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-rw-r--r--scene/resources/shader_graph.cpp3119
1 files changed, 2370 insertions, 749 deletions
diff --git a/scene/resources/shader_graph.cpp b/scene/resources/shader_graph.cpp
index 3ed6cebf07..d5204f45d5 100644
--- a/scene/resources/shader_graph.cpp
+++ b/scene/resources/shader_graph.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,121 +27,377 @@
/* 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 {
+ List<int> nodes;
+ get_node_list(p_type,&nodes);
+ Array arr(true);
+ for (List<int>::Element *E=nodes.front();E;E=E->next())
+ arr.push_back(E->get());
+ return arr;
+}
+Array ShaderGraph::_get_connections(ShaderType p_type) const {
-# if 0
-void ShaderGraph::_set(const String& p_name, const Variant& p_value) {
+ List<Connection> connections;
+ get_node_connections(p_type,&connections);
+ Array arr(true);
+ for (List<Connection>::Element *E=connections.front();E;E=E->next()) {
- if (p_name.begins_with("nodes/")) {
- int idx=p_name.get_slice("/",1).to_int();
- Dictionary data=p_value;
+ Dictionary d(true);
+ d["src_id"]=E->get().src_id;
+ d["src_slot"]=E->get().src_slot;
+ d["dst_id"]=E->get().dst_id;
+ d["dst_slot"]=E->get().dst_slot;
+ arr.push_back(d);
- ERR_FAIL_COND(!data.has("type"));
- String type=data["type"];
+ }
+ return arr;
+}
- VS::NodeType node_type=VS::NODE_TYPE_MAX;
- for(int i=0;i<NODE_TYPE_MAX;i++) {
+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];
+ if (ls == SLOT_DEFAULT_VALUE) {
+ n.defaults[conns[j+1]]=conns[j+2];
+ } else {
+ ss.id=conns[j+1];
+ ss.slot=conns[j+2];
+ n.connections[ls]=ss;
+ }
+ }
+ shader[t].node_map[n.id]=n;
- if (type==VisualServer::shader_node_get_type_info((VS::NodeType)i).name)
- node_type=(VS::NodeType)i;
}
-
- ERR_FAIL_COND(node_type==VS::NODE_TYPE_MAX);
-
- node_add( (NodeType)node_type, idx );
- if (data.has("param"))
- node_set_param(idx,data["param"]);
- if (data.has("pos"))
- node_set_pos(idx,data["pos"]);
}
- if (p_name.begins_with("conns/")) {
- Dictionary data=p_value;
- ERR_FAIL_COND( !data.has("src_id") );
- ERR_FAIL_COND( !data.has("src_slot") );
- ERR_FAIL_COND( !data.has("dst_id") );
- ERR_FAIL_COND( !data.has("dst_slot") );
-
- connect(data["src_id"],data["src_slot"],data["dst_id"],data["dst_slot"]);
- }
+ _pending_update_shader=true;
+ _update_shader();
- return false;
}
-Variant ShaderGraph::_get(const String& p_name) const {
- if (p_name.begins_with("nodes/")) {
- int idx=p_name.get_slice("/",1).to_int();
- Dictionary data;
- data["type"]=VisualServer::shader_node_get_type_info((VS::NodeType)node_get_type(idx)).name;
- data["pos"]=node_get_pos(idx);
- data["param"]=node_get_param(idx);
- return data;
- }
- if (p_name.begins_with("conns/")) {
- int idx=p_name.get_slice("/",1).to_int();
- Dictionary data;
-
- List<Connection> connections;
- get_connections(&connections);
- ERR_FAIL_INDEX_V( idx,connections.size(), Variant() );
- Connection c = connections[idx];
-
- data["src_id"]=c.src_id;
- data["src_slot"]=c.src_slot;
- data["dst_id"]=c.dst_id;
- data["dst_slot"]=c.dst_slot;
- return data;
+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+E->get().defaults.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;
+ }
+ for(Map<int,Variant>::Element*F=E->get().defaults.front();F;F=F->next()) {
+
+ conns[idx2+0]=SLOT_DEFAULT_VALUE;
+ conns[idx2+1]=F->key();
+ conns[idx2+2]=F->get();
+ idx2+=3;
+ }
+
+ data[idx+5]=conns;
+ idx+=6;
+ }
+ sh.push_back(data);
}
- return Variant();
+ Dictionary data;
+ data["shaders"]=sh;
+ return data;
}
-void ShaderGraph::_get_property_list( List<PropertyInfo> *p_list) const {
- List<int> nodes;
- get_node_list(&nodes);
- for(List<int>::Element *E=nodes.front();E;E=E->next()) {
- int idx=E->get();
- p_list->push_back(PropertyInfo( Variant::DICTIONARY , "nodes/"+itos(idx),PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NETWORK|PROPERTY_USAGE_STORAGE ) );
- }
+ShaderGraph::GraphError ShaderGraph::get_graph_error(ShaderType p_type) const {
- List<Connection> connections;
- get_connections(&connections);
- int idx=0;
- for(List<Connection>::Element *E=connections.front();E;E=E->next()) {
- p_list->push_back(PropertyInfo( Variant::DICTIONARY , "conns/"+itos(idx++),PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NETWORK|PROPERTY_USAGE_STORAGE ) );
- }
+ ERR_FAIL_INDEX_V(p_type,3,GRAPH_OK);
+ return shader[p_type].error;
+}
+int ShaderGraph::node_count(ShaderType p_which, int p_type)
+{
+ int count=0;
+ for (Map<int,Node>::Element *E=shader[p_which].node_map.front();E;E=E->next())
+ if (E->get().type==p_type)
+ count++;
+ return count;
}
-#endif
-#if 0
-Array ShaderGraph::_get_connections_helper() const {
+void ShaderGraph::_bind_methods() {
- Array connections_ret;
- List<Connection> connections;
- get_connections(&connections);
- connections_ret.resize(connections.size());
-
- int idx=0;
- for(List<Connection>::Element *E=connections.front();E;E=E->next()) {
-
- Connection c = E->get();
- Dictionary data;
- data["src_id"]=c.src_id;
- data["src_slot"]=c.src_slot;
- data["dst_id"]=c.dst_id;
- data["dst_slot"]=c.dst_slot;
- connections_ret.set(idx++,data);
- }
+ ObjectTypeDB::bind_method(_MD("_update_shader"),&ShaderGraph::_update_shader);
- return connections_ret;
-}
+ ObjectTypeDB::bind_method(_MD("node_add","shader_type","node_type","id"),&ShaderGraph::node_add);
+ ObjectTypeDB::bind_method(_MD("node_remove","shader_type","id"),&ShaderGraph::node_remove);
+ ObjectTypeDB::bind_method(_MD("node_set_pos","shader_type","id","pos"),&ShaderGraph::node_set_pos);
+ ObjectTypeDB::bind_method(_MD("node_get_pos","shader_type","id"),&ShaderGraph::node_get_pos);
-void ShaderGraph::_bind_methods() {
+ ObjectTypeDB::bind_method(_MD("node_get_type","shader_type","id"),&ShaderGraph::node_get_type);
+
+ ObjectTypeDB::bind_method(_MD("get_node_list","shader_type"),&ShaderGraph::_get_node_list);
+
+ ObjectTypeDB::bind_method(_MD("default_set_value","shader_type","id","param_id","value"), &ShaderGraph::default_set_value);
+ ObjectTypeDB::bind_method(_MD("default_get_value","shader_type","id","param_id"), &ShaderGraph::default_get_value);
+
+ ObjectTypeDB::bind_method(_MD("scalar_const_node_set_value","shader_type","id","value"),&ShaderGraph::scalar_const_node_set_value);
+ ObjectTypeDB::bind_method(_MD("scalar_const_node_get_value","shader_type","id"),&ShaderGraph::scalar_const_node_set_value);
+
+ ObjectTypeDB::bind_method(_MD("vec_const_node_set_value","shader_type","id","value"),&ShaderGraph::vec_const_node_set_value);
+ ObjectTypeDB::bind_method(_MD("vec_const_node_get_value","shader_type","id"),&ShaderGraph::vec_const_node_set_value);
+
+ ObjectTypeDB::bind_method(_MD("rgb_const_node_set_value","shader_type","id","value"),&ShaderGraph::rgb_const_node_set_value);
+ ObjectTypeDB::bind_method(_MD("rgb_const_node_get_value","shader_type","id"),&ShaderGraph::rgb_const_node_set_value);
+
+ ObjectTypeDB::bind_method(_MD("xform_const_node_set_value","shader_type","id","value"),&ShaderGraph::xform_const_node_set_value);
+ ObjectTypeDB::bind_method(_MD("xform_const_node_get_value","shader_type","id"),&ShaderGraph::xform_const_node_set_value);
+
+
+// void get_node_list(ShaderType p_which,List<int> *p_node_list) const;
+
+ ObjectTypeDB::bind_method(_MD("texture_node_set_filter_size","shader_type","id","filter_size"),&ShaderGraph::texture_node_set_filter_size);
+ ObjectTypeDB::bind_method(_MD("texture_node_get_filter_size","shader_type","id"),&ShaderGraph::texture_node_set_filter_size);
+
+ ObjectTypeDB::bind_method(_MD("texture_node_set_filter_strength","shader_type","id","filter_strength"),&ShaderGraph::texture_node_set_filter_strength);
+ ObjectTypeDB::bind_method(_MD("texture_node_get_filter_strength","shader_type","id"),&ShaderGraph::texture_node_set_filter_strength);
+
+ ObjectTypeDB::bind_method(_MD("scalar_op_node_set_op","shader_type","id","op"),&ShaderGraph::scalar_op_node_set_op);
+ ObjectTypeDB::bind_method(_MD("scalar_op_node_get_op","shader_type","id"),&ShaderGraph::scalar_op_node_get_op);
+
+ ObjectTypeDB::bind_method(_MD("vec_op_node_set_op","shader_type","id","op"),&ShaderGraph::vec_op_node_set_op);
+ ObjectTypeDB::bind_method(_MD("vec_op_node_get_op","shader_type","id"),&ShaderGraph::vec_op_node_get_op);
+
+ 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"),&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("xform_vec_mult_node_set_no_translation","shader_type","id","disable"),&ShaderGraph::xform_vec_mult_node_set_no_translation);
+ ObjectTypeDB::bind_method(_MD("xform_vec_mult_node_get_no_translation","shader_type","id"),&ShaderGraph::xform_vec_mult_node_get_no_translation);
+
+ ObjectTypeDB::bind_method(_MD("scalar_func_node_set_function","shader_type","id","func"),&ShaderGraph::scalar_func_node_set_function);
+ ObjectTypeDB::bind_method(_MD("scalar_func_node_get_function","shader_type","id"),&ShaderGraph::scalar_func_node_get_function);
+
+ ObjectTypeDB::bind_method(_MD("vec_func_node_set_function","shader_type","id","func"),&ShaderGraph::vec_func_node_set_function);
+ ObjectTypeDB::bind_method(_MD("vec_func_node_get_function","shader_type","id"),&ShaderGraph::vec_func_node_get_function);
+
+ ObjectTypeDB::bind_method(_MD("input_node_set_name","shader_type","id","name"),&ShaderGraph::input_node_set_name);
+ ObjectTypeDB::bind_method(_MD("input_node_get_name","shader_type","id"),&ShaderGraph::input_node_get_name);
+
+ ObjectTypeDB::bind_method(_MD("scalar_input_node_set_value","shader_type","id","value"),&ShaderGraph::scalar_input_node_set_value);
+ ObjectTypeDB::bind_method(_MD("scalar_input_node_get_value","shader_type","id"),&ShaderGraph::scalar_input_node_get_value);
+
+ ObjectTypeDB::bind_method(_MD("vec_input_node_set_value","shader_type","id","value"),&ShaderGraph::vec_input_node_set_value);
+ ObjectTypeDB::bind_method(_MD("vec_input_node_get_value","shader_type","id"),&ShaderGraph::vec_input_node_get_value);
+
+ ObjectTypeDB::bind_method(_MD("rgb_input_node_set_value","shader_type","id","value"),&ShaderGraph::rgb_input_node_set_value);
+ ObjectTypeDB::bind_method(_MD("rgb_input_node_get_value","shader_type","id"),&ShaderGraph::rgb_input_node_get_value);
