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/*************************************************************************/
/* shader_graph.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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
// FIXME: Needs to be ported to the new 3.0 shader API
#if 0
#include "map.h"
#include "scene/resources/shader.h"
class ShaderGraph : public Shader {
GDCLASS( ShaderGraph, Shader );
RES_BASE_EXTENSION("vshader");
public:
enum NodeType {
NODE_INPUT, // all inputs (shader type dependent)
NODE_SCALAR_CONST, //scalar constant
NODE_VEC_CONST, //vec3 constant
NODE_RGB_CONST, //rgb constant (shows a color picker instead)
NODE_XFORM_CONST, // 4x4 matrix constant
NODE_TIME, // time in seconds
NODE_SCREEN_TEX, // screen texture sampler (takes UV) (only usable in fragment shader)
NODE_SCALAR_OP, // scalar vs scalar op (mul, add, div, etc)
NODE_VEC_OP, // vec3 vs vec3 op (mul,ad,div,crossprod,etc)
NODE_VEC_SCALAR_OP, // vec3 vs scalar op (mul, add, div, etc)
NODE_RGB_OP, // vec3 vs vec3 rgb op (with scalar amount), like brighten, darken, burn, dodge, multiply, etc.
NODE_XFORM_MULT, // mat4 x mat4
NODE_XFORM_VEC_MULT, // mat4 x vec3 mult (with no-translation option)
NODE_XFORM_VEC_INV_MULT, // mat4 x vec3 inverse mult (with no-translation option)
NODE_SCALAR_FUNC, // scalar function (sin, cos, etc)
NODE_VEC_FUNC, // vector function (normalize, negate, reciprocal, rgb2hsv, hsv2rgb, etc, etc)
NODE_VEC_LEN, // vec3 length
NODE_DOT_PROD, // vec3 . vec3 (dot product -> scalar output)
NODE_VEC_TO_SCALAR, // 1 vec3 input, 3 scalar outputs
NODE_SCALAR_TO_VEC, // 3 scalar input, 1 vec3 output
NODE_XFORM_TO_VEC, // 3 vec input, 1 xform output
NODE_VEC_TO_XFORM, // 3 vec input, 1 xform output
NODE_SCALAR_INTERP, // scalar interpolation (with optional curve)
NODE_VEC_INTERP, // vec3 interpolation (with optional curve)
NODE_COLOR_RAMP, //take scalar, output vec3
NODE_CURVE_MAP, //take scalar, otput scalar
NODE_SCALAR_INPUT, // scalar uniform (assignable in material)
NODE_VEC_INPUT, // vec3 uniform (assignable in material)
NODE_RGB_INPUT, // color uniform (assignable in material)
NODE_XFORM_INPUT, // mat4 uniform (assignable in material)
NODE_TEXTURE_INPUT, // texture input (assignable in material)
NODE_CUBEMAP_INPUT, // cubemap input (assignable in material)
NODE_DEFAULT_TEXTURE,
NODE_OUTPUT, // output (shader type dependent)
NODE_COMMENT, // comment
NODE_TYPE_MAX
};
struct Connection {
int src_id;
int src_slot;
int dst_id;
int dst_slot;
};
enum SlotType {
SLOT_TYPE_SCALAR,
SLOT_TYPE_VEC,
SLOT_TYPE_XFORM,
SLOT_TYPE_TEXTURE,
SLOT_MAX
};
enum ShaderType {
SHADER_TYPE_VERTEX,
SHADER_TYPE_FRAGMENT,
SHADER_TYPE_LIGHT,
SHADER_TYPE_MAX
};
enum SlotDir {
SLOT_IN,
SLOT_OUT
};
enum GraphError {
GRAPH_OK,
GRAPH_ERROR_CYCLIC,
GRAPH_ERROR_MISSING_CONNECTIONS
};
private:
String _find_unique_name(const String& p_base);
enum {SLOT_DEFAULT_VALUE = 0x7FFFFFFF};
struct SourceSlot {
int id;
int slot;
bool operator==(const SourceSlot& p_slot) const {
return id==p_slot.id && slot==p_slot.slot;
}
};
struct Node {
Vector2 pos;
NodeType type;
Variant param1;
Variant param2;
Map<int, Variant> defaults;
int id;
mutable int order; // used for sorting
int sort_order;
Map<int,SourceSlot> connections;
};
struct ShaderData {
Map<int,Node> node_map;
GraphError error;
} shader[3];
struct InOutParamInfo {
Mode shader_mode;
ShaderType shader_type;
const char *name;
const char *variable;
const char *postfix;
SlotType slot_type;
