PROPERTY( PropertyInfo(Variant::DICTIONARY,"_data",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), _SCS("_set_data"),_SCS("_get_data")); + //void get_connections(ShaderType p_which,List<Connection> *p_connections) const; @@ -174,12 +270,15 @@ void ShaderGraph::_bind_methods() { 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_COLOR_RAMP ); + BIND_CONSTANT( NODE_CURVE_MAP ); 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_DEFAULT_TEXTURE ); BIND_CONSTANT( NODE_OUTPUT ); // output (shader type dependent) BIND_CONSTANT( NODE_COMMENT ); // comment BIND_CONSTANT( NODE_TYPE_MAX ); @@ -271,6 +370,8 @@ void ShaderGraph::_bind_methods() { BIND_CONSTANT( VEC_FUNC_HSV2RGB ); BIND_CONSTANT( VEC_MAX_FUNC ); + ADD_SIGNAL(MethodInfo("updated")); + #if 0 ObjectTypeDB::bind_method(_MD("node_add"),&ShaderGraph::node_add ); @@ -347,7 +448,7 @@ void ShaderGraph::_bind_methods() { } -String ShaderGraph::_find_unique_name(ShaderType p_which, const String& p_base) { +String ShaderGraph::_find_unique_name(const String& p_base) { @@ -358,15 +459,19 @@ String ShaderGraph::_find_unique_name(ShaderType p_which, const String& p_base) tocmp+="_"+itos(idx); } bool valid=true; - for (Map<int,Node>::Element *E=shader[p_which].node_map.front();E;E=E->next()) { - if (E->get().type!=NODE_SCALAR_INPUT && E->get().type!=NODE_VEC_INPUT && E->get().type==NODE_RGB_INPUT && E->get().type==NODE_XFORM_INPUT && E->get().type==NODE_TEXTURE_INPUT && E->get().type==NODE_CUBEMAP_INPUT) - continue; - String name = E->get().param1; - if (name==tocmp) { - valid=false; + for(int i=0;i<3;i++) { + if (!valid) break; - } + for (Map<int,Node>::Element *E=shader[i].node_map.front();E;E=E->next()) { + if (E->get().type!=NODE_SCALAR_INPUT && E->get().type!=NODE_VEC_INPUT && E->get().type==NODE_RGB_INPUT && E->get().type==NODE_XFORM_INPUT && E->get().type==NODE_TEXTURE_INPUT && E->get().type==NODE_CUBEMAP_INPUT) + continue; + String name = E->get().param1; + if (name==tocmp) { + valid=false; + break; + } + } } if (!valid) { @@ -424,12 +529,15 @@ void ShaderGraph::node_add(ShaderType p_type, NodeType p_node_type,int p_id) { case NODE_XFORM_TO_VEC: {} break; // 3 scalar input: {} break; 1 vec3 output case NODE_SCALAR_INTERP: {} break; // scalar interpolation (with optional curve) case NODE_VEC_INTERP: {} break; // vec3 interpolation (with optional curve) - case NODE_SCALAR_INPUT: {node.param1=_find_unique_name(p_type,"Scalar"); node.param2=0;} break; // scalar uniform (assignable in material) - case NODE_VEC_INPUT: {node.param1=_find_unique_name(p_type,"Vec3");node.param2=Vector3();} break; // vec3 uniform (assignable in material) - case NODE_RGB_INPUT: {node.param1=_find_unique_name(p_type,"Color");node.param2=Color();} break; // color uniform (assignable in material) - case NODE_XFORM_INPUT: {node.param1=_find_unique_name(p_type,"XForm"); node.param2=Transform();} break; // mat4 uniform (assignable in material) - case NODE_TEXTURE_INPUT: {node.param1=_find_unique_name(p_type,"Tex"); } break; // texture input (assignable in material) - case NODE_CUBEMAP_INPUT: {node.param1=_find_unique_name(p_type,"Cube"); } break; // cubemap input (assignable in material) + case NODE_COLOR_RAMP: { node.param1=DVector<Color>(); node.param2=DVector<real_t>();} break; // vec3 interpolation (with optional curve) + case NODE_CURVE_MAP: { node.param1=DVector<Vector2>();} break; // vec3 interpolation (with optional curve) + case NODE_SCALAR_INPUT: {node.param1=_find_unique_name("Scalar"); node.param2=0;} break; // scalar uniform (assignable in material) + case NODE_VEC_INPUT: {node.param1=_find_unique_name("Vec3");node.param2=Vector3();} break; // vec3 uniform (assignable in material) + case NODE_RGB_INPUT: {node.param1=_find_unique_name("Color");node.param2=Color();} break; // color uniform (assignable in material) + case NODE_XFORM_INPUT: {node.param1=_find_unique_name("XForm"); node.param2=Transform();} break; // mat4 uniform (assignable in material) + case NODE_TEXTURE_INPUT: {node.param1=_find_unique_name("Tex"); } break; // texture input (assignable in material) + case NODE_CUBEMAP_INPUT: {node.param1=_find_unique_name("Cube"); } break; // cubemap input (assignable in material) + case NODE_DEFAULT_TEXTURE: {}; break; case NODE_OUTPUT: {} break; // output (shader type dependent) case NODE_COMMENT: {} break; // comment case NODE_TYPE_MAX: {}; @@ -479,7 +587,7 @@ void ShaderGraph::node_remove(ShaderType p_type,int p_id) { } shader[p_type].node_map.erase(p_id); - print_line("erased node, amount left: "+itos(shader[p_type].node_map.size())); + _request_update(); } @@ -545,7 +653,6 @@ bool ShaderGraph::is_node_connected(ShaderType p_type,int p_src_id,int p_src_slo void ShaderGraph::disconnect_node(ShaderType p_type,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) { ERR_FAIL_INDEX(p_type,3); - print_line("** dsisconnect"); SourceSlot ts; ts.id=p_src_id; ts.slot=p_src_slot; @@ -782,14 +889,14 @@ ShaderGraph::VecScalarOp ShaderGraph::vec_scalar_op_node_get_op(ShaderType p_typ } -void ShaderGraph::rgb_op_node_set_op(ShaderType p_type,float p_id,RGBOp p_op,float p_c){ +void ShaderGraph::rgb_op_node_set_op(ShaderType p_type,float p_id,RGBOp p_op){ ERR_FAIL_INDEX(p_type,3); ERR_FAIL_COND(!shader[p_type].node_map.has(p_id)); Node& n = shader[p_type].node_map[p_id]; ERR_FAIL_COND(n.type!