+
+ ObjectTypeDB::bind_method(_MD("xform_input_node_set_value","shader_type","id","value"),&ShaderGraph::xform_input_node_set_value);
+ ObjectTypeDB::bind_method(_MD("xform_input_node_get_value","shader_type","id"),&ShaderGraph::xform_input_node_get_value);
+
+ ObjectTypeDB::bind_method(_MD("texture_input_node_set_value","shader_type","id","value:Texture"),&ShaderGraph::texture_input_node_set_value);
+ ObjectTypeDB::bind_method(_MD("texture_input_node_get_value:Texture","shader_type","id"),&ShaderGraph::texture_input_node_get_value);
+ ObjectTypeDB::bind_method(_MD("cubemap_input_node_set_value","shader_type","id","value:CubeMap"),&ShaderGraph::cubemap_input_node_set_value);
+ ObjectTypeDB::bind_method(_MD("cubemap_input_node_get_value:CubeMap","shader_type","id"),&ShaderGraph::cubemap_input_node_get_value);
+
+ ObjectTypeDB::bind_method(_MD("comment_node_set_text","shader_type","id","text"),&ShaderGraph::comment_node_set_text);
+ ObjectTypeDB::bind_method(_MD("comment_node_get_text","shader_type","id"),&ShaderGraph::comment_node_get_text);
+
+ ObjectTypeDB::bind_method(_MD("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);
+ ObjectTypeDB::bind_method(_MD("get_node_connections","shader_type"),&ShaderGraph::_get_connections);
+
+ ObjectTypeDB::bind_method(_MD("clear","shader_type"),&ShaderGraph::clear);
+
+ ObjectTypeDB::bind_method(_MD("node_set_state","shader_type","id","state"),&ShaderGraph::node_set_state);
+ ObjectTypeDB::bind_method(_MD("node_get_state:var","shader_type","id"),&ShaderGraph::node_get_state);
+
+ 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;
+
+
+ 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 );
+
+ ADD_SIGNAL(MethodInfo("updated"));
+
+
+#if 0
ObjectTypeDB::bind_method(_MD("node_add"),&ShaderGraph::node_add );
ObjectTypeDB::bind_method(_MD("node_remove"),&ShaderGraph::node_remove );
ObjectTypeDB::bind_method(_MD("node_set_param"),&ShaderGraph::node_set_param );
@@ -212,73 +468,161 @@ void ShaderGraph::_bind_methods() {
BIND_CONSTANT( NODE_TEXTURE_2D_PARAMETER );
BIND_CONSTANT( NODE_TEXTURE_CUBE_PARAMETER );
BIND_CONSTANT( NODE_TYPE_MAX );
+#endif
}
-void ShaderGraph::node_add(NodeType p_type,int p_id) {
+String ShaderGraph::_find_unique_name(const String& p_base) {
+
+
+
+ int idx=1;
+ while(true) {
+ String tocmp=p_base;
+ if (idx>1) {
+ tocmp+="_"+itos(idx);
+ }
+ bool valid=true;
+ 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) {
+ idx++;
+ continue;
+ }
+ return tocmp;
+ }
+ return String();
+}
+
+void ShaderGraph::node_add(ShaderType p_type, NodeType p_node_type,int p_id) {
- ERR_FAIL_COND( node_map.has(p_id ) );
- ERR_FAIL_INDEX( p_type, NODE_TYPE_MAX );
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(p_id==0);
+ ERR_FAIL_COND(p_node_type==NODE_OUTPUT); //can't create output
+ ERR_FAIL_COND( shader[p_type].node_map.has(p_id ) );
+ ERR_FAIL_INDEX( p_node_type, NODE_TYPE_MAX );
Node node;
- node.type=p_type;
+ if (p_node_type==NODE_INPUT) {
+ //see if it already exists
+ for(Map<int,Node>::Element *E=shader[p_type].node_map.front();E;E=E->next()) {
+ if (E->get().type==NODE_INPUT) {
+ ERR_EXPLAIN("Only one input node can be added to the graph.");
+ ERR_FAIL_COND(E->get().type==NODE_INPUT);
+ }
+ }
+ }
+ node.type=p_node_type;
node.id=p_id;
- node.x=0;
- node.y=0;
- node_map[p_id]=node;
+ switch(p_node_type) {
+ case NODE_INPUT: {} break; // all inputs (shader type dependent)
+ case NODE_SCALAR_CONST: { node.param1=0;} break; //scalar constant
+ case NODE_VEC_CONST: {node.param1=Vector3();} break; //vec3 constant
+ case NODE_RGB_CONST: {node.param1=Color();} break; //rgb constant (shows a color picker instead)
+ case NODE_XFORM_CONST: {node.param1=Transform();} break; // 4x4 matrix constant
+ case NODE_TIME: {} break; // time in seconds
+ case NODE_SCREEN_TEX: {Array arr; arr.push_back(0); arr.push_back(0); node.param2=arr;} break; // screen texture sampler (takes UV) (only usable in fragment shader)
+ case NODE_SCALAR_OP: {node.param1=SCALAR_OP_ADD;} break; // scalar vs scalar op (mul: {} break; add: {} break; div: {} break; etc)
+ case NODE_VEC_OP: {node.param1=VEC_OP_ADD;} break; // vec3 vs vec3 op (mul: {} break;ad: {} break;div: {} break;crossprod: {} break;etc)
+ case NODE_VEC_SCALAR_OP: {node.param1=VEC_SCALAR_OP_MUL;} break; // vec3 vs scalar op (mul: {} break; add: {} break; div: {} break; etc)
+ case NODE_RGB_OP: {node.param1=RGB_OP_SCREEN;} break; // vec3 vs vec3 rgb op (with scalar amount): {} break; like brighten: {} break; darken: {} break; burn: {} break; dodge: {} break; multiply: {} break; etc.
+ case NODE_XFORM_MULT: {} break; // mat4 x mat4
+ case NODE_XFORM_VEC_MULT: {} break; // mat4 x vec3 mult (with no-translation option)
+ case NODE_XFORM_VEC_INV_MULT: {} break; // mat4 x vec3 inverse mult (with no-translation option)
+ case NODE_SCALAR_FUNC: {node.param1=SCALAR_FUNC_SIN;} break; // scalar function (sin: {} break; cos: {} break; etc)
+ case NODE_VEC_FUNC: {node.param1=VEC_FUNC_NORMALIZE;} break; // vector function (normalize: {} break; negate: {} break; reciprocal: {} break; rgb2hsv: {} break; hsv2rgb: {} break; etc: {} break; etc)
+ case NODE_VEC_LEN: {} break; // vec3 length
+ case NODE_DOT_PROD: {} break; // vec3 . vec3 (dot product -> scalar output)
+ case NODE_VEC_TO_SCALAR: {} break; // 1 vec3 input: {} break; 3 scalar outputs
+ case NODE_SCALAR_TO_VEC: {} break; // 3 scalar input: {} break; 1 vec3 output
+ case NODE_VEC_TO_XFORM: {} break; // 3 scalar input: {} break; 1 vec3 output
+ case NODE_XFORM_TO_VEC: {} break; // 3 scalar input: {} break; 1 vec3 output
+ case NODE_SCALAR_INTERP: {} break; // scalar interpolation (with optional curve)
+ case NODE_VEC_INTERP: {} break; // vec3 interpolation (with optional curve)
+ case NODE_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: {};
+ }
+ shader[p_type].node_map[p_id]=node;
+ _request_update();
}
-void ShaderGraph::node_set_pos(int p_id, const Vector2& p_pos) {
+void ShaderGraph::node_set_pos(ShaderType p_type,int p_id, const Vector2& p_pos) {
+ ERR_FAIL_INDEX(p_type,3);
+
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ shader[p_type].node_map[p_id].pos=p_pos;
+ _request_update();
- ERR_FAIL_COND(!node_map.has(p_id));
- node_map[p_id].x=p_pos.x;
- node_map[p_id].y=p_pos.y;
}
-Vector2 ShaderGraph::node_get_pos(int p_id) const {
+Vector2 ShaderGraph::node_get_pos(ShaderType p_type,int p_id) const {
+ ERR_FAIL_INDEX_V(p_type,3,Vector2());
- ERR_FAIL_COND_V(!node_map.has(p_id),Vector2());
- return Vector2(node_map[p_id].x,node_map[p_id].y);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Vector2());
+ return shader[p_type].node_map[p_id].pos;
}
-void ShaderGraph::node_remove(int p_id) {
+void ShaderGraph::node_remove(ShaderType p_type,int p_id) {
+
+ ERR_FAIL_COND(p_id==0);
+ ERR_FAIL_INDEX(p_type,3);
- ERR_FAIL_COND(!node_map.has(p_id));
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
//erase connections associated with node
- List<Connection>::Element *N,*E=connections.front();
- while(E) {
- N=E->next();
- const Connection &c = E->get();
- if (c.src_id==p_id || c.dst_id==p_id) {
+ for(Map<int,Node>::Element *E=shader[p_type].node_map.front();E;E=E->next()) {
+ if (E->key()==p_id)
+ continue; //no self
- connections.erase(E);
+ for (Map<int,SourceSlot>::Element *F=E->get().connections.front();F;) {
+ Map<int,SourceSlot>::Element *N=F->next();
+
+ if (F->get().id==p_id) {
+ E->get().connections.erase(F);
+ }
+
+ F=N;
}
- E=N;
}
- node_map.erase(p_id);
-}
-
-void ShaderGraph::node_change_type(int p_id, NodeType p_type) {
+ shader[p_type].node_map.erase(p_id);
- ERR_FAIL_COND(!node_map.has(p_id));
- node_map[p_id].type=p_type;
- node_map[p_id].param=Variant();
+ _request_update();
}
-void ShaderGraph::node_set_param(int p_id, const Variant& p_value) {
- ERR_FAIL_COND(!node_map.has(p_id));
- node_map[p_id].param=p_value;
-}
-void ShaderGraph::get_node_list(List<int> *p_node_list) const {
+void ShaderGraph::get_node_list(ShaderType p_type,List<int> *p_node_list) const {
+
+ ERR_FAIL_INDEX(p_type,3);
- Map<int,Node>::Element *E = node_map.front();
+ Map<int,Node>::Element *E = shader[p_type].node_map.front();
while(E) {
@@ -288,740 +632,2017 @@ void ShaderGraph::get_node_list(List<int> *p_node_list) const {
}
-ShaderGraph::NodeType ShaderGraph::node_get_type(int p_id) const {
+ShaderGraph::NodeType ShaderGraph::node_get_type(ShaderType p_type,int p_id) const {
- ERR_FAIL_COND_V(!node_map.has(p_id),NODE_TYPE_MAX);
- return node_map[p_id].type;
-}
-
-Variant ShaderGraph::node_get_param(int p_id) const {
+ ERR_FAIL_INDEX_V(p_type,3,NODE_TYPE_MAX);
- ERR_FAIL_COND_V(!node_map.has(p_id),Variant());
- return node_map[p_id].param;
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),NODE_TYPE_MAX);
+ return shader[p_type].node_map[p_id].type;
}
-Error ShaderGraph::connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
+Error ShaderGraph::connect_node(ShaderType p_type,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
+ ERR_FAIL_INDEX_V(p_type,3,ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_src_id==p_dst_id, ERR_INVALID_PARAMETER);
- ERR_FAIL_COND_V(!node_map.has(p_src_id), ERR_INVALID_PARAMETER);
- ERR_FAIL_COND_V(!node_map.has(p_dst_id), ERR_INVALID_PARAMETER);
- NodeType type_src=node_map[p_src_id].type;
- NodeType type_dst=node_map[p_dst_id].type;
- //ERR_FAIL_INDEX_V( p_src_slot, VisualServer::shader_get_output_count(type_src), ERR_INVALID_PARAMETER );
- //ERR_FAIL_INDEX_V( p_dst_slot, VisualServer::shader_get_input_count(type_dst), ERR_INVALID_PARAMETER );
- //ERR_FAIL_COND_V(VisualServer::shader_is_output_vector(type_src,p_src_slot) != VisualServer::shader_is_input_vector(type_dst,p_dst_slot), ERR_INVALID_PARAMETER );
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_src_id), ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_dst_id), ERR_INVALID_PARAMETER);
+ NodeType type_src=shader[p_type].node_map[p_src_id].type;
+ NodeType type_dst=shader[p_type].node_map[p_dst_id].type;
+ ERR_FAIL_INDEX_V( p_src_slot, get_node_output_slot_count(get_mode(),p_type,type_src), ERR_INVALID_PARAMETER );
+ ERR_FAIL_INDEX_V( p_dst_slot, get_node_input_slot_count(get_mode(),p_type,type_dst), ERR_INVALID_PARAMETER );
