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-rw-r--r--scene/resources/shader_graph.cpp391
1 files changed, 385 insertions, 6 deletions
diff --git a/scene/resources/shader_graph.cpp b/scene/resources/shader_graph.cpp
index 8b2f318ec0..b0d9ceee0e 100644
--- a/scene/resources/shader_graph.cpp
+++ b/scene/resources/shader_graph.cpp
@@ -28,9 +28,6 @@
/*************************************************************************/
#include "shader_graph.h"
#include "scene/scene_string_names.h"
-//todo
-//-RGB ops
-//-mostrar error de conexion
Array ShaderGraph::_get_node_list(ShaderType p_type) const {
@@ -224,6 +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);
@@ -266,12 +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 );
@@ -522,12 +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_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_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: {};
@@ -967,6 +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);
@@ -1226,7 +1289,7 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0);","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","SCREEN_UV","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"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},
@@ -1257,6 +1320,43 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
{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,NULL,SLOT_TYPE_SCALAR,SLOT_OUT},
@@ -1302,12 +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}}
};
@@ -1666,6 +1769,11 @@ void ShaderGraph::_update_shader() {
} 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];
}
}
@@ -1682,6 +1790,10 @@ 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]);
}
@@ -1691,6 +1803,134 @@ void ShaderGraph::_update_shader() {
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) {
@@ -1733,7 +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;
@@ -1991,6 +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;
@@ -2046,6 +2409,22 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
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: {