=NODE_RGB_OP); n.param1=p_op; - n.param2=p_c; + _request_update(); } @@ -803,15 +910,7 @@ ShaderGraph::RGBOp ShaderGraph::rgb_op_node_get_op(ShaderType p_type,float p_id) return RGBOp(op); } -float ShaderGraph::rgb_op_node_get_c(ShaderType p_type,float p_id) const{ - ERR_FAIL_INDEX_V(p_type,3,0); - ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),0); - const Node& n = shader[p_type].node_map[p_id]; - ERR_FAIL_COND_V(n.type!=NODE_RGB_OP,0); - return n.param2; - -} void ShaderGraph::xform_vec_mult_node_set_no_translation(ShaderType p_type,int p_id,bool p_no_translation){ @@ -839,7 +938,9 @@ void ShaderGraph::scalar_func_node_set_function(ShaderType p_type,int p_id,Scala ERR_FAIL_COND(!shader[p_type].node_map.has(p_id)); Node& n = shader[p_type].node_map[p_id]; ERR_FAIL_COND(n.type!=NODE_SCALAR_FUNC); - n.param1=p_func; + int func = p_func; + ERR_FAIL_INDEX(func,SCALAR_MAX_FUNC); + n.param1=func; _request_update(); } @@ -859,7 +960,9 @@ void ShaderGraph::vec_func_node_set_function(ShaderType p_type,int p_id,VecFunc ERR_FAIL_COND(!shader[p_type].node_map.has(p_id)); Node& n = shader[p_type].node_map[p_id]; ERR_FAIL_COND(n.type!=NODE_VEC_FUNC); - n.param1=p_func; + int func = p_func; + ERR_FAIL_INDEX(func,VEC_MAX_FUNC); + n.param1=func; _request_update(); @@ -874,6 +977,59 @@ ShaderGraph::VecFunc ShaderGraph::vec_func_node_get_function(ShaderType p_type, return VecFunc(func); } +void ShaderGraph::color_ramp_node_set_ramp(ShaderType p_type,int p_id,const DVector<Color>& p_colors, const DVector<real_t>& p_offsets){ + + ERR_FAIL_INDEX(p_type,3); + ERR_FAIL_COND(!shader[p_type].node_map.has(p_id)); + ERR_FAIL_COND(p_colors.size()!=p_offsets.size()); + Node& n = shader[p_type].node_map[p_id]; + n.param1=p_colors; + n.param2=p_offsets; + _request_update(); + +} + +DVector<Color> ShaderGraph::color_ramp_node_get_colors(ShaderType p_type,int p_id) const{ + + ERR_FAIL_INDEX_V(p_type,3,DVector<Color>()); + ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),DVector<Color>()); + const Node& n = shader[p_type].node_map[p_id]; + return n.param1; + + +} + +DVector<real_t> ShaderGraph::color_ramp_node_get_offsets(ShaderType p_type,int p_id) const{ + + ERR_FAIL_INDEX_V(p_type,3,DVector<real_t>()); + ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),DVector<real_t>()); + const Node& n = shader[p_type].node_map[p_id]; + return n.param2; + +} + + +void ShaderGraph::curve_map_node_set_points(ShaderType p_type,int p_id,const DVector<Vector2>& p_points) { + + 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]; + n.param1=p_points; + _request_update(); + +} + +DVector<Vector2> ShaderGraph::curve_map_node_get_points(ShaderType p_type,int p_id) const{ + + ERR_FAIL_INDEX_V(p_type,3,DVector<Vector2>()); + ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),DVector<Vector2>()); + const Node& n = shader[p_type].node_map[p_id]; + return n.param1; + +} + + + void ShaderGraph::input_node_set_name(ShaderType p_type,int p_id,const String& p_name){ ERR_FAIL_INDEX(p_type,3); @@ -881,8 +1037,9 @@ void ShaderGraph::input_node_set_name(ShaderType p_type,int p_id,const String& p ERR_FAIL_COND(!p_name.is_valid_identifier()); Node& n = shader[p_type].node_map[p_id]; ERR_FAIL_COND(n.type!=NODE_SCALAR_INPUT && n.type!=NODE_VEC_INPUT && n.type==NODE_RGB_INPUT && n.type==NODE_XFORM_INPUT && n.type==NODE_TEXTURE_INPUT && n.type==NODE_CUBEMAP_INPUT); + n.param1=""; - n.param1=_find_unique_name(p_type,p_name); + n.param1=_find_unique_name(p_name); _request_update(); } @@ -1097,59 +1254,111 @@ ShaderGraph::~ShaderGraph() { const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={ //material vertex in - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","SRC_VERTEX",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","SRC_NORMAL",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","SRC_TANGENT",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"BinormalF","SRC_BINORMALF",SLOT_TYPE_SCALAR,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"WorldMatrix","WORLD_MATRIX",SLOT_TYPE_XFORM,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"InvCameraMatrix","INV_CAMERA_MATRIX",SLOT_TYPE_XFORM,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"ProjectionMatrix","PROJECTION_MATRIX",SLOT_TYPE_XFORM,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"ModelviewMatrix","MODELVIEW_MATRIX",SLOT_TYPE_XFORM,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"InstanceID","INSTANCE_ID",SLOT_TYPE_SCALAR,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Time","TIME",SLOT_TYPE_SCALAR,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","SRC_VERTEX","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","SRC_NORMAL","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","SRC_TANGENT","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"BinormalF","SRC_BINORMALF","",SLOT_TYPE_SCALAR,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Color","SRC_COLOR","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Alpha","SRC_ALPHA","",SLOT_TYPE_SCALAR,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV","SRC_UV","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","SRC_UV2","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"WorldMatrix","WORLD_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"InvCameraMatrix","INV_CAMERA_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"ProjectionMatrix","PROJECTION_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"ModelviewMatrix","MODELVIEW_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"InstanceID","INSTANCE_ID","",SLOT_TYPE_SCALAR,SLOT_IN}, + //material vertex out - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","VERTEX",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","NORMAL",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","TANGENT",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Binormal","BINORMAL",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV","UV",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","UV2",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Color","COLOR.rgb",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Alpha","COLOR.a",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var1","VAR1.rgb",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var2","VAR2.rgb",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"SpecExp","SPEC_EXP",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"PointSize","POINT_SIZE",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","VERTEX","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","TANGENT","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV","UV",".xy",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","UV2",".xy",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"SpecExp","SPEC_EXP","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"PointSize","POINT_SIZE","",SLOT_TYPE_SCALAR,SLOT_OUT}, //pixel vertex in - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Vertex","VERTEX",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Position","POSITION",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","IN_NORMAL",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Tangent","TANGENT",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","UV",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","SCREEN_UV",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a",SLOT_TYPE_SCALAR,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"InvCameraMatrix","INV_CAMERA_MATRIX",SLOT_TYPE_XFORM,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Time","TIME",SLOT_TYPE_SCALAR,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Vertex","VERTEX","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Position","POSITION.xyz","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","IN_NORMAL","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Tangent","TANGENT","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0);","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","vec3(SCREEN_UV,0)","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"InvCameraMatrix","INV_CAMERA_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN}, //pixel vertex out - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Diffuse","DIFFUSE_OUT",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"DiffuseAlpha","ALPHA_OUT",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Specular","SPECULAR",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"SpecularExp","SPECULAR",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Emission","EMISSION",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Glow","GLOW",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"ShadeParam","SHADE_PARAM",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","NORMAL",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMap","NORMALMAP",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMapDepth","NORMALMAP_DEPTH",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Discard","DISCARD",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Diffuse","DIFFUSE_OUT","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"DiffuseAlpha","ALPHA_OUT","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Specular","SPECULAR","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"SpecularExp","SPECULAR","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Emission","EMISSION","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Glow","GLOW","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMap","NORMALMAP","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMapDepth","NORMALMAP_DEPTH","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Discard","DISCARD",">0.5",SLOT_TYPE_SCALAR,SLOT_OUT}, + //light in + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightDir","LIGHT_DIR","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightDiffuse","LIGHT_DIFFUSE","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightSpecular","LIGHT_SPECULAR","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"EyeVec","EYE_VEC","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Diffuse","DIFFUSE","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Specular","SPECULAR","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"SpecExp","SPECULAR_EXP","",SLOT_TYPE_SCALAR,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_IN}, + //light out + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Light","LIGHT","",SLOT_TYPE_VEC,SLOT_OUT}, + //canvas item vertex in + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Vertex","vec3(SRC_VERTEX,0)","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"UV","SRC_UV","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Color","SRC_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Alpha","SRC_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"WorldMatrix","WORLD_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"ExtraMatrix","EXTRA_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"ProjectionMatrix","PROJECTION_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN}, + //canvas item vertex out + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Vertex","VERTEX",".xy",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"UV","UV",".xy",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"PointSize","POINT_SIZE","",SLOT_TYPE_SCALAR,SLOT_OUT}, + //canvas item fragment in + {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Color","SRC_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Alpha","SRC_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0)","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"UVScreen","vec3(SCREEN_UV,0)","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"TexPixelSize","vec3(TEXTURE_PIXEL_SIZE,0)","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN}, + //canvas item fragment out + {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT}, + //canvas item light in + {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightDist","LIGHT_DISTANCE","",SLOT_TYPE_SCALAR,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightDir","vec3(LIGHT_DIR,0)","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN}, + //canvas item light out + {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Light","LIGHT","",SLOT_TYPE_VEC,SLOT_OUT}, //end - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT}, }; @@ -1174,17 +1383,17 @@ const ShaderGraph::NodeSlotInfo ShaderGraph::node_slot_info[]= { {NODE_SCALAR_CONST,{SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, //scalar constant {NODE_VEC_CONST,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, //vec3 constant - {NODE_RGB_CONST,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, //rgb constant (shows a color picker instead) + {NODE_RGB_CONST,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, //rgb constant (shows a color picker instead) {NODE_XFORM_CONST,{SLOT_MAX},{SLOT_TYPE_XFORM,SLOT_MAX}}, // 4x4 matrix constant {NODE_TIME,{SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // time in seconds {NODE_SCREEN_TEX,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // screen texture sampler (takes UV) (only usable in fragment shader) {NODE_SCALAR_OP,{SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc) {NODE_VEC_OP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // scalar vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc) {NODE_VEC_SCALAR_OP,{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc) - {NODE_RGB_OP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_TYPE_SCALAR},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc) + {NODE_RGB_OP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc) {NODE_XFORM_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_XFORM,SLOT_MAX},{SLOT_TYPE_XFORM,SLOT_MAX}}, // mat4 x mat4 {NODE_XFORM_VEC_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // mat4 x vec3 mult (with no-translation option) - {NODE_XFORM_VEC_INV_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // mat4 