+ ERR_FAIL_COND_V(get_node_output_slot_type(get_mode(),p_type,type_src,p_src_slot) != get_node_input_slot_type(get_mode(),p_type,type_dst,p_dst_slot), ERR_INVALID_PARAMETER );
- List<Connection>::Element *E=connections.front();
- while(E) {
- const Connection &c = E->get();
- ERR_FAIL_COND_V(c.dst_slot==p_dst_slot && c.dst_id == p_dst_id, ERR_ALREADY_EXISTS);
+ SourceSlot ts;
+ ts.id=p_src_id;
+ ts.slot=p_src_slot;
+ shader[p_type].node_map[p_dst_id].connections[p_dst_slot]=ts;
+ _request_update();
- E=E->next();
- }
+ return OK;
+}
- Connection c;
- c.src_slot=p_src_slot;
- c.src_id=p_src_id;
- c.dst_slot=p_dst_slot;
- c.dst_id=p_dst_id;
+bool ShaderGraph::is_node_connected(ShaderType p_type,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const {
- connections.push_back(c);
+ ERR_FAIL_INDEX_V(p_type,3,false);
- return OK;
+ SourceSlot ts;
+ ts.id=p_src_id;
+ ts.slot=p_src_slot;
+ return shader[p_type].node_map.has(p_dst_id) && shader[p_type].node_map[p_dst_id].connections.has(p_dst_slot) &&
+ shader[p_type].node_map[p_dst_id].connections[p_dst_slot]==ts;
}
-bool ShaderGraph::is_connected(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const {
+void ShaderGraph::disconnect_node(ShaderType p_type,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
+ ERR_FAIL_INDEX(p_type,3);
- const List<Connection>::Element *E=connections.front();
- while(E) {
- const Connection &c = E->get();
- if (c.dst_slot==p_dst_slot && c.dst_id == p_dst_id && c.src_slot==p_src_slot && c.src_id == p_src_id)
- return true;
+ SourceSlot ts;
+ ts.id=p_src_id;
+ ts.slot=p_src_slot;
+ if (shader[p_type].node_map.has(p_dst_id) && shader[p_type].node_map[p_dst_id].connections.has(p_dst_slot) &&
+ shader[p_type].node_map[p_dst_id].connections[p_dst_slot]==ts) {
+ shader[p_type].node_map[p_dst_id].connections.erase(p_dst_slot);
- E=E->next();
}
+ _request_update();
- return false;
}
-void ShaderGraph::disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
+void ShaderGraph::get_node_connections(ShaderType p_type,List<Connection> *p_connections) const {
- List<Connection>::Element *N,*E=connections.front();
- while(E) {
- N=E->next();
- const Connection &c = E->get();
- if (c.src_slot==p_src_slot && c.src_id==p_src_id && c.dst_slot==p_dst_slot && c.dst_id == p_dst_id) {
+ ERR_FAIL_INDEX(p_type,3);
- connections.erase(E);
+ for(const Map<int,Node>::Element *E=shader[p_type].node_map.front();E;E=E->next()) {
+ for (const Map<int,SourceSlot>::Element *F=E->get().connections.front();F;F=F->next()) {
+
+ Connection c;
+ c.dst_id=E->key();
+ c.dst_slot=F->key();
+ c.src_id=F->get().id;
+ c.src_slot=F->get().slot;
+ p_connections->push_back(c);
}
- E=N;
}
+}
+bool ShaderGraph::is_slot_connected(ShaderGraph::ShaderType p_type, int p_dst_id, int slot_id)
+{
+ for(const Map<int,Node>::Element *E=shader[p_type].node_map.front();E;E=E->next()) {
+ for (const Map<int,SourceSlot>::Element *F=E->get().connections.front();F;F=F->next()) {
+ if (p_dst_id == E->key() && slot_id==F->key())
+ return true;
+ }
+ }
+ return false;
}
-void ShaderGraph::get_connections(List<Connection> *p_connections) const {
- const List<Connection>::Element*E=connections.front();
- while(E) {
- p_connections->push_back(E->get());
- E=E->next();
- }
+void ShaderGraph::clear(ShaderType p_type) {
+
+ ERR_FAIL_INDEX(p_type,3);
+ shader[p_type].node_map.clear();
+ Node out;
+ out.pos=Vector2(300,300);
+ out.type=NODE_OUTPUT;
+ shader[p_type].node_map.insert(0,out);
+ _request_update();
}
-void ShaderGraph::clear() {
+void ShaderGraph::scalar_const_node_set_value(ShaderType p_type,int p_id,float p_value) {
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_SCALAR_CONST);
+ n.param1=p_value;
+ _request_update();
- connections.clear();
- node_map.clear();
}
+float ShaderGraph::scalar_const_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,0);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),0);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_SCALAR_CONST,0);
+ return n.param1;
+}
+
+void ShaderGraph::vec_const_node_set_value(ShaderType p_type,int p_id,const Vector3& p_value){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_VEC_CONST);
+ n.param1=p_value;
+ _request_update();
-#if 0
-void ShaderGraph::node_add(NodeType p_type,int p_id) {
- ShaderNode sn;
- sn.type=p_type;
- nodes[p_id]=sn;
- version++;
}
-void ShaderGraph::node_remove(int p_id) {
+Vector3 ShaderGraph::vec_const_node_get_value(ShaderType p_type,int p_id) const{
- nodes.erase(p_id);
+ ERR_FAIL_INDEX_V(p_type,3,Vector3());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Vector3());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_VEC_CONST,Vector3());
+ return n.param1;
}
-void ShaderGraph::node_set_param( int p_id, const Variant& p_value) {
- VisualServer::get_singleton()->shader_node_set_param(shader,p_id,p_value);
- version++;
+void ShaderGraph::rgb_const_node_set_value(ShaderType p_type,int p_id,const Color& p_value){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_RGB_CONST);
+ n.param1=p_value;
+ _request_update();
+
+}
+Color ShaderGraph::rgb_const_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Color());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Color());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_RGB_CONST,Color());
+ return n.param1;
+
}
-void ShaderGraph::get_node_list(List<int> *p_node_list) const {
+void ShaderGraph::xform_const_node_set_value(ShaderType p_type,int p_id,const Transform& p_value){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_XFORM_CONST);
+ n.param1=p_value;
+ _request_update();
- VisualServer::get_singleton()->shader_get_node_list(shader,p_node_list);
}
-ShaderGraph::NodeType ShaderGraph::node_get_type(int p_id) const {
+Transform ShaderGraph::xform_const_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Transform());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Transform());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_XFORM_CONST,Transform());
+ return n.param1;
- return (NodeType)VisualServer::get_singleton()->shader_node_get_type(shader,p_id);
}
-Variant ShaderGraph::node_get_param(int p_id) const {
- return VisualServer::get_singleton()->shader_node_get_param(shader,p_id);
+void ShaderGraph::texture_node_set_filter_size(ShaderType p_type,int p_id,int p_size){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_TEXTURE_INPUT && n.type!=NODE_SCREEN_TEX);
+ Array arr = n.param2;
+ arr[0]=p_size;
+ n.param2=arr;
+ _request_update();
+
}
+int ShaderGraph::texture_node_get_filter_size(ShaderType p_type,int p_id) const{
-void ShaderGraph::connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
+ ERR_FAIL_INDEX_V(p_type,3,0);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),0);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_TEXTURE_INPUT && n.type!=NODE_SCREEN_TEX,0);
+ Array arr = n.param2;
+ return arr[0];
- VisualServer::get_singleton()->shader_connect(shader,p_src_id,p_src_slot,p_dst_id,p_dst_slot);
- version++;
}
-void ShaderGraph::disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
- VisualServer::get_singleton()->shader_disconnect(shader,p_src_id,p_src_slot,p_dst_id,p_dst_slot);
- version++;
+void ShaderGraph::texture_node_set_filter_strength(ShaderType p_type,float p_id,float p_strength){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_TEXTURE_INPUT && n.type!=NODE_SCREEN_TEX);
+ Array arr = n.param2;
+ arr[1]=p_strength;
+ n.param2=arr;
+ _request_update();
+
+}
+float ShaderGraph::texture_node_get_filter_strength(ShaderType p_type,float p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,0);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),0);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_TEXTURE_INPUT && n.type!=NODE_SCREEN_TEX,0);
+ Array arr = n.param2;
+ return arr[1];
}
-void ShaderGraph::get_connections(List<Connection> *p_connections) const {
+void ShaderGraph::duplicate_nodes(ShaderType p_which, List<int> &p_nodes)
+{
+ //Create new node IDs
+ Map<int,int> duplicates = Map<int,int>();
+ int i=1;
+ for(List<int>::Element *E=p_nodes.front();E; E=E->next()) {
+ while (shader[p_which].node_map.has(i))
+ i++;
+ duplicates.insert(E->get(), i);
+ i++;
+ }
+
+ for(List<int>::Element *E = p_nodes.front();E; E=E->next()) {
- List<VS::ShaderGraphConnection> connections;
- VisualServer::get_singleton()->shader_get_connections(shader,&connections);
- for( List<VS::ShaderGraphConnection>::Element *E=connections.front();E;E=E->next()) {
+ const Node &n=shader[p_which].node_map[E->get()];
+ Node nn=n;
+ nn.id=duplicates.find(n.id)->get();
+ nn.pos += Vector2(0,100);
+ for (Map<int,SourceSlot>::Element *C=nn.connections.front();C;C=C->next()) {
+ SourceSlot &c=C->get();
+ if (p_nodes.find(c.id))
+ c.id=duplicates.find(c.id)->get();
+ }
+ shader[p_which].node_map[nn.id]=nn;
+ }
+ _request_update();
+}
- Connection c;
- c.src_id=E->get().src_id;
- c.src_slot=E->get().src_slot;
- c.dst_id=E->get().dst_id;
- c.dst_slot=E->get().dst_slot;
- p_connections->push_back(c);
+List<int> ShaderGraph::generate_ids(ShaderType p_type, int count)
+{
+ List<int> ids = List<int>();
+ int i=1;
+ while (ids.size() < count) {
+ while (shader[p_type].node_map.has(i))
+ i++;
+ ids.push_back(i);
+ i++;
}
+ return ids;
}
-void ShaderGraph::node_set_pos(int p_id,const Point2& p_pos) {
-#ifdef TOOLS_ENABLED
- ERR_FAIL_COND(!positions.has(p_id));
- positions[p_id]=p_pos;
-#endif
+void ShaderGraph::scalar_op_node_set_op(ShaderType p_type,float p_id,ScalarOp p_op){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_SCALAR_OP);
+ n.param1=p_op;
+ _request_update();
+
}
+ShaderGraph::ScalarOp ShaderGraph::scalar_op_node_get_op(ShaderType p_type,float p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,SCALAR_MAX_OP);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),SCALAR_MAX_OP);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_SCALAR_OP,SCALAR_MAX_OP);
+ int op = n.param1;
+ return ScalarOp(op);
-Point2 ShaderGraph::node_get_pos(int p_id) const {
-#ifdef TOOLS_ENABLED
- ERR_FAIL_COND_V(!positions.has(p_id),Point2());
- return positions[p_id];
-#endif
}