SlotDir dir;
};
static const InOutParamInfo inout_param_info[];
struct NodeSlotInfo {
enum { MAX_INS=3, MAX_OUTS=3 };
NodeType type;
const SlotType ins[MAX_INS];
const SlotType outs[MAX_OUTS];
};
static const NodeSlotInfo node_slot_info[];
bool _pending_update_shader;
void _update_shader();
void _request_update();
void _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);
void _add_node_code(ShaderType p_type,Node *p_node,const Vector<String>& p_inputs,String& code);
Array _get_node_list(ShaderType p_type) const;
Array _get_connections(ShaderType p_type) const;
void _set_data(const Dictionary& p_data);
Dictionary _get_data() const;
protected:
static void _bind_methods();
public:
void node_add(ShaderType p_type, NodeType p_node_type, int p_id);
void node_remove(ShaderType p_which,int p_id);
void node_set_position(ShaderType p_which,int p_id,const Point2& p_pos);
Point2 node_get_position(ShaderType p_which,int p_id) const;
void get_node_list(ShaderType p_which,List<int> *p_node_list) const;
NodeType node_get_type(ShaderType p_which,int p_id) const;
void scalar_const_node_set_value(ShaderType p_which,int p_id,float p_value);
float scalar_const_node_get_value(ShaderType p_which,int p_id) const;
void vec_const_node_set_value(ShaderType p_which,int p_id,const Vector3& p_value);
Vector3 vec_const_node_get_value(ShaderType p_which,int p_id) const;
void rgb_const_node_set_value(ShaderType p_which,int p_id,const Color& p_value);
Color rgb_const_node_get_value(ShaderType p_which,int p_id) const;
void xform_const_node_set_value(ShaderType p_which,int p_id,const Transform& p_value);
Transform xform_const_node_get_value(ShaderType p_which,int p_id) const;
void texture_node_set_filter_size(ShaderType p_which,int p_id,int p_size);
int texture_node_get_filter_size(ShaderType p_which,int p_id) const;
void texture_node_set_filter_strength(ShaderType p_which,float p_id,float p_strength);
float texture_node_get_filter_strength(ShaderType p_which,float p_id) const;
void duplicate_nodes(ShaderType p_which, List<int> &p_nodes);
List<int> generate_ids(ShaderType p_type, int count);
enum ScalarOp {
SCALAR_OP_ADD,
SCALAR_OP_SUB,
SCALAR_OP_MUL,
SCALAR_OP_DIV,
SCALAR_OP_MOD,
SCALAR_OP_POW,
SCALAR_OP_MAX,
SCALAR_OP_MIN,
SCALAR_OP_ATAN2,
SCALAR_MAX_OP
};
void scalar_op_node_set_op(ShaderType p_which,float p_id,ScalarOp p_op);
ScalarOp scalar_op_node_get_op(ShaderType p_which,float p_id) const;
enum VecOp {
VEC_OP_ADD,
VEC_OP_SUB,
VEC_OP_MUL,
VEC_OP_DIV,
VEC_OP_MOD,
VEC_OP_POW,
VEC_OP_MAX,
VEC_OP_MIN,
VEC_OP_CROSS,
VEC_MAX_OP
};
void vec_op_node_set_op(ShaderType p_which,float p_id,VecOp p_op);
VecOp vec_op_node_get_op(ShaderType p_which,float p_id) const;
enum VecScalarOp {
VEC_SCALAR_OP_MUL,
VEC_SCALAR_OP_DIV,
VEC_SCALAR_OP_POW,
VEC_SCALAR_MAX_OP
};
void vec_scalar_op_node_set_op(ShaderType p_which,float p_id,VecScalarOp p_op);
VecScalarOp vec_scalar_op_node_get_op(ShaderType p_which,float p_id) const;
enum RGBOp {
RGB_OP_SCREEN,
RGB_OP_DIFFERENCE,
RGB_OP_DARKEN,
RGB_OP_LIGHTEN,
RGB_OP_OVERLAY,
RGB_OP_DODGE,
RGB_OP_BURN,
RGB_OP_SOFT_LIGHT,
RGB_OP_HARD_LIGHT,
RGB_MAX_OP
};
void rgb_op_node_set_op(ShaderType p_which,float p_id,RGBOp p_op);
RGBOp rgb_op_node_get_op(ShaderType p_which,float p_id) const;
void xform_vec_mult_node_set_no_translation(ShaderType p_which,int p_id,bool p_no_translation);
bool xform_vec_mult_node_get_no_translation(ShaderType p_which,int p_id) const;
enum ScalarFunc {
SCALAR_FUNC_SIN,
SCALAR_FUNC_COS,
SCALAR_FUNC_TAN,
