diff options
Diffstat (limited to 'scene/resources/shader_graph.cpp')
-rw-r--r-- | scene/resources/shader_graph.cpp | 286 |
1 files changed, 213 insertions, 73 deletions
diff --git a/scene/resources/shader_graph.cpp b/scene/resources/shader_graph.cpp index a06a70be9f..4c81724841 100644 --- a/scene/resources/shader_graph.cpp +++ b/scene/resources/shader_graph.cpp @@ -57,6 +57,84 @@ 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; +} + + void ShaderGraph::_bind_methods() { ObjectTypeDB::bind_method(_MD("_update_shader"),&ShaderGraph::_update_shader); @@ -147,6 +225,11 @@ 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; @@ -347,7 +430,7 @@ 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 +441,19 @@ 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 +511,12 @@ void ShaderGraph::node_add(ShaderType p_type, NodeType p_node_type,int p_id) { case NODE_XFORM_TO_VEC: {} break; // 3 scalar input: {} break; 1 vec3 output case NODE_SCALAR_INTERP: {} break; // scalar interpolation (with optional curve) case NODE_VEC_INTERP: {} break; // vec3 interpolation (with optional curve) - case NODE_SCALAR_INPUT: {node.param1=_find_unique_name(p_type,"Scalar"); node.param2=0;} break; // scalar uniform (assignable in material) - case NODE_VEC_INPUT: {node.param1=_find_unique_name(p_type,"Vec3");node.param2=Vector3();} break; // vec3 uniform (assignable in material) - case NODE_RGB_INPUT: {node.param1=_find_unique_name(p_type,"Color");node.param2=Color();} break; // color uniform (assignable in material) - case NODE_XFORM_INPUT: {node.param1=_find_unique_name(p_type,"XForm"); node.param2=Transform();} break; // mat4 uniform (assignable in material) - case NODE_TEXTURE_INPUT: {node.param1=_find_unique_name(p_type,"Tex"); } break; // texture input (assignable in material) - case NODE_CUBEMAP_INPUT: {node.param1=_find_unique_name(p_type,"Cube"); } break; // cubemap input (assignable in material) + case NODE_SCALAR_INPUT: {node.param1=_find_unique_name("Scalar"); node.param2=0;} break; // scalar uniform (assignable in material) + case NODE_VEC_INPUT: {node.param1=_find_unique_name("Vec3");node.param2=Vector3();} break; // vec3 uniform (assignable in material) + case NODE_RGB_INPUT: {node.param1=_find_unique_name("Color");node.param2=Color();} break; // color uniform (assignable in material) + case NODE_XFORM_INPUT: {node.param1=_find_unique_name("XForm"); node.param2=Transform();} break; // mat4 uniform (assignable in material) + case NODE_TEXTURE_INPUT: {node.param1=_find_unique_name("Tex"); } break; // texture input (assignable in material) + case NODE_CUBEMAP_INPUT: {node.param1=_find_unique_name("Cube"); } break; // cubemap input (assignable in material) case NODE_OUTPUT: {} break; // output (shader type dependent) case NODE_COMMENT: {} break; // comment case NODE_TYPE_MAX: {}; @@ -881,8 +968,9 @@ 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 +1185,74 @@ ShaderGraph::~ShaderGraph() { const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={ //material vertex in - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","SRC_VERTEX",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","SRC_NORMAL",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","SRC_TANGENT",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"BinormalF","SRC_BINORMALF",SLOT_TYPE_SCALAR,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"WorldMatrix","WORLD_MATRIX",SLOT_TYPE_XFORM,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"InvCameraMatrix","INV_CAMERA_MATRIX",SLOT_TYPE_XFORM,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"ProjectionMatrix","PROJECTION_MATRIX",SLOT_TYPE_XFORM,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"ModelviewMatrix","MODELVIEW_MATRIX",SLOT_TYPE_XFORM,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"InstanceID","INSTANCE_ID",SLOT_TYPE_SCALAR,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Time","TIME",SLOT_TYPE_SCALAR,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","SRC_VERTEX","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","SRC_NORMAL","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","SRC_TANGENT","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"BinormalF","SRC_BINORMALF","",SLOT_TYPE_SCALAR,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Color","SRC_COLOR","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Alpha","SRC_ALPHA","",SLOT_TYPE_SCALAR,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV","SRC_UV","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","SRC_UV2","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"WorldMatrix","WORLD_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"InvCameraMatrix","INV_CAMERA_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"ProjectionMatrix","PROJECTION_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"ModelviewMatrix","MODELVIEW_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"InstanceID","INSTANCE_ID","",SLOT_TYPE_SCALAR,SLOT_IN}, + //material vertex out - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","VERTEX",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","NORMAL",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","TANGENT",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Binormal","BINORMAL",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV","UV",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","UV2",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Color","COLOR.rgb",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Alpha","COLOR.a",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var1","VAR1.rgb",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var2","VAR2.rgb",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"SpecExp","SPEC_EXP",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_VERTEX,"PointSize","POINT_SIZE",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","VERTEX","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","TANGENT","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV","UV",".xy",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","UV2",".xy",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"SpecExp","SPEC_EXP","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_VERTEX,"PointSize","POINT_SIZE","",SLOT_TYPE_SCALAR,SLOT_OUT}, //pixel