-void ShaderGraph::clear() {
- VisualServer::get_singleton()->shader_clear(shader);
- version++;
+void ShaderGraph::vec_op_node_set_op(ShaderType p_type,float p_id,VecOp p_op){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_VEC_OP);
+ n.param1=p_op;
+ _request_update();
+
}
-#endif
+ShaderGraph::VecOp ShaderGraph::vec_op_node_get_op(ShaderType p_type,float p_id) const{
-ShaderGraph::ShaderGraph() {
+ ERR_FAIL_INDEX_V(p_type,3,VEC_MAX_OP);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),VEC_MAX_OP);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_VEC_OP,VEC_MAX_OP);
+ int op = n.param1;
+ return VecOp(op);
- //shader = VisualServer::get_singleton()->shader_create();
- version = 1;
}
-ShaderGraph::~ShaderGraph() {
- //VisualServer::get_singleton()->free(shader);
+void ShaderGraph::vec_scalar_op_node_set_op(ShaderType p_type,float p_id,VecScalarOp p_op){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_VEC_SCALAR_OP);
+ n.param1=p_op;
+ _request_update();
+
}
+ShaderGraph::VecScalarOp ShaderGraph::vec_scalar_op_node_get_op(ShaderType p_type,float p_id) const{
-#if 0
-void ShaderGraph::shader_get_default_input_nodes(Mode p_type,List<PropertyInfo> *p_inputs) {
+ ERR_FAIL_INDEX_V(p_type,3,VEC_SCALAR_MAX_OP);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),VEC_SCALAR_MAX_OP);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_VEC_SCALAR_OP,VEC_SCALAR_MAX_OP);
+ int op = n.param1;
+ return VecScalarOp(op);
- switch(p_type) {
+}
- case SHADER_VERTEX: {
+void ShaderGraph::rgb_op_node_set_op(ShaderType p_type,float p_id,RGBOp p_op){
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"vertex") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"normal") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"binormal") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"tangent") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"uv") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
- p_inputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
- } break;
- case SHADER_FRAGMENT: {
+ 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;
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"position") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"normal") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"binormal") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"tangent") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"uv") );
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
- p_inputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
+ _request_update();
- } break;
- case SHADER_POST_PROCESS: {
- p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
- p_inputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
- } break;
+}
+ShaderGraph::RGBOp ShaderGraph::rgb_op_node_get_op(ShaderType p_type,float p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,RGB_MAX_OP);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),RGB_MAX_OP);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_RGB_OP,RGB_MAX_OP);
+ int op = n.param1;
+ return RGBOp(op);
+
+}
+
+
+void ShaderGraph::xform_vec_mult_node_set_no_translation(ShaderType p_type,int p_id,bool p_no_translation){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_XFORM_VEC_MULT && n.type!=NODE_XFORM_VEC_INV_MULT);
+ n.param1=p_no_translation;
+ _request_update();
+
+}
+bool ShaderGraph::xform_vec_mult_node_get_no_translation(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,false);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),false);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_XFORM_VEC_MULT && n.type!=NODE_XFORM_VEC_INV_MULT,false);
+ return n.param1;
+
+}
+
+void ShaderGraph::scalar_func_node_set_function(ShaderType p_type,int p_id,ScalarFunc p_func){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_SCALAR_FUNC);
+ int func = p_func;
+ ERR_FAIL_INDEX(func,SCALAR_MAX_FUNC);
+ n.param1=func;
+ _request_update();
+
+}
+ShaderGraph::ScalarFunc ShaderGraph::scalar_func_node_get_function(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,SCALAR_MAX_FUNC);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),SCALAR_MAX_FUNC);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_SCALAR_FUNC,SCALAR_MAX_FUNC);
+ int func = n.param1;
+ return ScalarFunc(func);
+}
+
+void ShaderGraph::default_set_value(ShaderGraph::ShaderType p_which, int p_id, int p_param, const Variant &p_value)
+{
+ ERR_FAIL_INDEX(p_which,3);
+ ERR_FAIL_COND(!shader[p_which].node_map.has(p_id));
+ Node& n = shader[p_which].node_map[p_id];
+ if(p_value.get_type()==Variant::NIL)
+ n.defaults.erase(n.defaults.find(p_param));
+ else
+ n.defaults[p_param]=p_value;
+
+ _request_update();
+
+}
+
+Variant ShaderGraph::default_get_value(ShaderGraph::ShaderType p_which, int p_id, int p_param)
+{
+ ERR_FAIL_INDEX_V(p_which,3,Variant());
+ ERR_FAIL_COND_V(!shader[p_which].node_map.has(p_id),Variant());
+ const Node& n = shader[p_which].node_map[p_id];
+
+ if (!n.defaults.has(p_param))
+ return Variant();
+ return n.defaults[p_param];
+}
+
+
+
+void ShaderGraph::vec_func_node_set_function(ShaderType p_type,int p_id,VecFunc p_func){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_VEC_FUNC);
+ int func = p_func;
+ ERR_FAIL_INDEX(func,VEC_MAX_FUNC);
+ n.param1=func;
+
+ _request_update();
+
+}
+ShaderGraph::VecFunc ShaderGraph::vec_func_node_get_function(ShaderType p_type, int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,VEC_MAX_FUNC);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),VEC_MAX_FUNC);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_VEC_FUNC,VEC_MAX_FUNC);
+ int func = n.param1;
+ return VecFunc(func);
+}
+
+void ShaderGraph::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);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ ERR_FAIL_COND(!p_name.is_valid_identifier());
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_SCALAR_INPUT && n.type!=NODE_VEC_INPUT && n.type==NODE_RGB_INPUT && n.type==NODE_XFORM_INPUT && n.type==NODE_TEXTURE_INPUT && n.type==NODE_CUBEMAP_INPUT);
+
+ n.param1="";
+ n.param1=_find_unique_name(p_name);
+ _request_update();
+
+}
+String ShaderGraph::input_node_get_name(ShaderType p_type,int p_id){
+
+ ERR_FAIL_INDEX_V(p_type,3,String());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),String());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_SCALAR_INPUT && n.type!=NODE_VEC_INPUT && n.type==NODE_RGB_INPUT && n.type==NODE_XFORM_INPUT && n.type==NODE_TEXTURE_INPUT && n.type==NODE_CUBEMAP_INPUT,String());
+ return n.param1;
+}
+
+
+void ShaderGraph::scalar_input_node_set_value(ShaderType p_type,int p_id,float p_value) {
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_SCALAR_INPUT);
+ n.param2=p_value;
+ _request_update();
+
+}
+
+float ShaderGraph::scalar_input_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,0);
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),0);
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_SCALAR_INPUT,0);
+
+ return n.param2;
+}
+
+void ShaderGraph::vec_input_node_set_value(ShaderType p_type,int p_id,const Vector3& p_value){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_VEC_INPUT);
+
+ n.param2=p_value;
+ _request_update();
+
+}
+Vector3 ShaderGraph::vec_input_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Vector3());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Vector3());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_VEC_INPUT,Vector3());
+ return n.param2;
+}
+
+void ShaderGraph::rgb_input_node_set_value(ShaderType p_type,int p_id,const Color& p_value){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_RGB_INPUT);
+ n.param2=p_value;
+ _request_update();
+
+}
+Color ShaderGraph::rgb_input_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Color());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Color());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_RGB_INPUT,Color());
+ return n.param2;
+}
+
+void ShaderGraph::xform_input_node_set_value(ShaderType p_type,int p_id,const Transform& p_value){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_XFORM_INPUT);
+ n.param2=p_value;
+ _request_update();
+
+}
+Transform ShaderGraph::xform_input_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Transform());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Transform());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_XFORM_INPUT,Transform());
+ return n.param2;
+}
+
+
+void ShaderGraph::texture_input_node_set_value(ShaderType p_type,int p_id,const Ref<Texture>& p_texture) {
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_TEXTURE_INPUT);
+ n.param2=p_texture;
+ _request_update();
+
+}
+
+Ref<Texture> ShaderGraph::texture_input_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Ref<Texture>());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Ref<Texture>());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_TEXTURE_INPUT,Ref<Texture>());
+ return n.param2;
+}
+
+void ShaderGraph::cubemap_input_node_set_value(ShaderType p_type,int p_id,const Ref<CubeMap>& p_cubemap){
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_CUBEMAP_INPUT);
+ n.param2=p_cubemap;
+ _request_update();
+
+}
+
+Ref<CubeMap> ShaderGraph::cubemap_input_node_get_value(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,Ref<CubeMap>());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Ref<CubeMap>());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_CUBEMAP_INPUT,Ref<CubeMap>());
+ return n.param2;
+
+}
+
+
+void ShaderGraph::comment_node_set_text(ShaderType p_type,int p_id,const String& p_comment) {
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type!=NODE_COMMENT);
+ n.param1=p_comment;
+
+}
+
+String ShaderGraph::comment_node_get_text(ShaderType p_type,int p_id) const{
+
+ ERR_FAIL_INDEX_V(p_type,3,String());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),String());
+ const Node& n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND_V(n.type!=NODE_COMMENT,String());
+ return n.param1;
+
+}
+
+void ShaderGraph::_request_update() {
+
+ if (_pending_update_shader)
+ return;
+
+ _pending_update_shader=true;
+ call_deferred("_update_shader");
+
+}
+
+Variant ShaderGraph::node_get_state(ShaderType p_type,int p_id) const {