x vec3 inverse mult (with no-translation option) + {NODE_XFORM_VEC_INV_MULT,{SLOT_TYPE_VEC,SLOT_TYPE_XFORM,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // mat4 x vec3 inverse mult (with no-translation option) {NODE_SCALAR_FUNC,{SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar function (sin,{SLOT_MAX},{SLOT_MAX}}, cos,{SLOT_MAX},{SLOT_MAX}}, etc) {NODE_VEC_FUNC,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vector function (normalize,{SLOT_MAX},{SLOT_MAX}}, negate,{SLOT_MAX},{SLOT_MAX}}, reciprocal,{SLOT_MAX},{SLOT_MAX}}, rgb2hsv,{SLOT_MAX},{SLOT_MAX}}, hsv2rgb,{SLOT_MAX},{SLOT_MAX}}, etc,{SLOT_MAX},{SLOT_MAX}}, etc) {NODE_VEC_LEN,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // vec3 length @@ -1193,12 +1402,15 @@ const ShaderGraph::NodeSlotInfo ShaderGraph::node_slot_info[]= { {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_COLOR_RAMP,{SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // vec3 interpolation (with optional curve) + {NODE_CURVE_MAP,{SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_SCALAR,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_DEFAULT_TEXTURE,{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}} }; @@ -1315,6 +1527,7 @@ ShaderGraph::SlotType ShaderGraph::get_node_input_slot_type(Mode p_mode, ShaderT if (nsi->type==p_type) { for(int i=0;i<NodeSlotInfo::MAX_INS;i++) { + if (nsi->ins[i]==SLOT_MAX) break; if (i==p_idx) @@ -1381,6 +1594,14 @@ void ShaderGraph::_update_shader() { String code[3]; + List<StringName> names; + get_default_texture_param_list(&names); + + for (List<StringName>::Element *E=names.front();E;E=E->next()) { + set_default_texture_param(E->get(),Ref<Texture>()); + } + + for(int i=0;i<3;i++) { int idx=0; @@ -1437,11 +1658,13 @@ void ShaderGraph::_update_shader() { bool failed=false; if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) { - code[i]+="vec3 DIFFUSE_OUT=vec3(0,0,0);"; - code[i]+="float ALPHA_OUT=0;"; + code[i]+="vec3 DIFFUSE_OUT=vec3(0,0,0);\n"; + code[i]+="float ALPHA_OUT=0;\n"; } + Map<String,String> inputs_xlate; + Map<String,String> input_names_xlate; Set<String> inputs_used; for(int j=0;j<order.size();j++) { @@ -1458,6 +1681,7 @@ void ShaderGraph::_update_shader() { String vname=("nd"+itos(n->id)+"sl"+itos(idx)); inputs_xlate[vname]=String(typestr[iop->slot_type])+" "+vname+"="+iop->variable+";\n"; + input_names_xlate[vname]=iop->variable; idx++; } iop++; @@ -1476,7 +1700,7 @@ void ShaderGraph::_update_shader() { String iname=("nd"+itos(n->connections[idx].id)+"sl"+itos(n->connections[idx].slot)); if (node_get_type(ShaderType(i),n->connections[idx].id)==NODE_INPUT) inputs_used.insert(iname); - code[i]+=String(iop->variable)+"="+iname+";\n"; + code[i]+=String(iop->variable)+"="+iname+String(iop->postfix)+";\n"; if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL && String(iop->name)=="DiffuseAlpha") use_alpha=true; } @@ -1488,8 +1712,7 @@ void ShaderGraph::_update_shader() { if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) { if (use_alpha) { - code[i]+="DIFFUSE_ALPHA.rgb=DIFFUSE_OUT;\n"; - code[i]+="DIFFUSE_ALPHA.a=ALPHA_OUT;\n"; + code[i]+="DIFFUSE_ALPHA=vec4(DIFFUSE_OUT,ALPHA_OUT);\n"; } else { code[i]+="DIFFUSE=DIFFUSE_OUT;\n"; } @@ -1506,13 +1729,19 @@ void ShaderGraph::_update_shader() { } String iname="nd"+itos(n->connections[k].id)+"sl"+itos(n->connections[k].slot); inputs.push_back(iname); - if (node_get_type(ShaderType(i),n->connections[k].id)==NODE_INPUT) + if (node_get_type(ShaderType(i),n->connections[k].id)==NODE_INPUT) { inputs_used.insert(iname); + } } if (failed) break; + + if (n->type==NODE_TEXTURE_INPUT || n->type==NODE_CUBEMAP_INPUT) { + + set_default_texture_param(n->param1,n->param2); + } _add_node_code(ShaderType(i),n,inputs,code[i]); } @@ -1521,13 +1750,38 @@ void ShaderGraph::_update_shader() { if (failed) continue; + for(Set<String>::Element *E=inputs_used.front();E;E=E->next()) { ERR_CONTINUE( !inputs_xlate.has(E->get())); code[i]=inputs_xlate[E->get()]+code[i]; + String name=input_names_xlate[E->get()]; + + if (i==SHADER_TYPE_VERTEX && get_mode()==MODE_MATERIAL) { + if (name==("SRC_COLOR")) + code[i]="vec3 SRC_COLOR=COLOR.rgb;\n"+code[i]; + if (name==("SRC_ALPHA")) + code[i]="float SRC_ALPHA=COLOR.a;\n"+code[i]; + if (name==("SRC_UV")) + code[i]="vec3 SRC_UV=vec3(UV,0);\n"+code[i]; + if (name==("SRC_UV2")) + code[i]="float SRC_UV2=vec3(UV2,0);\n"+code[i]; + } else if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) { + if (name==("IN_NORMAL")) + code[i]="vec3 IN_NORMAL=NORMAL;\n"+code[i]; + } else if (i==SHADER_TYPE_VERTEX && get_mode()==MODE_CANVAS_ITEM) { + if (name==("SRC_COLOR")) + code[i]="vec3 SRC_COLOR=COLOR.rgb;\n"+code[i]; + if (name==("SRC_UV")) + code[i]="vec3 SRC_UV=vec3(UV,0);\n"+code[i]; + } + } + + + shader[i].error=GRAPH_OK; - print_line("ShADER: "+code[i]); + } bool all_ok=true; @@ -1536,19 +1790,153 @@ void ShaderGraph::_update_shader() { all_ok=false; } + /*print_line("VERTEX: \n"+code[0]); + print_line("FRAGMENT: \n"+code[1]); + print_line("LIGHT: \n"+code[2]);*/ + if (all_ok) { set_code(code[0],code[1],code[2]); } //do shader here - print_line("UPDATING SHADER"); + _pending_update_shader=false; + emit_signal(SceneStringNames::get_singleton()->updated); +} + +void ShaderGraph::_plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector2& p_c,const Vector2& p_d,uint8_t* p_heights,bool *p_useds) { + + float geometry[4][4]; + float tmp1[4][4]; + float tmp2[4][4]; + float deltas[4][4]; + double x, dx, dx2, dx3; + double y, dy, dy2, dy3; + double d, d2, d3; + int lastx, lasty; + int newx, newy; + int ntimes; + int i,j; + + int xmax=255; + int ymax=255; + + /* construct the geometry matrix from the segment */ + for (i = 0; i < 4; i++) { + geometry[i][2] = 0; + geometry[i][3] = 0; + } + + geometry[0][0] = (p_a[0] * xmax); + geometry[1][0] = (p_b[0] * xmax); + geometry[2][0] = (p_c[0] * xmax); + geometry[3][0] = (p_d[0] * xmax); + + geometry[0][1] = (p_a[1] * ymax); + geometry[1][1] = (p_b[1] * ymax); + geometry[2][1] = (p_c[1] * ymax); + geometry[3][1] = (p_d[1] * ymax); + + /* subdivide the curve ntimes (1000) times */ + ntimes = 4 * xmax; + /* ntimes can be adjusted to give a finer or coarser curve */ + d = 1.0 / ntimes; + d2 = d * d; + d3 = d * d * d; + + /* construct a temporary matrix for determining the forward differencing deltas */ + tmp2[0][0] = 0; tmp2[0][1] = 0; tmp2[0][2] = 0; tmp2[0][3] = 1; + tmp2[1][0] = d3; tmp2[1][1] = d2; tmp2[1][2] = d; tmp2[1][3] = 0; + tmp2[2][0] = 6*d3; tmp2[2][1] = 2*d2; tmp2[2][2] = 0; tmp2[2][3] = 0; + tmp2[3][0] = 6*d3; tmp2[3][1] = 0; tmp2[3][2] = 0; tmp2[3][3] = 0; + + /* compose the basis and geometry matrices */ + + static const float CR_basis[4][4] = + { + { -0.5, 1.5, -1.5, 0.5 }, + { 1.0, -2.5, 2.0, -0.5 }, + { -0.5, 0.0, 0.5, 0.0 }, + { 0.0, 1.0, 0.0, 0.0 }, + }; + + for (i = 0; i < 4; i++) + { + for (j = 0; j < 4; j++) + { + tmp1[i][j] = (CR_basis[i][0] * geometry[0][j] + + CR_basis[i][1] * geometry[1][j] + + CR_basis[i][2] * geometry[2][j] + + CR_basis[i][3] * geometry[3][j]); + } + } + /* compose the above results to get the deltas matrix */ + + for (i = 0; i < 4; i++) + { + for (j = 0; j < 4; j++) + { + deltas[i][j] = (tmp2[i][0] * tmp1[0][j] + + tmp2[i][1] * tmp1[1][j] + + tmp2[i][2] * tmp1[2][j] + + tmp2[i][3] * tmp1[3][j]); + } + } + + + /* extract the x deltas */ + x = deltas[0][0]; + dx = deltas[1][0]; + dx2 = deltas[2][0]; + dx3 = deltas[3][0]; + + /* extract the y deltas */ + y = deltas[0][1]; + dy = deltas[1][1]; + dy2 = deltas[2][1]; + dy3 = deltas[3][1]; + + + lastx = CLAMP (x, 0, xmax); + lasty = CLAMP (y, 0, ymax); + + p_heights[lastx] = lasty; + p_useds[lastx] = true; + + /* loop over the curve */ + for (i = 0; i < ntimes; i++) + { + /* increment the x values */ + x += dx; + dx += dx2; + dx2 += dx3; + + /* increment the y values */ + y += dy; + dy += dy2; + dy2 += dy3; + + newx = CLAMP ((Math::round (x)), 0, xmax); + newy = CLAMP ((Math::round (y)), 0, ymax); + + /* if this point is different than the last one...then draw it */ + if ((lastx != newx) || (lasty != newy)) + { + p_useds[newx]=true; + p_heights[newx]=newy; + } + + lastx = newx; + lasty = newy; + } } + 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))) +#define OUTVAR(id,slot) ("nd"+itos(id)+"sl"+itos(slot)) switch(p_node->type) { @@ -1568,6 +1956,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str case NODE_RGB_CONST: { Color col = p_node->param1; code+=OUTNAME(p_node->id,0)+"=vec3("+rtos(col.r)+","+rtos(col.g)+","+rtos(col.b)+");\n"; + code+=OUTNAME(p_node->id,1)+"="+rtos(col.a)+";\n"; }break; case NODE_XFORM_CONST: { @@ -1584,7 +1973,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str code+=OUTNAME(p_node->id,0)+"=TIME;\n"; }break; case NODE_SCREEN_TEX: { - code+=OUTNAME(p_node->id,0)+"=texscreen("+p_inputs[0]+");\n"; + code+=OUTNAME(p_node->id,0)+"=texscreen("+p_inputs[0]+".xy);\n"; }break; case NODE_SCALAR_OP: { int op = p_node->param1; @@ -1626,16 +2015,94 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str int op = p_node->param1; String optxt; switch(op) { - case VEC_OP_MUL: optxt = p_inputs[0]+"*"+p_inputs[1]+";"; break; - case VEC_OP_DIV: optxt = p_inputs[0]+"/"+p_inputs[1]+";"; break; - case VEC_OP_POW: optxt = "pow("+p_inputs[0]+","+p_inputs[1]+");"; break; + case VEC_SCALAR_OP_MUL: optxt = p_inputs[0]+"*"+p_inputs[1]+";"; break; + case VEC_SCALAR_OP_DIV: optxt = p_inputs[0]+"/"+p_inputs[1]+";"; break; + case VEC_SCALAR_OP_POW: optxt = "pow("+p_inputs[0]+","+p_inputs[1]+");"; break; } code+=OUTNAME(p_node->id,0)+"="+optxt+"\n"; }break; case NODE_RGB_OP: { + int op = p_node->param1; + static const char*axisn[3]={"x","y","z"}; + switch(op) { + case RGB_OP_SCREEN: { + + code += OUTNAME(p_node->id,0)+"=vec3(1.0)-(vec3(1.0)-"+p_inputs[0]+")*(vec3(1.0)-"+p_inputs[1]+");\n"; + } break; + case RGB_OP_DIFFERENCE: { + + code += OUTNAME(p_node->id,0)+"=abs("+p_inputs[0]+"-"+p_inputs[1]+");\n"; + + } break; + case RGB_OP_DARKEN: { + code += OUTNAME(p_node->id,0)+"=min("+p_inputs[0]+","+p_inputs[1]+");\n"; + } break; + case RGB_OP_LIGHTEN: { + + code += OUTNAME(p_node->id,0)+"=max("+p_inputs[0]+","+p_inputs[1]+");\n"; + + } break; + case RGB_OP_OVERLAY: { + + code += OUTNAME(p_node->id,0)+";\n"; + for(int i=0;i<3;i++) { + code += "{\n"; + code += "\tfloat base="+p_inputs[0]+"."