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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
#include "map.h"
#if 0
class Shader : public Resource {
OBJ_TYPE( Shader, Resource );
RES_BASE_EXTENSION("sgp");
RID shader;
Map<int,Point2> positions;
uint64_t version;
protected:
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
static void _bind_methods();
Array _get_connections_helper() const;
public:
enum NodeType {
NODE_IN, ///< param 0: name
NODE_OUT, ///< param 0: name
NODE_CONSTANT, ///< param 0: value
NODE_PARAMETER, ///< param 0: name
NODE_ADD,
NODE_SUB,
NODE_MUL,
NODE_DIV,
NODE_MOD,
NODE_SIN,
NODE_COS,
NODE_TAN,
NODE_ARCSIN,
NODE_ARCCOS,
NODE_ARCTAN,
NODE_POW,
NODE_LOG,
NODE_MAX,
NODE_MIN,
NODE_COMPARE,
NODE_TEXTURE, ///< param 0: texture
NODE_TIME, ///< param 0: interval length
NODE_NOISE,
NODE_PASS,
NODE_VEC_IN, ///< param 0: name
NODE_VEC_OUT, ///< param 0: name
NODE_VEC_CONSTANT, ///< param 0: value
NODE_VEC_PARAMETER, ///< param 0: name
NODE_VEC_ADD,
NODE_VEC_SUB,
NODE_VEC_MUL,
NODE_VEC_DIV,
NODE_VEC_MOD,
NODE_VEC_CROSS,
NODE_VEC_DOT,
NODE_VEC_POW,
NODE_VEC_NORMALIZE,
NODE_VEC_INTERPOLATE,
NODE_VEC_SCREEN_TO_UV,
NODE_VEC_TRANSFORM3,
NODE_VEC_TRANSFORM4,
NODE_VEC_COMPARE,
NODE_VEC_TEXTURE_2D,
NODE_VEC_TEXTURE_CUBE,
NODE_VEC_NOISE,
NODE_VEC_0,
NODE_VEC_1,
NODE_VEC_2,
NODE_VEC_BUILD,
NODE_VEC_PASS,
NODE_COLOR_CONSTANT,
NODE_COLOR_PARAMETER,
NODE_TEXTURE_PARAMETER,
NODE_TEXTURE_2D_PARAMETER,
NODE_TEXTURE_CUBE_PARAMETER,
NODE_TRANSFORM_CONSTANT,
NODE_TRANSFORM_PARAMETER,
NODE_LABEL,
NODE_TYPE_MAX
};
void node_add(NodeType p_type,int p_id);
void node_remove(int p_id);
void node_set_param( int p_id, const Variant& p_value);
void node_set_pos(int p_id,const Point2& p_pos);
Point2 node_get_pos(int p_id) const;
void get_node_list(List<int> *p_node_list) const;
NodeType node_get_type(int p_id) const;
Variant node_get_param(int p_id) const;
void connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
void disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
struct Connection {
int src_id;
int src_slot;
int dst_id;
int dst_slot;
};
void get_connections(List<Connection> *p_connections) const;
void clear();
virtual RID get_rid() const { return shader; }
uint64_t get_version() const { return version; }
Shader();
~Shader();
};
enum ShaderType {
SHADER_VERTEX,
SHADER_FRAGMENT,
SHADER_POST_PROCESS
};
//helper functions
static void shader_get_default_input_nodes(ShaderType p_type,List<PropertyInfo> *p_inputs);
static void shader_get_default_output_nodes(ShaderType p_type,List<PropertyInfo> *p_outputs);
static PropertyInfo shader_node_get_type_info(ShaderNodeType p_type);
static int shader_get_input_count(ShaderNodeType p_type);
static int shader_get_output_count(ShaderNodeType p_type);
static String shader_get_input_name(ShaderNodeType p_type,int p_input);
static String shader_get_output_name(ShaderNodeType p_type,int p_output);
static bool shader_is_input_vector(ShaderNodeType p_type,int p_input);
static bool shader_is_output_vector(ShaderNodeType p_type,int p_input);
VARIANT_ENUM_CAST( Shader::NodeType );
#endif
#endif // SHADER_GRAPH_H
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