+
+ ERR_FAIL_INDEX_V(p_type,3,Variant());
+ ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Variant());
+ const Node& n = shader[p_type].node_map[p_id];
+ Dictionary s;
+ s["pos"]=n.pos;
+ s["param1"]=n.param1;
+ s["param2"]=n.param2;
+ Array keys;
+ for (Map<int,Variant>::Element *E=n.defaults.front();E;E=E->next()) {
+ keys.append(E->key());
+ s[E->key()]=E->get();
}
+ s["default_keys"]=keys;
+ return s;
}
-void ShaderGraph::shader_get_default_output_nodes(ShaderGraphType p_type,List<PropertyInfo> *p_outputs) {
+void ShaderGraph::node_set_state(ShaderType p_type,int p_id,const Variant& p_state) {
+
+ ERR_FAIL_INDEX(p_type,3);
+ ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+ Node& n = shader[p_type].node_map[p_id];
+ Dictionary d = p_state;
+ ERR_FAIL_COND(!d.has("pos"));
+ ERR_FAIL_COND(!d.has("param1"));
+ ERR_FAIL_COND(!d.has("param2"));
+ ERR_FAIL_COND(!d.has("default_keys"));
+
+ n.pos=d["pos"];
+ n.param1=d["param1"];
+ n.param2=d["param2"];
+ Array keys = d["default_keys"];
+ for(int i=0;i<keys.size();i++) {
+ n.defaults[keys[i]]=d[keys[i]];
+ }
+}
- switch(p_type) {
+ShaderGraph::ShaderGraph(Mode p_mode) : Shader(p_mode) {
- case SHADER_VERTEX: {
+ //shader = VisualServer::get_singleton()->shader_create();
+ _pending_update_shader=false;
+ Node out;
+ out.id=0;
+ out.pos=Vector2(250,20);
+ out.type=NODE_OUTPUT;
+ for(int i=0;i<3;i++) {
+
+ shader[i].node_map.insert(0,out);
+ }
+}
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"vertex") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"normal") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"binormal") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"tangent") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"uv") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
- } break;
- case SHADER_FRAGMENT: {
+ShaderGraph::~ShaderGraph() {
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"normal") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"diffuse") );
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"specular") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"emission") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"spec_exp") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"glow") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"alpha_discard") );
+ //VisualServer::get_singleton()->free(shader);
+}
- } break;
- case SHADER_POST_PROCESS: {
- p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
- p_outputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
- } break;
+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,"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",".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.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","vec3(UV2,0)","",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","SPEC_EXP","",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},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"NormalMap","NORMALMAP","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"NormalMapDepth","NORMALMAP_DEPTH","",SLOT_TYPE_SCALAR,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,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"UV","vec3(UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightColor","LIGHT_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightAlpha","LIGHT_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightHeight","LIGHT_HEIGHT","",SLOT_TYPE_SCALAR,SLOT_IN},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"TexPixelSize","vec3(TEXTURE_PIXEL_SIZE,0)","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var2","VAR2.rgb","",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,"LightColor","LIGHT.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightAlpha","LIGHT.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
+ //end
+ {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT},
+
+
+
+};
+
+void ShaderGraph::get_input_output_node_slot_info(Mode p_mode, ShaderType p_type, List<SlotInfo> *r_slots) {
+
+ const InOutParamInfo* iop = &inout_param_info[0];
+ while(iop->name) {
+ if (p_mode==iop->shader_mode && p_type==iop->shader_type) {
+
+ SlotInfo si;
+ si.dir=iop->dir;
+ si.name=iop->name;
+ si.type=iop->slot_type;
+ r_slots->push_back(si);
+ }
+ iop++;
}
+}
+
+
+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_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_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_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
+ {NODE_DOT_PROD,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // vec3 . vec3 (dot product -> scalar output)
+ {NODE_VEC_TO_SCALAR,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR}}, // 1 vec3 input,{SLOT_MAX},{SLOT_MAX}}, 3 scalar outputs
+ {NODE_SCALAR_TO_VEC,{SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR},{SLOT_TYPE_VEC,SLOT_MAX}}, // 3 scalar input,{SLOT_MAX},{SLOT_MAX}}, 1 vec3 output
+ {NODE_SCALAR_INTERP,{SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar interpolation (with optional curve)
+ {NODE_VEC_INTERP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_TYPE_SCALAR},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 interpolation (with optional curve)
+ {NODE_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}}
+};
+
+int ShaderGraph::get_node_input_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type) {
+
+ if (p_type==NODE_INPUT || p_type==NODE_OUTPUT) {
+
+ const InOutParamInfo* iop = &inout_param_info[0];
+ int pc=0;
+ while(iop->name) {
+ if (p_mode==iop->shader_mode && p_shader_type==iop->shader_type) {
+
+ if (iop->dir==SLOT_OUT)
+ pc++;
+ }
+ iop++;
+ }
+ return pc;
+ } else if (p_type==NODE_VEC_TO_XFORM){
+ return 4;
+ } else if (p_type==NODE_XFORM_TO_VEC){
+ return 1;
+ } else {
+
+ const NodeSlotInfo*nsi=&node_slot_info[0];
+ while(nsi->type!=NODE_TYPE_MAX) {
+
+ if (nsi->type==p_type) {
+ int pc=0;
+ for(int i=0;i<NodeSlotInfo::MAX_INS;i++) {
+ if (nsi->ins[i]==SLOT_MAX)
+ break;
+ pc++;
+ }
+ return pc;
+ }
+
+ nsi++;
+ }
+
+ return 0;
+ }
}
+int ShaderGraph::get_node_output_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type){
+
+ if (p_type==NODE_INPUT || p_type==NODE_OUTPUT) {
+
+ const InOutParamInfo* iop = &inout_param_info[0];
+ int pc=0;
+ while(iop->name) {
+ if (p_mode==iop->shader_mode && p_shader_type==iop->shader_type) {
+
+ if (iop->dir==SLOT_IN)
+ pc++;
+ }
+ iop++;
+ }
+ return pc;
+ } else if (p_type==NODE_VEC_TO_XFORM){
+ return 1;
+ } else if (p_type==NODE_XFORM_TO_VEC){
+ return 4;
+ } else {
+
+ const NodeSlotInfo*nsi=&node_slot_info[0];
+ while(nsi->type!=NODE_TYPE_MAX) {
+
+ if (nsi->type==p_type) {
+ int pc=0;
+ for(int i=0;i<NodeSlotInfo::MAX_OUTS;i++) {
+ if (nsi->outs[i]==SLOT_MAX)
+ break;
+ pc++;
+ }
+ return pc;
+ }
+
+ nsi++;
+ }
-PropertyInfo ShaderGraph::shader_node_get_type_info(NodeType p_type) {
-
- switch(p_type) {
-
- case NODE_IN: return PropertyInfo(Variant::STRING,"in");
- case NODE_OUT: return PropertyInfo(Variant::STRING,"out");
- case NODE_CONSTANT: return PropertyInfo(Variant::REAL,"const");
- case NODE_PARAMETER: return PropertyInfo(Variant::STRING,"param");
- case NODE_ADD: return PropertyInfo(Variant::NIL,"add");
- case NODE_SUB: return PropertyInfo(Variant::NIL,"sub");
- case NODE_MUL: return PropertyInfo(Variant::NIL,"mul");
- case NODE_DIV: return PropertyInfo(Variant::NIL,"div");
- case NODE_MOD: return PropertyInfo(Variant::NIL,"rem");
- case NODE_SIN: return PropertyInfo(Variant::NIL,"sin");
- case NODE_COS: return PropertyInfo(Variant::NIL,"cos");
- case NODE_TAN: return PropertyInfo(Variant::NIL,"tan");
- case NODE_ARCSIN: return PropertyInfo(Variant::NIL,"arcsin");
- case NODE_ARCCOS: return PropertyInfo(Variant::NIL,"arccos");
- case NODE_ARCTAN: return PropertyInfo(Variant::NIL,"arctan");
- case NODE_POW: return PropertyInfo(Variant::NIL,"pow");
- case NODE_LOG: return PropertyInfo(Variant::NIL,"log");
- case NODE_MAX: return PropertyInfo(Variant::NIL,"max");
- case NODE_MIN: return PropertyInfo(Variant::NIL,"min");
- case NODE_COMPARE: return PropertyInfo(Variant::NIL,"cmp");
- case NODE_TEXTURE: return PropertyInfo(Variant::_RID,"texture1D",PROPERTY_HINT_RESOURCE_TYPE,"Texture");
- case NODE_TIME: return PropertyInfo(Variant::NIL,"time");
- case NODE_NOISE: return PropertyInfo(Variant::NIL,"noise");
- case NODE_PASS: return PropertyInfo(Variant::NIL,"pass");
- case NODE_VEC_IN: return PropertyInfo(Variant::STRING,"vin");
- case NODE_VEC_OUT: return PropertyInfo(Variant::STRING,"vout");
- case NODE_VEC_CONSTANT: return PropertyInfo(Variant::VECTOR3,"vconst");
- case NODE_VEC_PARAMETER: return PropertyInfo(Variant::STRING,"vparam");
- case NODE_VEC_ADD: return PropertyInfo(Variant::NIL,"vadd");
- case NODE_VEC_SUB: return PropertyInfo(Variant::NIL,"vsub");
- case NODE_VEC_MUL: return PropertyInfo(Variant::NIL,"vmul");
- case NODE_VEC_DIV: return PropertyInfo(Variant::NIL,"vdiv");
- case NODE_VEC_MOD: return PropertyInfo(Variant::NIL,"vrem");
- case NODE_VEC_CROSS: return PropertyInfo(Variant::NIL,"cross");
- case NODE_VEC_DOT: return PropertyInfo(Variant::NIL,"dot");
- case NODE_VEC_POW: return PropertyInfo(Variant::NIL,"vpow");
- case NODE_VEC_NORMALIZE: return PropertyInfo(Variant::NIL,"normalize");
- case NODE_VEC_INTERPOLATE: return PropertyInfo(Variant::NIL,"mix");
- case NODE_VEC_SCREEN_TO_UV: return PropertyInfo(Variant::NIL,"scrn2uv");
- case NODE_VEC_TRANSFORM3: return PropertyInfo(Variant::NIL,"xform3");
- case NODE_VEC_TRANSFORM4: return PropertyInfo(Variant::NIL,"xform4");
- case NODE_VEC_COMPARE: return PropertyInfo(Variant::_RID,"vcmp",PROPERTY_HINT_RESOURCE_TYPE,"Texture");
- case NODE_VEC_TEXTURE_2D: return PropertyInfo(Variant::_RID,"texture2D",PROPERTY_HINT_RESOURCE_TYPE,"Texture");
- case NODE_VEC_TEXTURE_CUBE: return PropertyInfo(Variant::NIL,"texcube");
- case NODE_VEC_NOISE: return PropertyInfo(Variant::NIL,"vec_noise");
- case NODE_VEC_0: return PropertyInfo(Variant::NIL,"vec_0");
- case NODE_VEC_1: return PropertyInfo(Variant::NIL,"vec_1");
- case NODE_VEC_2: return PropertyInfo(Variant::NIL,"vec_2");
