/*************************************************************************/ /* shader_graph.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "shader_graph.h" #if 0 void Shader::_set(const String& p_name, const Variant& p_value) { if (p_name.begins_with("nodes/")) { int idx=p_name.get_slice("/",1).to_int(); Dictionary data=p_value; ERR_FAIL_COND(!data.has("type")); String type=data["type"]; VS::ShaderNodeType node_type=VS::NODE_TYPE_MAX; for(int i=0;i<NODE_TYPE_MAX;i++) { if (type==VisualServer::shader_node_get_type_info((VS::ShaderNodeType)i).name) node_type=(VS::ShaderNodeType)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"]); } } Variant Shader::_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::ShaderNodeType)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; } return Variant(); } void Shader::_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 ) ); } 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 ) ); } } Array Shader::_get_connections_helper() const { 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); } return connections_ret; } void Shader::_bind_methods() { ObjectTypeDB::bind_method(_MD("node_add"),&Shader::node_add ); ObjectTypeDB::bind_method(_MD("node_remove"),&Shader::node_remove ); ObjectTypeDB::bind_method(_MD("node_set_param"),&Shader::node_set_param ); ObjectTypeDB::bind_method(_MD("node_set_pos"),&Shader::node_set_pos ); ObjectTypeDB::bind_method(_MD("node_get_pos"),&Shader::node_get_pos ); ObjectTypeDB::bind_method(_MD("node_get_param"),&Shader::node_get_type); ObjectTypeDB::bind_method(_MD("node_get_type"),&Shader::node_get_param); ObjectTypeDB::bind_method(_MD("connect"),&Shader::connect ); ObjectTypeDB::bind_method(_MD("disconnect"),&Shader::disconnect ); ObjectTypeDB::bind_method(_MD("get_connections"),&Shader::_get_connections_helper ); ObjectTypeDB::bind_method(_MD("clear"),&Shader::clear ); BIND_CONSTANT( NODE_IN ); ///< param 0: name BIND_CONSTANT( NODE_OUT ); ///< param 0: name BIND_CONSTANT( NODE_CONSTANT ); ///< param 0: value BIND_CONSTANT( NODE_PARAMETER ); ///< param 0: name BIND_CONSTANT( NODE_ADD ); BIND_CONSTANT( NODE_SUB ); BIND_CONSTANT( NODE_MUL ); BIND_CONSTANT( NODE_DIV ); BIND_CONSTANT( NODE_MOD ); BIND_CONSTANT( NODE_SIN ); BIND_CONSTANT( NODE_COS ); BIND_CONSTANT( NODE_TAN ); BIND_CONSTANT( NODE_ARCSIN ); BIND_CONSTANT( NODE_ARCCOS ); BIND_CONSTANT( NODE_ARCTAN ); BIND_CONSTANT( NODE_POW ); BIND_CONSTANT( NODE_LOG ); BIND_CONSTANT( NODE_MAX ); BIND_CONSTANT( NODE_MIN ); BIND_CONSTANT( NODE_COMPARE ); BIND_CONSTANT( NODE_TEXTURE ); ///< param 0: texture BIND_CONSTANT( NODE_TIME ); ///< param 0: interval length BIND_CONSTANT( NODE_NOISE ); BIND_CONSTANT( NODE_PASS ); BIND_CONSTANT( NODE_VEC_IN ); ///< param 0: name BIND_CONSTANT( NODE_VEC_OUT ); ///< param 0: name BIND_CONSTANT( NODE_VEC_CONSTANT ); ///< param 0: value BIND_CONSTANT( NODE_VEC_PARAMETER ); ///< param 0: name BIND_CONSTANT( NODE_VEC_ADD ); BIND_CONSTANT( NODE_VEC_SUB ); BIND_CONSTANT( NODE_VEC_MUL ); BIND_CONSTANT( NODE_VEC_DIV ); BIND_CONSTANT( NODE_VEC_MOD ); BIND_CONSTANT( NODE_VEC_CROSS ); BIND_CONSTANT( NODE_VEC_DOT ); BIND_CONSTANT( NODE_VEC_POW ); BIND_CONSTANT( NODE_VEC_NORMALIZE ); BIND_CONSTANT( NODE_VEC_TRANSFORM3 ); BIND_CONSTANT( NODE_VEC_TRANSFORM4 ); BIND_CONSTANT( NODE_VEC_COMPARE ); BIND_CONSTANT( NODE_VEC_TEXTURE_2D ); BIND_CONSTANT( NODE_VEC_TEXTURE_CUBE ); BIND_CONSTANT( NODE_VEC_NOISE ); BIND_CONSTANT( NODE_VEC_0 ); BIND_CONSTANT( NODE_VEC_1 ); BIND_CONSTANT( NODE_VEC_2 ); BIND_CONSTANT( NODE_VEC_BUILD ); BIND_CONSTANT( NODE_VEC_PASS ); BIND_CONSTANT( NODE_COLOR_CONSTANT ); BIND_CONSTANT( NODE_COLOR_PARAMETER ); BIND_CONSTANT( NODE_TEXTURE_PARAMETER ); BIND_CONSTANT( NODE_TEXTURE_2D_PARAMETER ); BIND_CONSTANT( NODE_TEXTURE_CUBE_PARAMETER ); BIND_CONSTANT( NODE_TYPE_MAX ); } void Shader::node_add(NodeType p_type,int p_id) { VisualServer::get_singleton()->shader_node_add(shader,(VS::ShaderNodeType)p_type,p_id); #ifdef TOOLS_ENABLED positions[p_id]=Point2(); #endif version++; } void Shader::node_remove(int p_id) { VisualServer::get_singleton()->shader_node_remove(shader,p_id); #ifdef TOOLS_ENABLED positions.erase(p_id); #endif } void Shader::node_set_param( int p_id, const Variant& p_value) { VisualServer::get_singleton()->shader_node_set_param(shader,p_id,p_value); version++; } void Shader::get_node_list(List<int> *p_node_list) const { VisualServer::get_singleton()->shader_get_node_list(shader,p_node_list); } Shader::NodeType Shader::node_get_type(int p_id) const { return (NodeType)VisualServer::get_singleton()->shader_node_get_type(shader,p_id); } Variant Shader::node_get_param(int p_id) const { return VisualServer::get_singleton()->shader_node_get_param(shader,p_id); } void Shader::connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) { VisualServer::get_singleton()->shader_connect(shader,p_src_id,p_src_slot,p_dst_id,p_dst_slot); version++; } void Shader::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 Shader::get_connections(List<Connection> *p_connections) const { List<VS::ShaderConnection> connections; VisualServer::get_singleton()->shader_get_connections(shader,&connections); for( List<VS::ShaderConnection>::Element *E=connections.front();E;E=E->next()) { 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); } } void Shader::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 } Point2 Shader::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 Shader::clear() { VisualServer::get_singleton()->shader_clear(shader); version++; } Shader::Shader() { shader = VisualServer::get_singleton()->shader_create(); version = 1; } Shader::~Shader() { VisualServer::get_singleton()->free(shader); } ShaderGraph::ShaderGraph() { } void VisualServer::shader_get_default_input_nodes(ShaderType p_type,List<PropertyInfo> *p_inputs) { switch(p_type) { case SHADER_VERTEX: { 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: { 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") ); } break; case SHADER_POST_PROCESS: { p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"color") ); p_inputs->push_back( PropertyInfo( Variant::REAL,"alpha") ); } break; } } void VisualServer::shader_get_default_output_nodes(ShaderType p_type,List<PropertyInfo> *p_outputs) { switch(p_type) { case SHADER_VERTEX: { 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: { 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") ); } break; case SHADER_POST_PROCESS: { p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"color") ); p_outputs->push_back( PropertyInfo( Variant::REAL,"alpha") ); } break; } } PropertyInfo VisualServer::shader_node_get_type_info(ShaderNodeType 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: {} } ERR_FAIL_V( PropertyInfo(Variant::NIL,"error") ); } int VisualServer::shader_get_input_count(ShaderNodeType 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 VisualServer::shader_get_output_count(ShaderNodeType 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: {} } 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 VisualServer::shader_get_input_name(ShaderNodeType 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: {} } ERR_FAIL_V(""); } String VisualServer::shader_get_output_name(ShaderNodeType 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: {} } ERR_FAIL_V(""); } bool VisualServer::shader_is_input_vector(ShaderNodeType 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: {} } ERR_FAIL_V(false); } bool VisualServer::shader_is_output_vector(ShaderNodeType 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: {} } ERR_FAIL_V(""); } #endif