diff options
Diffstat (limited to 'scene/resources/shader_graph.cpp')
-rw-r--r-- | scene/resources/shader_graph.cpp | 354 |
1 files changed, 177 insertions, 177 deletions
diff --git a/scene/resources/shader_graph.cpp b/scene/resources/shader_graph.cpp index f68aed6af9..ed63e84d4c 100644 --- a/scene/resources/shader_graph.cpp +++ b/scene/resources/shader_graph.cpp @@ -272,129 +272,129 @@ void ShaderGraph::_bind_methods() { //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_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 ); - - 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 ); + BIND_ENUM_CONSTANT( NODE_INPUT ); // all inputs (shader type dependent) + BIND_ENUM_CONSTANT( NODE_SCALAR_CONST ); //scalar constant + BIND_ENUM_CONSTANT( NODE_VEC_CONST ); //vec3 constant + BIND_ENUM_CONSTANT( NODE_RGB_CONST ); //rgb constant (shows a color picker instead) + BIND_ENUM_CONSTANT( NODE_XFORM_CONST ); // 4x4 matrix constant + BIND_ENUM_CONSTANT( NODE_TIME ); // time in seconds + BIND_ENUM_CONSTANT( NODE_SCREEN_TEX ); // screen texture sampler (takes UV) (only usable in fragment shader) + BIND_ENUM_CONSTANT( NODE_SCALAR_OP ); // scalar vs scalar op (mul ); add ); div ); etc) + BIND_ENUM_CONSTANT( NODE_VEC_OP ); // vec3 vs vec3 op (mul );ad );div );crossprod );etc) + BIND_ENUM_CONSTANT( NODE_VEC_SCALAR_OP ); // vec3 vs scalar op (mul ); add ); div ); etc) + BIND_ENUM_CONSTANT( NODE_RGB_OP ); // vec3 vs vec3 rgb op (with scalar amount) ); like brighten ); darken ); burn ); dodge ); multiply ); etc. + BIND_ENUM_CONSTANT( NODE_XFORM_MULT ); // mat4 x mat4 + BIND_ENUM_CONSTANT( NODE_XFORM_VEC_MULT ); // mat4 x vec3 mult (with no-translation option) + BIND_ENUM_CONSTANT( NODE_XFORM_VEC_INV_MULT ); // mat4 x vec3 inverse mult (with no-translation option) + BIND_ENUM_CONSTANT( NODE_SCALAR_FUNC ); // scalar function (sin ); cos ); etc) + BIND_ENUM_CONSTANT( NODE_VEC_FUNC ); // vector function (normalize ); negate ); reciprocal ); rgb2hsv ); hsv2rgb ); etc ); etc) + BIND_ENUM_CONSTANT( NODE_VEC_LEN ); // vec3 length + BIND_ENUM_CONSTANT( NODE_DOT_PROD ); // vec3 . vec3 (dot product -> scalar output) + BIND_ENUM_CONSTANT( NODE_VEC_TO_SCALAR ); // 1 vec3 input ); 3 scalar outputs + BIND_ENUM_CONSTANT( NODE_SCALAR_TO_VEC ); // 3 scalar input ); 1 vec3 output + BIND_ENUM_CONSTANT( NODE_VEC_TO_XFORM ); // 3 vec input ); 1 xform output + BIND_ENUM_CONSTANT( NODE_XFORM_TO_VEC ); // 3 vec input ); 1 xform output + BIND_ENUM_CONSTANT( NODE_SCALAR_INTERP ); // scalar interpolation (with optional curve) + BIND_ENUM_CONSTANT( NODE_VEC_INTERP ); // vec3 interpolation (with optional curve) + BIND_ENUM_CONSTANT( NODE_COLOR_RAMP ); + BIND_ENUM_CONSTANT( NODE_CURVE_MAP ); + BIND_ENUM_CONSTANT( NODE_SCALAR_INPUT ); // scalar uniform (assignable in material) + BIND_ENUM_CONSTANT( NODE_VEC_INPUT ); // vec3 uniform (assignable in material) + BIND_ENUM_CONSTANT( NODE_RGB_INPUT ); // color uniform (assignable in material) + BIND_ENUM_CONSTANT( NODE_XFORM_INPUT ); // mat4 uniform (assignable in material) + BIND_ENUM_CONSTANT( NODE_TEXTURE_INPUT ); // texture input (assignable in material) + BIND_ENUM_CONSTANT( NODE_CUBEMAP_INPUT ); // cubemap input (assignable in material) + BIND_ENUM_CONSTANT( NODE_DEFAULT_TEXTURE ); + BIND_ENUM_CONSTANT( NODE_OUTPUT ); // output (shader type dependent) + BIND_ENUM_CONSTANT( NODE_COMMENT ); // comment + BIND_ENUM_CONSTANT( NODE_TYPE_MAX ); + + BIND_ENUM_CONSTANT( SLOT_TYPE_SCALAR ); + BIND_ENUM_CONSTANT( SLOT_TYPE_VEC ); + BIND_ENUM_CONSTANT( SLOT_TYPE_XFORM ); + BIND_ENUM_CONSTANT( SLOT_TYPE_TEXTURE ); + BIND_ENUM_CONSTANT( SLOT_MAX ); + + BIND_ENUM_CONSTANT( SHADER_TYPE_VERTEX ); + BIND_ENUM_CONSTANT( SHADER_TYPE_FRAGMENT ); + BIND_ENUM_CONSTANT( SHADER_TYPE_LIGHT ); + BIND_ENUM_CONSTANT( SHADER_TYPE_MAX ); + + + BIND_ENUM_CONSTANT( SLOT_IN ); + BIND_ENUM_CONSTANT( SLOT_OUT ); + + BIND_ENUM_CONSTANT( GRAPH_OK ); + BIND_ENUM_CONSTANT( GRAPH_ERROR_CYCLIC ); + BIND_ENUM_CONSTANT( GRAPH_ERROR_MISSING_CONNECTIONS ); + + BIND_ENUM_CONSTANT( SCALAR_OP_ADD ); + BIND_ENUM_CONSTANT( SCALAR_OP_SUB ); + BIND_ENUM_CONSTANT( SCALAR_OP_MUL ); + BIND_ENUM_CONSTANT( SCALAR_OP_DIV ); + BIND_ENUM_CONSTANT( SCALAR_OP_MOD ); + BIND_ENUM_CONSTANT( SCALAR_OP_POW ); + BIND_ENUM_CONSTANT( SCALAR_OP_MAX ); + BIND_ENUM_CONSTANT( SCALAR_OP_MIN ); + BIND_ENUM_CONSTANT( SCALAR_OP_ATAN2 ); + BIND_ENUM_CONSTANT( SCALAR_MAX_OP ); + + BIND_ENUM_CONSTANT( VEC_OP_ADD ); + BIND_ENUM_CONSTANT( VEC_OP_SUB ); + BIND_ENUM_CONSTANT( VEC_OP_MUL ); + BIND_ENUM_CONSTANT( VEC_OP_DIV ); + BIND_ENUM_CONSTANT( VEC_OP_MOD ); + BIND_ENUM_CONSTANT( VEC_OP_POW ); + BIND_ENUM_CONSTANT( VEC_OP_MAX ); + BIND_ENUM_CONSTANT( VEC_OP_MIN ); + BIND_ENUM_CONSTANT( VEC_OP_CROSS ); + BIND_ENUM_CONSTANT( VEC_MAX_OP ); + + BIND_ENUM_CONSTANT( VEC_SCALAR_OP_MUL ); + BIND_ENUM_CONSTANT( VEC_SCALAR_OP_DIV ); + BIND_ENUM_CONSTANT( VEC_SCALAR_OP_POW ); + BIND_ENUM_CONSTANT( VEC_SCALAR_MAX_OP ); + + BIND_ENUM_CONSTANT( RGB_OP_SCREEN ); + BIND_ENUM_CONSTANT( RGB_OP_DIFFERENCE ); + BIND_ENUM_CONSTANT( RGB_OP_DARKEN ); + BIND_ENUM_CONSTANT( RGB_OP_LIGHTEN ); + BIND_ENUM_CONSTANT( RGB_OP_OVERLAY ); + BIND_ENUM_CONSTANT( RGB_OP_DODGE ); + BIND_ENUM_CONSTANT( RGB_OP_BURN ); + BIND_ENUM_CONSTANT( RGB_OP_SOFT_LIGHT ); + BIND_ENUM_CONSTANT( RGB_OP_HARD_LIGHT ); + BIND_ENUM_CONSTANT( RGB_MAX_OP ); + + BIND_ENUM_CONSTANT( SCALAR_FUNC_SIN ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_COS ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_TAN ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_ASIN ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_ACOS ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_ATAN ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_SINH ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_COSH ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_TANH ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_LOG ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_EXP ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_SQRT ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_ABS ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_SIGN ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_FLOOR ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_ROUND ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_CEIL ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_FRAC ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_SATURATE ); + BIND_ENUM_CONSTANT( SCALAR_FUNC_NEGATE ); + BIND_ENUM_CONSTANT( SCALAR_MAX_FUNC ); + + BIND_ENUM_CONSTANT( VEC_FUNC_NORMALIZE ); + BIND_ENUM_CONSTANT( VEC_FUNC_SATURATE ); + BIND_ENUM_CONSTANT( VEC_FUNC_NEGATE ); + BIND_ENUM_CONSTANT( VEC_FUNC_RECIPROCAL ); + BIND_ENUM_CONSTANT( VEC_FUNC_RGB2HSV ); + BIND_ENUM_CONSTANT( VEC_FUNC_HSV2RGB ); + BIND_ENUM_CONSTANT( VEC_MAX_FUNC ); ADD_SIGNAL(MethodInfo("updated")); @@ -415,60 +415,60 @@ void ShaderGraph::_bind_methods() { ClassDB::bind_method(D_METHOD("clear"),&ShaderGraph::clear ); - BIND_CONSTANT( NODE_IN ); ///< param 0: name - BIND_CONSTANT( NODE_OUT ); ///< param 0: name - BIND_CONSTANT( NODE_CONSTANT ); ///< param 0: value - BIND_CONSTANT( NODE_PARAMETER ); ///< param 0: name - BIND_CONSTANT( NODE_ADD ); - BIND_CONSTANT( NODE_SUB ); - BIND_CONSTANT( NODE_MUL ); - BIND_CONSTANT( NODE_DIV ); - BIND_CONSTANT( NODE_MOD ); - BIND_CONSTANT( NODE_SIN ); - BIND_CONSTANT( NODE_COS ); - BIND_CONSTANT( NODE_TAN ); - BIND_CONSTANT( NODE_ARCSIN ); - BIND_CONSTANT( NODE_ARCCOS ); - BIND_CONSTANT( NODE_ARCTAN ); - BIND_CONSTANT( NODE_POW ); - BIND_CONSTANT( NODE_LOG ); - BIND_CONSTANT( NODE_MAX ); - BIND_CONSTANT( NODE_MIN ); - BIND_CONSTANT( NODE_COMPARE ); - BIND_CONSTANT( NODE_TEXTURE ); ///< param 0: texture - BIND_CONSTANT( NODE_TIME ); ///< param 0: interval length - BIND_CONSTANT( NODE_NOISE ); - BIND_CONSTANT( NODE_PASS ); - BIND_CONSTANT( NODE_VEC_IN ); ///< param 0: name - BIND_CONSTANT( NODE_VEC_OUT ); ///< param 0: name - BIND_CONSTANT( NODE_VEC_CONSTANT ); ///< param 0: value - BIND_CONSTANT( NODE_VEC_PARAMETER ); ///< param 0: name - BIND_CONSTANT( NODE_VEC_ADD ); - BIND_CONSTANT( NODE_VEC_SUB ); - BIND_CONSTANT( NODE_VEC_MUL ); - BIND_CONSTANT( NODE_VEC_DIV ); - BIND_CONSTANT( NODE_VEC_MOD ); - BIND_CONSTANT( NODE_VEC_CROSS ); - BIND_CONSTANT( NODE_VEC_DOT ); - BIND_CONSTANT( NODE_VEC_POW ); - BIND_CONSTANT( NODE_VEC_NORMALIZE ); - BIND_CONSTANT( NODE_VEC_TRANSFORM3 ); - BIND_CONSTANT( NODE_VEC_TRANSFORM4 ); - BIND_CONSTANT( NODE_VEC_COMPARE ); - BIND_CONSTANT( NODE_VEC_TEXTURE_2D ); - BIND_CONSTANT( NODE_VEC_TEXTURE_CUBE ); - BIND_CONSTANT( NODE_VEC_NOISE ); - BIND_CONSTANT( NODE_VEC_0 ); - BIND_CONSTANT( NODE_VEC_1 ); - BIND_CONSTANT( NODE_VEC_2 ); - BIND_CONSTANT( NODE_VEC_BUILD ); - BIND_CONSTANT( NODE_VEC_PASS ); - BIND_CONSTANT( NODE_COLOR_CONSTANT ); - BIND_CONSTANT( NODE_COLOR_PARAMETER ); - BIND_CONSTANT( NODE_TEXTURE_PARAMETER ); - BIND_CONSTANT( NODE_TEXTURE_2D_PARAMETER ); - BIND_CONSTANT( NODE_TEXTURE_CUBE_PARAMETER ); - BIND_CONSTANT( NODE_TYPE_MAX ); + BIND_ENUM_CONSTANT( NODE_IN ); ///< param 0: name + BIND_ENUM_CONSTANT( NODE_OUT ); ///< param 0: name + BIND_ENUM_CONSTANT( NODE_CONSTANT ); ///< param 0: value + BIND_ENUM_CONSTANT( NODE_PARAMETER ); ///< param 0: name + BIND_ENUM_CONSTANT( NODE_ADD ); + BIND_ENUM_CONSTANT( NODE_SUB ); + BIND_ENUM_CONSTANT( NODE_MUL ); + BIND_ENUM_CONSTANT( NODE_DIV ); + BIND_ENUM_CONSTANT( NODE_MOD ); + BIND_ENUM_CONSTANT( NODE_SIN ); + BIND_ENUM_CONSTANT( NODE_COS ); + BIND_ENUM_CONSTANT( NODE_TAN ); + BIND_ENUM_CONSTANT( NODE_ARCSIN ); + BIND_ENUM_CONSTANT( NODE_ARCCOS ); + BIND_ENUM_CONSTANT( NODE_ARCTAN ); + BIND_ENUM_CONSTANT( NODE_POW ); + BIND_ENUM_CONSTANT( NODE_LOG ); + BIND_ENUM_CONSTANT( NODE_MAX ); + BIND_ENUM_CONSTANT( NODE_MIN ); + BIND_ENUM_CONSTANT( NODE_COMPARE ); + BIND_ENUM_CONSTANT( NODE_TEXTURE ); ///< param 0: texture + BIND_ENUM_CONSTANT( NODE_TIME ); ///< param 0: interval length + BIND_ENUM_CONSTANT( NODE_NOISE ); + BIND_ENUM_CONSTANT( NODE_PASS ); + BIND_ENUM_CONSTANT( NODE_VEC_IN ); ///< param 0: name + BIND_ENUM_CONSTANT( NODE_VEC_OUT ); ///< param 0: name + BIND_ENUM_CONSTANT( NODE_VEC_CONSTANT ); ///< param 0: value + BIND_ENUM_CONSTANT( NODE_VEC_PARAMETER ); ///< param 0: name + BIND_ENUM_CONSTANT( NODE_VEC_ADD ); + BIND_ENUM_CONSTANT( NODE_VEC_SUB ); + BIND_ENUM_CONSTANT( NODE_VEC_MUL ); + BIND_ENUM_CONSTANT( NODE_VEC_DIV ); + BIND_ENUM_CONSTANT( NODE_VEC_MOD ); + BIND_ENUM_CONSTANT( NODE_VEC_CROSS ); + BIND_ENUM_CONSTANT( NODE_VEC_DOT ); + BIND_ENUM_CONSTANT( NODE_VEC_POW ); + BIND_ENUM_CONSTANT( NODE_VEC_NORMALIZE ); + BIND_ENUM_CONSTANT( NODE_VEC_TRANSFORM3 ); + BIND_ENUM_CONSTANT( NODE_VEC_TRANSFORM4 ); + BIND_ENUM_CONSTANT( NODE_VEC_COMPARE ); + BIND_ENUM_CONSTANT( NODE_VEC_TEXTURE_2D ); + BIND_ENUM_CONSTANT( NODE_VEC_TEXTURE_CUBE ); + BIND_ENUM_CONSTANT( NODE_VEC_NOISE ); + BIND_ENUM_CONSTANT( NODE_VEC_0 ); + BIND_ENUM_CONSTANT( NODE_VEC_1 ); + BIND_ENUM_CONSTANT( NODE_VEC_2 ); + BIND_ENUM_CONSTANT( NODE_VEC_BUILD ); + BIND_ENUM_CONSTANT( NODE_VEC_PASS ); + BIND_ENUM_CONSTANT( NODE_COLOR_CONSTANT ); + BIND_ENUM_CONSTANT( NODE_COLOR_PARAMETER ); + BIND_ENUM_CONSTANT( NODE_TEXTURE_PARAMETER ); + BIND_ENUM_CONSTANT( NODE_TEXTURE_2D_PARAMETER ); + BIND_ENUM_CONSTANT( NODE_TEXTURE_CUBE_PARAMETER ); + BIND_ENUM_CONSTANT( NODE_TYPE_MAX ); #endif } |