- case NODE_VEC_BUILD: return PropertyInfo(Variant::NIL,"vbuild");
- case NODE_VEC_PASS: return PropertyInfo(Variant::NIL,"vpass");
- case NODE_COLOR_CONSTANT: return PropertyInfo(Variant::COLOR,"color_const");
- case NODE_COLOR_PARAMETER: return PropertyInfo(Variant::STRING,"color_param");
- case NODE_TEXTURE_PARAMETER: return PropertyInfo(Variant::STRING,"tex1D_param");
- case NODE_TEXTURE_2D_PARAMETER: return PropertyInfo(Variant::STRING,"tex2D_param");
- case NODE_TEXTURE_CUBE_PARAMETER: return PropertyInfo(Variant::STRING,"texcube_param");
- case NODE_TRANSFORM_CONSTANT: return PropertyInfo(Variant::TRANSFORM,"xform_const");
- case NODE_TRANSFORM_PARAMETER: return PropertyInfo(Variant::STRING,"xform_param");
- case NODE_LABEL: return PropertyInfo(Variant::STRING,"label");
-
- default: {}
+ return 0;
}
+}
+ShaderGraph::SlotType ShaderGraph::get_node_input_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx){
+
+ if (p_type==NODE_INPUT || p_type==NODE_OUTPUT) {
+
+ const InOutParamInfo* iop = &inout_param_info[0];
+ int pc=0;
+ while(iop->name) {
+ if (p_mode==iop->shader_mode && p_shader_type==iop->shader_type) {
+
+ if (iop->dir==SLOT_OUT) {
+ if (pc==p_idx)
+ return iop->slot_type;
+ pc++;
+ }
+ }
+ iop++;
+ }
+ ERR_FAIL_V(SLOT_MAX);
+ } else if (p_type==NODE_VEC_TO_XFORM){
+ return SLOT_TYPE_VEC;
+ } else if (p_type==NODE_XFORM_TO_VEC){
+ return SLOT_TYPE_XFORM;
+ } else {
+
+ const NodeSlotInfo*nsi=&node_slot_info[0];
+ while(nsi->type!=NODE_TYPE_MAX) {
+
+ if (nsi->type==p_type) {
+ for(int i=0;i<NodeSlotInfo::MAX_INS;i++) {
+
+ if (nsi->ins[i]==SLOT_MAX)
+ break;
+ if (i==p_idx)
+ return nsi->ins[i];
+ }
+ }
+
+ nsi++;
+ }
+
+ ERR_FAIL_V(SLOT_MAX);
- ERR_FAIL_V( PropertyInfo(Variant::NIL,"error") );
-}
-int ShaderGraph::shader_get_input_count(NodeType p_type) {
-
- switch(p_type) {
- case NODE_IN: return 0;
- case NODE_OUT: return 1;
- case NODE_CONSTANT: return 0;
- case NODE_PARAMETER: return 0;
- case NODE_ADD: return 2;
- case NODE_SUB: return 2;
- case NODE_MUL: return 2;
- case NODE_DIV: return 2;
- case NODE_MOD: return 2;
- case NODE_SIN: return 1;
- case NODE_COS: return 1;
- case NODE_TAN: return 1;
- case NODE_ARCSIN: return 1;
- case NODE_ARCCOS: return 1;
- case NODE_ARCTAN: return 1;
- case NODE_POW: return 2;
- case NODE_LOG: return 1;
- case NODE_MAX: return 2;
- case NODE_MIN: return 2;
- case NODE_COMPARE: return 4;
- case NODE_TEXTURE: return 1; ///< param 0: texture
- case NODE_TIME: return 1; ///< param 0: interval length
- case NODE_NOISE: return 0;
- case NODE_PASS: return 1;
- case NODE_VEC_IN: return 0; ///< param 0: name
- case NODE_VEC_OUT: return 1; ///< param 0: name
- case NODE_VEC_CONSTANT: return 0; ///< param 0: value
- case NODE_VEC_PARAMETER: return 0; ///< param 0: name
- case NODE_VEC_ADD: return 2;
- case NODE_VEC_SUB: return 2;
- case NODE_VEC_MUL: return 2;
- case NODE_VEC_DIV: return 2;
- case NODE_VEC_MOD: return 2;
- case NODE_VEC_CROSS: return 2;
- case NODE_VEC_DOT: return 2;
- case NODE_VEC_POW: return 2;
- case NODE_VEC_NORMALIZE: return 1;
- case NODE_VEC_INTERPOLATE: return 3;
- case NODE_VEC_SCREEN_TO_UV: return 1;
- case NODE_VEC_TRANSFORM3: return 4;
- case NODE_VEC_TRANSFORM4: return 5;
- case NODE_VEC_COMPARE: return 4;
- case NODE_VEC_TEXTURE_2D: return 1;
- case NODE_VEC_TEXTURE_CUBE: return 1;
- case NODE_VEC_NOISE: return 0;
- case NODE_VEC_0: return 1;
- case NODE_VEC_1: return 1;
- case NODE_VEC_2: return 1;
- case NODE_VEC_BUILD: return 3;
- case NODE_VEC_PASS: return 1;
- case NODE_COLOR_CONSTANT: return 0;
- case NODE_COLOR_PARAMETER: return 0;
- case NODE_TEXTURE_PARAMETER: return 1;
- case NODE_TEXTURE_2D_PARAMETER: return 1;
- case NODE_TEXTURE_CUBE_PARAMETER: return 1;
- case NODE_TRANSFORM_CONSTANT: return 1;
- case NODE_TRANSFORM_PARAMETER: return 1;
- case NODE_LABEL: return 0;
- default: {}
}
- ERR_FAIL_V( 0 );
-}
-int ShaderGraph::shader_get_output_count(NodeType p_type) {
-
- switch(p_type) {
- case NODE_IN: return 1;
- case NODE_OUT: return 0;
- case NODE_CONSTANT: return 1;
- case NODE_PARAMETER: return 1;
- case NODE_ADD: return 1;
- case NODE_SUB: return 1;
- case NODE_MUL: return 1;
- case NODE_DIV: return 1;
- case NODE_MOD: return 1;
- case NODE_SIN: return 1;
- case NODE_COS: return 1;
- case NODE_TAN: return 1;
- case NODE_ARCSIN: return 1;
- case NODE_ARCCOS: return 1;
- case NODE_ARCTAN: return 1;
- case NODE_POW: return 1;
- case NODE_LOG: return 1;
- case NODE_MAX: return 1;
- case NODE_MIN: return 1;
- case NODE_COMPARE: return 2;
- case NODE_TEXTURE: return 3; ///< param 0: texture
- case NODE_TIME: return 1; ///< param 0: interval length
- case NODE_NOISE: return 1;
- case NODE_PASS: return 1;
- case NODE_VEC_IN: return 1; ///< param 0: name
- case NODE_VEC_OUT: return 0; ///< param 0: name
- case NODE_VEC_CONSTANT: return 1; ///< param 0: value
- case NODE_VEC_PARAMETER: return 1; ///< param 0: name
- case NODE_VEC_ADD: return 1;
- case NODE_VEC_SUB: return 1;
- case NODE_VEC_MUL: return 1;
- case NODE_VEC_DIV: return 1;
- case NODE_VEC_MOD: return 1;
- case NODE_VEC_CROSS: return 1;
- case NODE_VEC_DOT: return 1;
- case NODE_VEC_POW: return 1;
- case NODE_VEC_NORMALIZE: return 1;
- case NODE_VEC_INTERPOLATE: return 1;
- case NODE_VEC_SCREEN_TO_UV: return 1;
- case NODE_VEC_TRANSFORM3: return 1;
- case NODE_VEC_TRANSFORM4: return 1;
- case NODE_VEC_COMPARE: return 2;
- case NODE_VEC_TEXTURE_2D: return 3;
- case NODE_VEC_TEXTURE_CUBE: return 3;
- case NODE_VEC_NOISE: return 1;
- case NODE_VEC_0: return 1;
- case NODE_VEC_1: return 1;
- case NODE_VEC_2: return 1;
- case NODE_VEC_BUILD: return 1;
- case NODE_VEC_PASS: return 1;
- case NODE_COLOR_CONSTANT: return 2;
- case NODE_COLOR_PARAMETER: return 2;
- case NODE_TEXTURE_PARAMETER: return 3;
- case NODE_TEXTURE_2D_PARAMETER: return 3;
- case NODE_TEXTURE_CUBE_PARAMETER: return 3;
- case NODE_TRANSFORM_CONSTANT: return 1;
- case NODE_TRANSFORM_PARAMETER: return 1;
- case NODE_LABEL: return 0;
-
- default: {}
+}
+ShaderGraph::SlotType ShaderGraph::get_node_output_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx){
+
+ if (p_type==NODE_INPUT || p_type==NODE_OUTPUT) {
+
+ const InOutParamInfo* iop = &inout_param_info[0];
+ int pc=0;
+ while(iop->name) {
+ if (p_mode==iop->shader_mode && p_shader_type==iop->shader_type) {
+
+ if (iop->dir==SLOT_IN) {
+ if (pc==p_idx)
+ return iop->slot_type;
+ pc++;
+ }
+ }
+ iop++;
+ }
+ ERR_FAIL_V(SLOT_MAX);
+ } else if (p_type==NODE_VEC_TO_XFORM){
+ return SLOT_TYPE_XFORM;
+ } else if (p_type==NODE_XFORM_TO_VEC){
+ return SLOT_TYPE_VEC;
+ } else {
+
+ const NodeSlotInfo*nsi=&node_slot_info[0];
+ while(nsi->type!=NODE_TYPE_MAX) {
+
+ if (nsi->type==p_type) {
+ for(int i=0;i<NodeSlotInfo::MAX_OUTS;i++) {
+ if (nsi->outs[i]==SLOT_MAX)
+ break;
+ if (i==p_idx)
+ return nsi->outs[i];
+ }
+ }
+
+ nsi++;
+ }
+
+ ERR_FAIL_V(SLOT_MAX);
}
- ERR_FAIL_V( 0 );
-
-}
-
-#define RET2(m_a,m_b) if (p_idx==0) return m_a; else if (p_idx==1) return m_b; else return "";
-#define RET3(m_a,m_b,m_c) if (p_idx==0) return m_a; else if (p_idx==1) return m_b; else if (p_idx==2) return m_c; else return "";
-#define RET4(m_a,m_b,m_c,m_d) if (p_idx==0) return m_a; else if (p_idx==1) return m_b; else if (p_idx==2) return m_c; else if (p_idx==3) return m_d; else return "";
-
-#define RET5(m_a,m_b,m_c,m_d,m_e) if (p_idx==0) return m_a; else if (p_idx==1) return m_b; else if (p_idx==2) return m_c; else if (p_idx==3) return m_d; else if (p_idx==4) return m_e; else return "";
-
-String ShaderGraph::shader_get_input_name(NodeType p_type,int p_idx) {
-
- switch(p_type) {
-
- case NODE_IN: return "";
- case NODE_OUT: return "out";
- case NODE_CONSTANT: return "";
- case NODE_PARAMETER: return "";
- case NODE_ADD: RET2("a","b");
- case NODE_SUB: RET2("a","b");
- case NODE_MUL: RET2("a","b");
- case NODE_DIV: RET2("a","b");
- case NODE_MOD: RET2("a","b");
- case NODE_SIN: return "rad";
- case NODE_COS: return "rad";
- case NODE_TAN: return "rad";
- case NODE_ARCSIN: return "in";
- case NODE_ARCCOS: return "in";
- case NODE_ARCTAN: return "in";
- case NODE_POW: RET2("in","exp");
- case NODE_LOG: return "in";
- case NODE_MAX: return "in";
- case NODE_MIN: return "in";
- case NODE_COMPARE: RET4("a","b","ret1","ret2");
- case NODE_TEXTURE: return "u";
- case NODE_TIME: return "";
- case NODE_NOISE: return "";
- case NODE_PASS: return "in";
- case NODE_VEC_IN: return "";
- case NODE_VEC_OUT: return "out";
- case NODE_VEC_CONSTANT: return "";
- case NODE_VEC_PARAMETER: return "";
- case NODE_VEC_ADD: RET2("a","b");
- case NODE_VEC_SUB: RET2("a","b");
- case NODE_VEC_MUL: RET2("a","b");
- case NODE_VEC_DIV: RET2("a","b");
- case NODE_VEC_MOD: RET2("a","b");
- case NODE_VEC_CROSS: RET2("a","b");
- case NODE_VEC_DOT: RET2("a","b");
- case NODE_VEC_POW: RET2("a","b");
- case NODE_VEC_NORMALIZE: return "vec";
- case NODE_VEC_INTERPOLATE: RET3("a","b","c");
- case NODE_VEC_SCREEN_TO_UV: return "scr";
- case NODE_VEC_TRANSFORM3: RET4("in","col0","col1","col2");
- case NODE_VEC_TRANSFORM4: RET5("in","col0","col1","col2","col3");
- case NODE_VEC_COMPARE: RET4("a","b","ret1","ret2");
- case NODE_VEC_TEXTURE_2D: return "uv";
- case NODE_VEC_TEXTURE_CUBE: return "uvw";
- case NODE_VEC_NOISE: return "";
- case NODE_VEC_0: return "vec";
- case NODE_VEC_1: return "vec";
- case NODE_VEC_2: return "vec";
- case NODE_VEC_BUILD: RET3("x/r","y/g","z/b");
- case NODE_VEC_PASS: return "in";
- case NODE_COLOR_CONSTANT: return "";
- case NODE_COLOR_PARAMETER: return "";
- case NODE_TEXTURE_PARAMETER: return "u";
- case NODE_TEXTURE_2D_PARAMETER: return "uv";
- case NODE_TEXTURE_CUBE_PARAMETER: return "uvw";
- case NODE_TRANSFORM_CONSTANT: return "in";
- case NODE_TRANSFORM_PARAMETER: return "in";
- case NODE_LABEL: return "";
-
- default: {}
+}
+
+
+
+
+
+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>());
}
- ERR_FAIL_V("");
-}
-String ShaderGraph::shader_get_output_name(NodeType p_type,int p_idx) {
-
- switch(p_type) {
-
- case NODE_IN: return "in";
- case NODE_OUT: return "";
- case NODE_CONSTANT: return "out";
- case NODE_PARAMETER: return "out";
- case NODE_ADD: return "sum";
- case NODE_SUB: return "dif";
- case NODE_MUL: return "prod";