+axisn[i]+";\n"; + code += "\tfloat blend="+p_inputs[1]+"."+axisn[i]+";\n"; + code += "\tif (base < 0.5) {\n"; + code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = 2.0 * base * blend;\n"; + code += "\t} else {\n"; + code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"; + code += "\t}\n"; + code += "}\n"; + } + + } break; + case RGB_OP_DODGE: { + + code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+")/(vec3(1.0)-"+p_inputs[1]+");\n"; + + } break; + case RGB_OP_BURN: { + + code += OUTNAME(p_node->id,0)+"=vec3(1.0)-(vec3(1.0)-"+p_inputs[0]+")/("+p_inputs[1]+");\n"; + } break; + case RGB_OP_SOFT_LIGHT: { + + code += OUTNAME(p_node->id,0)+";\n"; + for(int i=0;i<3;i++) { + code += "{\n"; + code += "\tfloat base="+p_inputs[0]+"."+axisn[i]+";\n"; + code += "\tfloat blend="+p_inputs[1]+"."+axisn[i]+";\n"; + code += "\tif (base < 0.5) {\n"; + code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (base * (blend+0.5));\n"; + code += "\t} else {\n"; + code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (1 - (1-base) * (1-(blend-0.5)));\n"; + code += "\t}\n"; + code += "}\n"; + } + + } break; + case RGB_OP_HARD_LIGHT: { + + code += OUTNAME(p_node->id,0)+";\n"; + for(int i=0;i<3;i++) { + code += "{\n"; + code += "\tfloat base="+p_inputs[0]+"."+axisn[i]+";\n"; + code += "\tfloat blend="+p_inputs[1]+"."+axisn[i]+";\n"; + code += "\tif (base < 0.5) {\n"; + code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (base * (2*blend));\n"; + code += "\t} else {\n"; + code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (1 - (1-base) * (1-2*(blend-0.5)));\n"; + code += "\t}\n"; + code += "}\n"; + } + + } break; + } }break; case NODE_XFORM_MULT: { @@ -1646,26 +2113,85 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str bool no_translation = p_node->param1; if (no_translation) { - code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*vec4("+p_inputs[1]+",0);\n"; + code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+"*vec4("+p_inputs[1]+",0)).xyz;\n"; } else { - code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*vec4("+p_inputs[1]+",1);\n"; + code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+"*vec4("+p_inputs[1]+",1)).xyz;\n"; } }break; case NODE_XFORM_VEC_INV_MULT: { bool no_translation = p_node->param1; if (no_translation) { - code += OUTNAME(p_node->id,0)+"="+p_inputs[1]+"*vec4("+p_inputs[0]+",0);\n"; + code += OUTNAME(p_node->id,0)+"=("+p_inputs[1]+"*vec4("+p_inputs[0]+",0)).xyz;\n"; } else { - code += OUTNAME(p_node->id,0)+"="+p_inputs[1]+"*vec4("+p_inputs[0]+",1);\n"; + code += OUTNAME(p_node->id,0)+"=("+p_inputs[1]+"*vec4("+p_inputs[0]+",1)).xyz;\n"; } }break; case NODE_SCALAR_FUNC: { - - - }break; + static const char*scalar_func_id[SCALAR_MAX_FUNC]={ + "sin($)", + "cos($)", + "tan($)", + "asin($)", + "acos($)", + "atan($)", + "sinh($)", + "cosh($)", + "tanh($)", + "log($)", + "exp($)", + "sqrt($)", + "abs($)", + "sign($)", + "floor($)", + "round($)", + "ceil($)", + "frac($)", + "min(max($,0),1)", + "-($)", + }; + + int func = p_node->param1; + ERR_FAIL_INDEX(func,SCALAR_MAX_FUNC); + code += OUTNAME(p_node->id,0)+"="+String(scalar_func_id[func]).replace("$",p_inputs[0])+";\n"; + + } break; case NODE_VEC_FUNC: { + static const char*vec_func_id[VEC_MAX_FUNC]={ + "normalize($)", + "max(min($,vec3(1,1,1)),vec3(0,0,0))", + "-($)", + "1.0/($)", + "", + "", + }; + + + int func = p_node->param1; + ERR_FAIL_INDEX(func,VEC_MAX_FUNC); + if (func==VEC_FUNC_RGB2HSV) { + code += OUTNAME(p_node->id,0)+";\n"; + code+="{\n"; + code+="\tvec3 c = "+p_inputs[0]+";\n"; + code+="\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n"; + code+="\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n"; + code+="\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n"; + code+="\tfloat d = q.x - min(q.w, q.y);\n"; + code+="\tfloat e = 1.0e-10;\n"; + code+="\t"+OUTVAR(p_node->id,0)+"=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"; + code+="}\n"; + } else if (func==VEC_FUNC_HSV2RGB) { + code += OUTNAME(p_node->id,0)+";\n";; + code+="{\n"; + code+="\tvec3 c = "+p_inputs[0]+";\n"; + code+="\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n"; + code+="\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"; + code+="\t"+OUTVAR(p_node->id,0)+"=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"; + code+="}\n"; + } else { + code += OUTNAME(p_node->id,0)+"="+String(vec_func_id[func]).replace("$",p_inputs[0])+";\n"; + } }break; case NODE_VEC_LEN: { @@ -1705,6 +2231,129 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str code += OUTNAME(p_node->id,0)+"=mix("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+");\n"; }break; + case NODE_COLOR_RAMP: { + + static const int color_ramp_len=512; + DVector<uint8_t> cramp; + cramp.resize(color_ramp_len*4); + { + + DVector<Color> colors=p_node->param1; + DVector<real_t> offsets=p_node->param2; + int cc =colors.size(); + DVector<uint8_t>::Write crw = cramp.write(); + DVector<Color>::Read cr = colors.read(); + DVector<real_t>::Read ofr = offsets.read(); + + int at=0; + Color color_at(0,0,0,1); + for(int i=0;i<=cc;i++) { + + int pos; + Color to; + if (i==cc) { + if (at==color_ramp_len) + break; + pos=color_ramp_len; + to=Color(1,1,1,1); + } else { + to=cr[i]; + pos= MIN(ofr[i]*color_ramp_len,color_ramp_len); + } + for(int j=at;j<pos;j++) { + float t = (j-at)/float(pos-at); + Color c = color_at.linear_interpolate(to,t); + crw[j*4+0]=Math::fast_ftoi( CLAMP(c.r*255.0,0,255) ); + crw[j*4+1]=Math::fast_ftoi( CLAMP(c.g*255.0,0,255) ); + crw[j*4+2]=Math::fast_ftoi( CLAMP(c.b*255.0,0,255) ); + crw[j*4+3]=Math::fast_ftoi( CLAMP(c.a*255.0,0,255) ); + } + + at=pos; + color_at=to; + } + } + + Image gradient(color_ramp_len,1,0,Image::FORMAT_RGBA,cramp); + Ref<ImageTexture> it = memnew( ImageTexture ); + it->create_from_image(gradient,Texture::FLAG_FILTER|Texture::FLAG_MIPMAPS); + + String crampname= "cramp_"+itos(p_node->id); + set_default_texture_param(crampname,it); + + code +="uniform texture "+crampname+";\n"; + code +="vec4 "+crampname+"_r=tex("+crampname+",vec2("+p_inputs[0]+",0));\n"; + code += OUTNAME(p_node->id,0)+"="+crampname+"_r.rgb;\n"; + code += OUTNAME(p_node->id,1)+"="+crampname+"_r.a;\n"; + + }break; + case NODE_CURVE_MAP: { + static const int curve_map_len=256; + bool mapped[256]; + zeromem(mapped,sizeof(mapped)); + DVector<uint8_t> cmap; + cmap.resize(curve_map_len); + { + + DVector<Point2> points=p_node->param1; + int pc =points.size(); + DVector<uint8_t>::Write cmw = cmap.write(); + DVector<Point2>::Read pr = points.read(); + + Vector2 prev=Vector2(0,0); + Vector2 prev2=Vector2(0,0); + + for(int i=-1;i<pc;i++) { + + Vector2 next; + Vector2 next2; + if (i+1>=pc) { + next=Vector2(1,1); + } else { + next=Vector2(pr[i+1].x,pr[i+1].y); + } + + if (i+2>=pc) { + next2=Vector2(1,1); + } else { + next2=Vector2(pr[i+2].x,pr[i+2].y); + } + + /*if (i==-1 && prev.offset==next.offset) { + prev=next; + continue; + }*/ + + _plot_curve(prev2,prev,next,next2,cmw.ptr(),mapped); + + prev2=prev; + prev=next; + } + + uint8_t pp=0; + for(int i=0;i<curve_map_len;i++) { + + if (!mapped[i]) { + cmw[i]=pp; + } else { + pp=cmw[i]; + } + } + } + + + + Image gradient(curve_map_len,1,0,Image::FORMAT_GRAYSCALE,cmap); + Ref<ImageTexture> it = memnew( ImageTexture ); + it->create_from_image(gradient,Texture::FLAG_FILTER|Texture::FLAG_MIPMAPS); + + String cmapname= "cmap_"+itos(p_node->id); + set_default_texture_param(cmapname,it); + + code +="uniform texture "+cmapname+";\n"; + code += OUTNAME(p_node->id,0)+"=tex("+cmapname+",vec2("+p_inputs[0]+",0)).r;\n"; + + }break; case NODE_SCALAR_INPUT: { String name = p_node->param1; float dv=p_node->param2; @@ -1744,7 +2393,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str }break; case NODE_TEXTURE_INPUT: { String name = p_node->param1; - String rname="_read_tex"+itos(p_node->id); + String rname="rt_read_tex"+itos(p_node->id); code +="uniform texture "+name+";"; code +="vec4 "+rname+"=tex("+name+","+p_inputs[0]+".xy);\n"; code += OUTNAME(p_node->id,0)+"="+rname+".rgb;\n"; @@ -1755,11 +2404,27 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str String name = p_node->param1; code +="uniform cubemap "+name+";"; - String rname="_read_tex"+itos(p_node->id); + String rname="rt_read_tex"+itos(p_node->id); code +="vec4 "+rname+"=texcube("+name+","+p_inputs[0]+".xy);\n"; code += OUTNAME(p_node->id,0)+"="+rname+".rgb;\n"; code += OUTNAME(p_node->id,1)+"="+rname+".a;\n"; }break; + case NODE_DEFAULT_TEXTURE: { + + if (get_mode()==MODE_CANVAS_ITEM && p_type==SHADER_TYPE_FRAGMENT) { + + String rname="rt_default_tex"+itos(p_node->id); + code +="vec4 "+rname+"=tex(TEXTURE,"+p_inputs[0]+".xy);\n"; + code += OUTNAME(p_node->id,0)+"="+rname+".rgb;\n"; + code += OUTNAME(p_node->id,1)+"="+rname+".a;\n"; + + } else { + //not supported + code += OUTNAME(p_node->id,0)+"=vec3(0,0,0);\n"; + code += OUTNAME(p_node->id,1)+"=1.0;\n"; + + } + } break; case NODE_OUTPUT: { |