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+/*************************************************************************/
+/* shader_graph.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#ifndef SHADER_GRAPH_H
+#define SHADER_GRAPH_H
+
+#if 0
+
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+
+#include "servers/visual_server.h"
+#include "map.h"
+
+
+class ShaderCodeGenerator {
+public:
+
+ virtual void begin()=0;
+ virtual Error add_node(VS::ShaderNodeType p_type,int p_node_pos,int p_id,const Variant& p_param,const Vector<int>& p_in_connections,const Vector<int>& p_out_connections,const Vector<int>& p_out_connection_outputs)=0;
+ virtual void end()=0;
+
+ virtual ~ShaderCodeGenerator() {}
+};
+
+class ShaderGraph {
+public:
+
+
+ struct Connection {
+
+ int src_id;
+ int src_slot;
+ int dst_id;
+ int dst_slot;
+ };
+
+private:
+ struct Node {
+
+ int16_t x,y;
+ VS::ShaderNodeType type;
+ Variant param;
+ int id;
+ mutable int order; // used for sorting
+ mutable bool out_valid;
+ mutable bool in_valid;
+ };
+
+ Map<int,Node> node_map;
+
+ List<Connection> connections;
+
+public:
+
+ Error generate(ShaderCodeGenerator * p_generator) const;
+
+ void node_add(VS::ShaderNodeType p_type,int p_id);
+ void node_remove(int p_id);
+ void node_change_type(int p_id, VS::ShaderNodeType p_type);
+ void node_set_param(int p_id, const Variant& p_value);
+
+ void node_set_pos(int p_id, int p_x,int p_y);
+ int node_get_pos_x(int p_id) const;
+ int node_get_pos_y(int p_id) const;
+
+ void get_node_list(List<int> *p_node_list) const;
+ void get_sorted_node_list(List<int> *p_node_list) const;
+ VS::ShaderNodeType node_get_type(int p_id) const;
+ Variant node_get_param(int p_id) const;
+
+ Error connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
+ bool is_connected(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
+ void disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
+
+ void clear();
+
+ List<Connection> get_connection_list() const;
+
+
+ ShaderGraph();
+ ~ShaderGraph();
+
+};
+#endif
+#endif