- case NODE_DIV: return "quot";
- case NODE_MOD: return "rem";
- case NODE_SIN: return "out";
- case NODE_COS: return "out";
- case NODE_TAN: return "out";
- case NODE_ARCSIN: return "rad";
- case NODE_ARCCOS: return "rad";
- case NODE_ARCTAN: return "rad";
- case NODE_POW: RET2("in","exp");
- case NODE_LOG: return "out";
- case NODE_MAX: return "out";
- case NODE_MIN: return "out";
- case NODE_COMPARE: RET2("a/b","a/b");
- case NODE_TEXTURE: RET3("rgb","a","v");
- case NODE_TIME: return "out";
- case NODE_NOISE: return "out";
- case NODE_PASS: return "out";
- case NODE_VEC_IN: return "in";
- case NODE_VEC_OUT: return "";
- case NODE_VEC_CONSTANT: return "out";
- case NODE_VEC_PARAMETER: return "out";
- case NODE_VEC_ADD: return "sum";
- case NODE_VEC_SUB: return "sub";
- case NODE_VEC_MUL: return "mul";
- case NODE_VEC_DIV: return "div";
- case NODE_VEC_MOD: return "rem";
- case NODE_VEC_CROSS: return "crs";
- case NODE_VEC_DOT: return "prod";
- case NODE_VEC_POW: return "out";
- case NODE_VEC_NORMALIZE: return "norm";
- case NODE_VEC_INTERPOLATE: return "out";
- case NODE_VEC_SCREEN_TO_UV: return "uv";
- case NODE_VEC_TRANSFORM3: return "prod";
- case NODE_VEC_TRANSFORM4: return "prod";
- case NODE_VEC_COMPARE: RET2("a/b","a/b");
- case NODE_VEC_TEXTURE_2D: RET3("rgb","a","v");
- case NODE_VEC_TEXTURE_CUBE: RET3("rgb","a","v");
- case NODE_VEC_NOISE: return "out";
- case NODE_VEC_0: return "x/r";
- case NODE_VEC_1: return "y/g";
- case NODE_VEC_2: return "z/b";
- case NODE_VEC_BUILD: return "vec";
- case NODE_VEC_PASS: return "out";
- case NODE_COLOR_CONSTANT: RET2("rgb","a");
- case NODE_COLOR_PARAMETER: RET2("rgb","a");
- case NODE_TEXTURE_PARAMETER: RET3("rgb","a","v");
- case NODE_TEXTURE_2D_PARAMETER: RET3("rgb","a","v");
- case NODE_TEXTURE_CUBE_PARAMETER: RET3("rgb","a","v");
- case NODE_TRANSFORM_CONSTANT: return "out";
- case NODE_TRANSFORM_PARAMETER: return "out";
- case NODE_LABEL: return "";
-
- default: {}
+
+ for(int i=0;i<3;i++) {
+
+ int idx=0;
+ for (Map<int,Node>::Element *E=shader[i].node_map.front();E;E=E->next()) {
+
+ E->get().sort_order=idx++;
+ }
+ //simple method for graph solving using bubblesort derived algorithm
+ int iters=0;
+ int iter_max=shader[i].node_map.size()*shader[i].node_map.size();
+
+ while(true) {
+ if (iters>iter_max)
+ break;
+
+ int swaps=0;
+ for (Map<int,Node>::Element *E=shader[i].node_map.front();E;E=E->next()) {
+
+ for(Map<int,SourceSlot>::Element *F=E->get().connections.front();F;F=F->next()) {
+
+ //this is kinda slow, could be sped up
+ Map<int,Node>::Element *G = shader[i].node_map.find(F->get().id);
+ ERR_FAIL_COND(!G);
+ if (G->get().sort_order > E->get().sort_order) {
+
+ SWAP(G->get().sort_order,E->get().sort_order);
+ swaps++;
+ }
+ }
+ }
+
+ iters++;
+ if (swaps==0) {
+ iters=0;
+ break;
+ }
+ }
+
+ if (iters>0) {
+
+ shader[i].error=GRAPH_ERROR_CYCLIC;
+ continue;
+ }
+
+ Vector<Node*> order;
+ order.resize(shader[i].node_map.size());
+
+ for (Map<int,Node>::Element *E=shader[i].node_map.front();E;E=E->next()) {
+
+ order[E->get().sort_order]=&E->get();
+ }
+
+ //generate code for the ordered graph
+ bool failed=false;
+
+ if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) {
+ code[i]+="vec3 DIFFUSE_OUT=vec3(0,0,0);\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++) {
+
+ Node *n=order[j];
+ if (n->type==NODE_INPUT) {
+
+ const InOutParamInfo* iop = &inout_param_info[0];
+ int idx=0;
+ while(iop->name) {
+ if (get_mode()==iop->shader_mode && i==iop->shader_type && SLOT_IN==iop->dir) {
+
+ const char *typestr[4]={"float","vec3","mat4","texture"};
+
+ String vname=("nd"+itos(n->id)+"sl"+itos(idx));
+ inputs_xlate[vname]=String(typestr[iop->slot_type])+" "+vname+"="+iop->variable+";\n";
+ input_names_xlate[vname]=iop->variable;
+ idx++;
+ }
+ iop++;
+ }
+
+ } else if (n->type==NODE_OUTPUT) {
+
+
+ bool use_alpha=false;
+ const InOutParamInfo* iop = &inout_param_info[0];
+ int idx=0;
+ while(iop->name) {
+ if (get_mode()==iop->shader_mode && i==iop->shader_type && SLOT_OUT==iop->dir) {
+
+ if (n->connections.has(idx)) {
+ String iname=("nd"+itos(n->connections[idx].id)+"sl"+itos(n->connections[idx].slot));
+ if (node_get_type(ShaderType(i),n->connections[idx].id)==NODE_INPUT)
+ inputs_used.insert(iname);
+ code[i]+=String(iop->variable)+"="+iname+String(iop->postfix)+";\n";
+ if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL && String(iop->name)=="DiffuseAlpha")
+ use_alpha=true;
+ }
+ idx++;
+ }
+ iop++;
+ }
+
+ if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) {
+
+ if (use_alpha) {
+ code[i]+="DIFFUSE_ALPHA=vec4(DIFFUSE_OUT,ALPHA_OUT);\n";
+ } else {
+ code[i]+="DIFFUSE=DIFFUSE_OUT;\n";
+ }
+ }
+
+ } else {
+ Vector<String> inputs;
+ int max = get_node_input_slot_count(get_mode(),ShaderType(i),n->type);
+ for(int k=0;k<max;k++) {
+ String iname;
+ if (!n->connections.has(k)) {
+ iname="nd"+itos(n->id)+"sl"+itos(k)+"def";
+ } else {
+ iname="nd"+itos(n->connections[k].id)+"sl"+itos(n->connections[k].slot);
+ if (node_get_type(ShaderType(i),n->connections[k].id)==NODE_INPUT) {
+ inputs_used.insert(iname);
+ }
+
+ }
+ inputs.push_back(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]);
+ }
+
+ }
+
+ 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;
+
}
- ERR_FAIL_V("");
-}
-bool ShaderGraph::shader_is_input_vector(NodeType p_type,int p_input) {
-
- switch(p_type) {
-
- case NODE_IN: return false;
- case NODE_OUT: return false;
- case NODE_CONSTANT: return false;
- case NODE_PARAMETER: return false;
- case NODE_ADD: return false;
- case NODE_SUB: return false;
- case NODE_MUL: return false;
- case NODE_DIV: return false;
- case NODE_MOD: return false;
- case NODE_SIN: return false;
- case NODE_COS: return false;
- case NODE_TAN: return false;
- case NODE_ARCSIN: return false;
- case NODE_ARCCOS: return false;
- case NODE_ARCTAN: return false;
- case NODE_POW: return false;
- case NODE_LOG: return false;
- case NODE_MAX: return false;
- case NODE_MIN: return false;
- case NODE_COMPARE: return false;
- case NODE_TEXTURE: return false;
- case NODE_TIME: return false;
- case NODE_NOISE: return false;
- case NODE_PASS: return false;
- case NODE_VEC_IN: return false;
- case NODE_VEC_OUT: return true;
- case NODE_VEC_CONSTANT: return false;
- case NODE_VEC_PARAMETER: return false;
- case NODE_VEC_ADD: return true;
- case NODE_VEC_SUB: return true;
- case NODE_VEC_MUL: return true;
- case NODE_VEC_DIV: return true;
- case NODE_VEC_MOD: return true;
- case NODE_VEC_CROSS: return true;
- case NODE_VEC_DOT: return true;
- case NODE_VEC_POW: return (p_input==0)?true:false;
- case NODE_VEC_NORMALIZE: return true;
- case NODE_VEC_INTERPOLATE: return (p_input<2)?true:false;
- case NODE_VEC_SCREEN_TO_UV: return true;
- case NODE_VEC_TRANSFORM3: return true;
- case NODE_VEC_TRANSFORM4: return true;
- case NODE_VEC_COMPARE: return (p_input<2)?false:true;
- case NODE_VEC_TEXTURE_2D: return true;
- case NODE_VEC_TEXTURE_CUBE: return true;
- case NODE_VEC_NOISE: return false;
- case NODE_VEC_0: return true;
- case NODE_VEC_1: return true;
- case NODE_VEC_2: return true;
- case NODE_VEC_BUILD: return false;
- case NODE_VEC_PASS: return true;
- case NODE_COLOR_CONSTANT: return false;
- case NODE_COLOR_PARAMETER: return false;
- case NODE_TEXTURE_PARAMETER: return false;
- case NODE_TEXTURE_2D_PARAMETER: return true;
- case NODE_TEXTURE_CUBE_PARAMETER: return true;
- case NODE_TRANSFORM_CONSTANT: return true;
- case NODE_TRANSFORM_PARAMETER: return true;
- case NODE_LABEL: return false;
-
- default: {}
+ bool all_ok=true;
+ for(int i=0;i<3;i++) {
+ if (shader[i].error!=GRAPH_OK)
+ all_ok=false;
}
- ERR_FAIL_V(false);
-}
-bool ShaderGraph::shader_is_output_vector(NodeType p_type,int p_input) {
-
- switch(p_type) {
-
- case NODE_IN: return false;
- case NODE_OUT: return false ;
- case NODE_CONSTANT: return false;
- case NODE_PARAMETER: return false;
- case NODE_ADD: return false;
- case NODE_SUB: return false;
- case NODE_MUL: return false;
- case NODE_DIV: return false;
- case NODE_MOD: return false;
- case NODE_SIN: return false;
- case NODE_COS: return false;
- case NODE_TAN: return false;
- case NODE_ARCSIN: return false;
- case NODE_ARCCOS: return false;
- case NODE_ARCTAN: return false;
- case NODE_POW: return false;
- case NODE_LOG: return false;
- case NODE_MAX: return false;
- case NODE_MIN: return false;
- case NODE_COMPARE: return false;
- case NODE_TEXTURE: return false;
- case NODE_TIME: return false;
- case NODE_NOISE: return false;
- case NODE_PASS: return false;
- case NODE_VEC_IN: return true;
- case NODE_VEC_OUT: return false;
- case NODE_VEC_CONSTANT: return true;
- case NODE_VEC_PARAMETER: return true;
- case NODE_VEC_ADD: return true;
- case NODE_VEC_SUB: return true;
- case NODE_VEC_MUL: return true;
- case NODE_VEC_DIV: return true;
- case NODE_VEC_MOD: return true;
- case NODE_VEC_CROSS: return true;
- case NODE_VEC_DOT: return false;
- case NODE_VEC_POW: return true;
- case NODE_VEC_NORMALIZE: return true;
- case NODE_VEC_INTERPOLATE: return true;
- case NODE_VEC_SCREEN_TO_UV: return true;
- case NODE_VEC_TRANSFORM3: return true;
- case NODE_VEC_TRANSFORM4: return true;
- case NODE_VEC_COMPARE: return true;
- case NODE_VEC_TEXTURE_2D: return (p_input==0)?true:false;
- case NODE_VEC_TEXTURE_CUBE: return (p_input==0)?true:false;
- case NODE_VEC_NOISE: return true;
- case NODE_VEC_0: return false;
- case NODE_VEC_1: return false;
- case NODE_VEC_2: return false;
- case NODE_VEC_BUILD: return true;
- case NODE_VEC_PASS: return true;
- case NODE_COLOR_CONSTANT: return (p_input==0)?true:false;
- case NODE_COLOR_PARAMETER: return (p_input==0)?true:false;
- case NODE_TEXTURE_PARAMETER: return (p_input==0)?true:false;
- case NODE_TEXTURE_2D_PARAMETER: return (p_input==0)?true:false;
- case NODE_TEXTURE_CUBE_PARAMETER: return (p_input==0)?true:false;
- case NODE_TRANSFORM_CONSTANT: return true;
- case NODE_TRANSFORM_PARAMETER: return true;
- case NODE_LABEL: return false;
-
- default: {}
+ /*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
- ERR_FAIL_V("");
+ _pending_update_shader=false;
+ emit_signal(SceneStringNames::get_singleton()->updated);