vertex in - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Vertex","VERTEX",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Position","POSITION",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","IN_NORMAL",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Tangent","TANGENT",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","UV",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","SCREEN_UV",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a",SLOT_TYPE_SCALAR,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"InvCameraMatrix","INV_CAMERA_MATRIX",SLOT_TYPE_XFORM,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Time","TIME",SLOT_TYPE_SCALAR,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb",SLOT_TYPE_VEC,SLOT_IN}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Vertex","VERTEX","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Position","POSITION","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","IN_NORMAL","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Tangent","TANGENT","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0);","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","SCREEN_UV","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"InvCameraMatrix","INV_CAMERA_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN}, //pixel vertex out - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Diffuse","DIFFUSE_OUT",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"DiffuseAlpha","ALPHA_OUT",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Specular","SPECULAR",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"SpecularExp","SPECULAR",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Emission","EMISSION",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Glow","GLOW",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"ShadeParam","SHADE_PARAM",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","NORMAL",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMap","NORMALMAP",SLOT_TYPE_VEC,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMapDepth","NORMALMAP_DEPTH",SLOT_TYPE_SCALAR,SLOT_OUT}, - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Discard","DISCARD",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Diffuse","DIFFUSE_OUT","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"DiffuseAlpha","ALPHA_OUT","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Specular","SPECULAR","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"SpecularExp","SPECULAR","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Emission","EMISSION","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Glow","GLOW","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMap","NORMALMAP","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMapDepth","NORMALMAP_DEPTH","",SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Discard","DISCARD",">0.5",SLOT_TYPE_SCALAR,SLOT_OUT}, + //light in + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightDir","LIGHT_DIR","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightDiffuse","LIGHT_DIFFUSE","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightSpecular","LIGHT_SPECULAR","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"EyeVec","EYE_VEC","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Diffuse","DIFFUSE","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Specular","SPECULAR","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"SpecExp","SPECULAR_EXP","",SLOT_TYPE_SCALAR,SLOT_IN}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_IN}, + //light out + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Light","LIGHT","",SLOT_TYPE_VEC,SLOT_OUT}, //end - {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT}, }; @@ -1174,7 +1277,7 @@ 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) @@ -1381,6 +1484,14 @@ 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 +1548,13 @@ 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 +1571,7 @@ 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 +1590,7 @@ 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 +1602,7 @@ 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 +1619,19 @@ 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]); } @@ -1521,11 +1640,31 @@ void ShaderGraph::_update_shader() { if (failed) continue; + for(Set<String>::Element *E=inputs_used.front();E;E=E->next()) { ERR_CONTINUE( !inputs_xlate.has(E->get())); code[i]=inputs_xlate[E->get()]+code[i]; + String name=input_names_xlate[E->get()]; + + if (i==SHADER_TYPE_VERTEX && get_mode()==MODE_MATERIAL) { + if (name==("SRC_COLOR")) + code[i]="vec3 SRC_COLOR=COLOR.rgb;\n"+code[i]; + if (name==("SRC_ALPHA")) + code[i]="float SRC_ALPHA=COLOR.a;\n"+code[i]; + if (name==("SRC_UV")) + code[i]="vec3 SRC_UV=vec3(UV,0);\n"+code[i]; + if (name==("SRC_UV2")) + code[i]="float SRC_UV2=vec3(UV2,0);\n"+code[i]; + } else if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) { + if (name==("IN_NORMAL")) + code[i]="vec3 IN_NORMAL=NORMAL;\n"+code[i]; + } + } + + + shader[i].error=GRAPH_OK; print_line("ShADER: "+code[i]); } @@ -1568,6 +1707,7 @@ 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: { @@ -1744,7 +1884,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str }break; case NODE_TEXTURE_INPUT: { String name = p_node->param1; - String rname="_read_tex"+itos(p_node->id); + String rname="rt_read_tex"+itos(p_node->id); code +="uniform texture "+name+";"; code +="vec4 "+rname+"=tex("+name+","+p_inputs[0]+".xy);\n"; code += OUTNAME(p_node->id,0)+"="+rname+".rgb;\n"; @@ -1755,7 +1895,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str String name = p_node->param1; code +="uniform cubemap "+name+";"; - String rname="_read_tex"+itos(p_node->id); + String rname="rt_read_tex"+itos(p_node->id); code +="vec4 "+rname+"=texcube("+name+","+p_inputs[0]+".xy);\n"; code += OUTNAME(p_node->id,0)+"="+rname+".rgb;\n"; code += OUTNAME(p_node->id,1)+"="+rname+".a;\n"; |