}
-#endif
-#endif
+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))
+#define DEF_VEC(slot)\
+ if (p_inputs[slot].ends_with("def")){\
+ Vector3 v = p_node->defaults[slot];\
+ code+=String(typestr[1])+" "+p_inputs[slot]+"=vec3("+v+");\n";\
+ }
+#define DEF_SCALAR(slot)\
+ if (p_inputs[slot].ends_with("def")){\
+ double v = p_node->defaults[slot];\
+ code+=String(typestr[0])+" "+p_inputs[slot]+"="+rtos(v)+";\n";\
+ }
+#define DEF_COLOR(slot)\
+ if (p_inputs[slot].ends_with("def")){\
+ Color col = p_node->defaults[slot];\
+ code+=String(typestr[1])+" "+p_inputs[slot]+"=vec3("+rtos(col.r)+","+rtos(col.g)+","+rtos(col.b)+");\n";\
+ }
+#define DEF_MATRIX(slot) \
+ if (p_inputs[slot].ends_with("def")){\
+ Transform xf = p_node->defaults[slot]; \
+ code+=String(typestr[2])+" "+p_inputs[slot]+"=mat4(\n";\
+ code+="\tvec4(vec3("+rtos(xf.basis.get_axis(0).x)+","+rtos(xf.basis.get_axis(0).y)+","+rtos(xf.basis.get_axis(0).z)+"),0),\n";\
+ code+="\tvec4(vec3("+rtos(xf.basis.get_axis(1).x)+","+rtos(xf.basis.get_axis(1).y)+","+rtos(xf.basis.get_axis(1).z)+"),0),\n";\
+ code+="\tvec4(vec3("+rtos(xf.basis.get_axis(2).x)+","+rtos(xf.basis.get_axis(2).y)+","+rtos(xf.basis.get_axis(2).z)+"),0),\n";\
+ code+="\tvec4(vec3("+rtos(xf.origin.x)+","+rtos(xf.origin.y)+","+rtos(xf.origin.z)+"),1)\n";\
+ code+=");\n";\
+ }
+
+ switch(p_node->type) {
+
+ case NODE_INPUT: {
+
+
+ }break;
+ case NODE_SCALAR_CONST: {
+
+ double scalar = p_node->param1;
+ code+=OUTNAME(p_node->id,0)+"="+rtos(scalar)+";\n";
+ }break;
+ case NODE_VEC_CONST: {
+ Vector3 vec = p_node->param1;
+ code+=OUTNAME(p_node->id,0)+"=vec3("+rtos(vec.x)+","+rtos(vec.y)+","+rtos(vec.z)+");\n";
+ }break;
+ case NODE_RGB_CONST: {
+ Color col = p_node->param1;
+ code+=OUTNAME(p_node->id,0)+"=vec3("+rtos(col.r)+","+rtos(col.g)+","+rtos(col.b)+");\n";
+ code+=OUTNAME(p_node->id,1)+"="+rtos(col.a)+";\n";
+ }break;
+ case NODE_XFORM_CONST: {
+
+ Transform xf = p_node->param1;
+ code+=OUTNAME(p_node->id,0)+"=mat4(\n";
+ code+="\tvec4(vec3("+rtos(xf.basis.get_axis(0).x)+","+rtos(xf.basis.get_axis(0).y)+","+rtos(xf.basis.get_axis(0).z)+"),0),\n";
+ code+="\tvec4(vec3("+rtos(xf.basis.get_axis(1).x)+","+rtos(xf.basis.get_axis(1).y)+","+rtos(xf.basis.get_axis(1).z)+"),0),\n";
+ code+="\tvec4(vec3("+rtos(xf.basis.get_axis(2).x)+","+rtos(xf.basis.get_axis(2).y)+","+rtos(xf.basis.get_axis(2).z)+"),0),\n";
+ code+="\tvec4(vec3("+rtos(xf.origin.x)+","+rtos(xf.origin.y)+","+rtos(xf.origin.z)+"),1)\n";
+ code+=");";
+
+ }break;
+ case NODE_TIME: {
+ code+=OUTNAME(p_node->id,0)+"=TIME;\n";
+ }break;
+ case NODE_SCREEN_TEX: {
+ DEF_VEC(0);
+ code+=OUTNAME(p_node->id,0)+"=texscreen("+p_inputs[0]+".xy);\n";
+ }break;
+ case NODE_SCALAR_OP: {
+ DEF_SCALAR(0);
+ DEF_SCALAR(1);
+ int op = p_node->param1;
+ String optxt;
+ switch(op) {
+
+ case SCALAR_OP_ADD: optxt = p_inputs[0]+"+"+p_inputs[1]+";"; break;
+ case SCALAR_OP_SUB: optxt = p_inputs[0]+"-"+p_inputs[1]+";"; break;
+ case SCALAR_OP_MUL: optxt = p_inputs[0]+"*"+p_inputs[1]+";"; break;
+ case SCALAR_OP_DIV: optxt = p_inputs[0]+"/"+p_inputs[1]+";"; break;
+ case SCALAR_OP_MOD: optxt = "mod("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case SCALAR_OP_POW: optxt = "pow("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case SCALAR_OP_MAX: optxt = "max("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case SCALAR_OP_MIN: optxt = "min("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case SCALAR_OP_ATAN2: optxt = "atan2("+p_inputs[0]+","+p_inputs[1]+");"; break;
+
+ }
+ code+=OUTNAME(p_node->id,0)+"="+optxt+"\n";;
+
+ }break;
+ case NODE_VEC_OP: {
+ DEF_VEC(0);
+ DEF_VEC(1);
+ int op = p_node->param1;
+ String optxt;
+ switch(op) {
+ case VEC_OP_ADD: optxt = p_inputs[0]+"+"+p_inputs[1]+";"; break;
+ case VEC_OP_SUB: optxt = p_inputs[0]+"-"+p_inputs[1]+";"; break;
+ case VEC_OP_MUL: optxt = p_inputs[0]+"*"+p_inputs[1]+";"; break;
+ case VEC_OP_DIV: optxt = p_inputs[0]+"/"+p_inputs[1]+";"; break;
+ case VEC_OP_MOD: optxt = "mod("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case VEC_OP_POW: optxt = "pow("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case VEC_OP_MAX: optxt = "max("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case VEC_OP_MIN: optxt = "min("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ case VEC_OP_CROSS: optxt = "cross("+p_inputs[0]+","+p_inputs[1]+");"; break;
+ }
+ code+=OUTNAME(p_node->id,0)+"="+optxt+"\n";
+
+ }break;
+ case NODE_VEC_SCALAR_OP: {
+ DEF_VEC(0);
+ DEF_SCALAR(1);
+ int op = p_node->param1;
+ String optxt;
+ switch(op) {
+ 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: {
+ DEF_COLOR(0);
+ DEF_COLOR(1);
+
+ 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: {
+ DEF_MATRIX(0);
+ DEF_MATRIX(1);
+
+ code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*"+p_inputs[1]+";\n";
+
+ }break;
+ case NODE_XFORM_VEC_MULT: {
+ DEF_MATRIX(0);
+ DEF_VEC(1);
+
+ bool no_translation = p_node->param1;
+ if (no_translation) {
+ 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)).xyz;\n";
+ }
+
+ }break;
+ case NODE_XFORM_VEC_INV_MULT: {
+ DEF_VEC(0);
+ DEF_MATRIX(1);
+ bool no_translation = p_node->param1;
+ if (no_translation) {
+ 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)).xyz;\n";
+ }
+ }break;
+ case NODE_SCALAR_FUNC: {
+ DEF_SCALAR(0);
+ 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($)",
+ "fract($)",
+ "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("$",p_inputs[0])+";\n";
+
+ } break;
+ case NODE_VEC_FUNC: {
+ DEF_VEC(0);
+ static const char*vec_func_id[VEC_MAX_FUNC]={
+ "normalize($)",
+ "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: {
+ DEF_VEC(0);
+
+ code += OUTNAME(p_node->id,0)+"=length("+p_inputs[0]+");\n";
+
+ }break;
+ case NODE_DOT_PROD: {
+ DEF_VEC(0);
+ DEF_VEC(1);
+ code += OUTNAME(p_node->id,0)+"=dot("+p_inputs[1]+","+p_inputs[0]+");\n";
+
+ }break;
+ case NODE_VEC_TO_SCALAR: {
+ DEF_VEC(0);
+ code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+".x;\n";
+ code += OUTNAME(p_node->id,1)+"="+p_inputs[0]+".y;\n";
+ code += OUTNAME(p_node->id,2)+"="+p_inputs[0]+".z;\n";
+
+ }break;
+ case NODE_SCALAR_TO_VEC: {
+ DEF_SCALAR(0);
+ DEF_SCALAR(1);
+ DEF_SCALAR(2);
+ code += OUTNAME(p_node->id,0)+"=vec3("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+""+");\n";
+
+ }break;
+ case NODE_VEC_TO_XFORM: {
+ DEF_VEC(0);
+ DEF_VEC(1);
+ DEF_VEC(2);
+ DEF_VEC(3);
+ code += OUTNAME(p_node->id, 0) + "=mat4(" +
+ "vec4(" + p_inputs[0] + ".x," + p_inputs[0] + ".y," + p_inputs[0] + ".z, 0.0),"
+ "vec4(" + p_inputs[1] + ".x," + p_inputs[1] + ".y," + p_inputs[1] + ".z, 0.0),"
+ "vec4(" + p_inputs[2] + ".x," + p_inputs[2] + ".y," + p_inputs[2] + ".z, 0.0),"
+ "vec4(" + p_inputs[3] + ".x," + p_inputs[3] + ".y," + p_inputs[3] + ".z, 1.0));\n";
+
+ }break;
+ case NODE_XFORM_TO_VEC: {
+ DEF_MATRIX(0);
+ code += OUTNAME(p_node->id, 0) + ";\n";
+ code += OUTNAME(p_node->id, 1) + ";\n";
+ code += OUTNAME(p_node->id, 2) + ";\n";
+ code += OUTNAME(p_node->id, 3) + ";\n";
+ code += "{\n";
+ code += "\tvec4 xform_row_01=" + p_inputs[0] + ".x;\n";
+ code += "\tvec4 xform_row_02=" + p_inputs[0] + ".y;\n";
+ code += "\tvec4 xform_row_03=" + p_inputs[0] + ".z;\n";
+ code += "\tvec4 xform_row_04=" + p_inputs[0] + ".w;\n";
+ code += "\t" + OUTVAR(p_node->id, 0) + "=vec3(xform_row_01.x, xform_row_01.y, xform_row_01.z);\n";
+ code += "\t" + OUTVAR(p_node->id, 1) + "=vec3(xform_row_02.x, xform_row_02.y, xform_row_02.z);\n";
+ code += "\t" + OUTVAR(p_node->id, 2) + "=vec3(xform_row_03.x, xform_row_03.y, xform_row_03.z);\n";
+ code += "\t" + OUTVAR(p_node->id, 3) + "=vec3(xform_row_04.x, xform_row_04.y, xform_row_04.z);\n";
+ code += "}\n";
+ }break;
+ case NODE_SCALAR_INTERP: {
+ DEF_SCALAR(0);
+ DEF_SCALAR(1);
+ DEF_SCALAR(2);
+
+ code += OUTNAME(p_node->id,0)+"=mix("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+");\n";
+
+ }break;
+ case NODE_VEC_INTERP: {
+ DEF_VEC(0);
+ DEF_VEC(1);
+ DEF_SCALAR(2);
+ code += OUTNAME(p_node->id,0)+"=mix("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+");\n";
+
+ }break;
+ case NODE_COLOR_RAMP: {
+ DEF_SCALAR(0);
+
+ 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: {
+ DEF_SCALAR(0);
+ 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;
+ code +="uniform float "+name+"="+rtos(dv)+";\n";
+ code += OUTNAME(p_node->id,0)+"="+name+";\n";
+ }break;
+ case NODE_VEC_INPUT: {
+
+ String name = p_node->param1;
+ Vector3 dv=p_node->param2;
+ code +="uniform vec3 "+name+"=vec3("+rtos(dv.x)+","+rtos(dv.y)+","+rtos(dv.z)+");\n";
+ code += OUTNAME(p_node->id,0)+"="+name+";\n";
+ }break;
+ case NODE_RGB_INPUT: {
+
+ String name = p_node->param1;
+ Color dv= p_node->param2;
+
+ code +="uniform color "+name+"=vec4("+rtos(dv.r)+","+rtos(dv.g)+","+rtos(dv.g)+","+rtos(dv.a)+");\n";
+ code += OUTNAME(p_node->id,0)+"="+name+".rgb;\n";
+
+ }break;
+ case NODE_XFORM_INPUT: {
+
+ String name = p_node->param1;
+ Transform dv= p_node->param2;
+
+ code +="uniform mat4 "+name+"=mat4(\n";
+ code+="\tvec4(vec3("+rtos(dv.basis.get_axis(0).x)+","+rtos(dv.basis.get_axis(0).y)+","+rtos(dv.basis.get_axis(0).z)+"),0),\n";
+ code+="\tvec4(vec3("+rtos(dv.basis.get_axis(1).x)+","+rtos(dv.basis.get_axis(1).y)+","+rtos(dv.basis.get_axis(1).z)+"),0),\n";
+ code+="\tvec4(vec3("+rtos(dv.basis.get_axis(2).x)+","+rtos(dv.basis.get_axis(2).y)+","+rtos(dv.basis.get_axis(2).z)+"),0),\n";
+ code+="\tvec4(vec3("+rtos(dv.origin.x)+","+rtos(dv.origin.y)+","+rtos(dv.origin.z)+"),1)\n";
+ code+=");";
+
+ code += OUTNAME(p_node->id,0)+"="+name+";\n";
+
+ }break;
+ case NODE_TEXTURE_INPUT: {
+ DEF_VEC(0);
+ String name = p_node->param1;
+ 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";
+ code += OUTNAME(p_node->id,1)+"="+rname+".a;\n";
+
+ }break;
+ case NODE_CUBEMAP_INPUT: {
+ DEF_VEC(0);
+ String name = p_node->param1;
+ code +="uniform cubemap "+name+";";
+ 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: {
+ DEF_VEC(0);
+
+ 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: {
+
+
+ }break;
+ case NODE_COMMENT: {
+
+ }break;
+ case NODE_TYPE_MAX: {
+
+ }
+ }
+#undef DEF_SCALAR
+#undef DEF_COLOR
+#undef DEF_MATRIX
+#undef DEF_VEC
+}