SCALAR_FUNC_ASIN,
SCALAR_FUNC_ACOS,
SCALAR_FUNC_ATAN,
SCALAR_FUNC_SINH,
SCALAR_FUNC_COSH,
SCALAR_FUNC_TANH,
SCALAR_FUNC_LOG,
SCALAR_FUNC_EXP,
SCALAR_FUNC_SQRT,
SCALAR_FUNC_ABS,
SCALAR_FUNC_SIGN,
SCALAR_FUNC_FLOOR,
SCALAR_FUNC_ROUND,
SCALAR_FUNC_CEIL,
SCALAR_FUNC_FRAC,
SCALAR_FUNC_SATURATE,
SCALAR_FUNC_NEGATE,
SCALAR_MAX_FUNC
};
void scalar_func_node_set_function(ShaderType p_which,int p_id,ScalarFunc p_func);
ScalarFunc scalar_func_node_get_function(ShaderType p_which,int p_id) const;
enum VecFunc {
VEC_FUNC_NORMALIZE,
VEC_FUNC_SATURATE,
VEC_FUNC_NEGATE,
VEC_FUNC_RECIPROCAL,
VEC_FUNC_RGB2HSV,
VEC_FUNC_HSV2RGB,
VEC_MAX_FUNC
};
void default_set_value(ShaderType p_which,int p_id,int p_param, const Variant& p_value);
Variant default_get_value(ShaderType p_which,int p_id,int p_param);
void vec_func_node_set_function(ShaderType p_which,int p_id,VecFunc p_func);
VecFunc vec_func_node_get_function(ShaderType p_which,int p_id) const;
void color_ramp_node_set_ramp(ShaderType p_which,int p_id,const PoolVector<Color>& p_colors, const PoolVector<real_t>& p_offsets);
PoolVector<Color> color_ramp_node_get_colors(ShaderType p_which,int p_id) const;
PoolVector<real_t> color_ramp_node_get_offsets(ShaderType p_which,int p_id) const;
void curve_map_node_set_points(ShaderType p_which, int p_id, const PoolVector<Vector2>& p_points);
PoolVector<Vector2> curve_map_node_get_points(ShaderType p_which,int p_id) const;
void input_node_set_name(ShaderType p_which,int p_id,const String& p_name);
String input_node_get_name(ShaderType p_which,int p_id);
void scalar_input_node_set_value(ShaderType p_which,int p_id,float p_value);
float scalar_input_node_get_value(ShaderType p_which,int p_id) const;
void vec_input_node_set_value(ShaderType p_which,int p_id,const Vector3& p_value);
Vector3 vec_input_node_get_value(ShaderType p_which,int p_id) const;
void rgb_input_node_set_value(ShaderType p_which,int p_id,const Color& p_value);
Color rgb_input_node_get_value(ShaderType p_which,int p_id) const;
void xform_input_node_set_value(ShaderType p_which,int p_id,const Transform& p_value);
Transform xform_input_node_get_value(ShaderType p_which,int p_id) const;
void texture_input_node_set_value(ShaderType p_which,int p_id,const Ref<Texture>& p_texture);
Ref<Texture> texture_input_node_get_value(ShaderType p_which,int p_id) const;
void cubemap_input_node_set_value(ShaderType p_which,int p_id,const Ref<CubeMap>& p_cubemap);
Ref<CubeMap> cubemap_input_node_get_value(ShaderType p_which,int p_id) const;
void comment_node_set_text(ShaderType p_which,int p_id,const String& p_comment);
String comment_node_get_text(ShaderType p_which,int p_id) const;
Error connect_node(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
bool is_node_connected(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
void disconnect_node(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
void get_node_connections(ShaderType p_which,List<Connection> *p_connections) const;
bool is_slot_connected(ShaderType p_which,int p_dst_id,int slot_id);
void clear(ShaderType p_which);
Variant node_get_state(ShaderType p_type, int p_node) const;
void node_set_state(ShaderType p_type, int p_id, const Variant& p_state);
GraphError get_graph_error(ShaderType p_type) const;
int node_count(ShaderType p_which, int p_type);
static int get_type_input_count(NodeType p_type);
static int get_type_output_count(NodeType p_type);
static SlotType get_type_input_type(NodeType p_type,int p_idx);
static SlotType get_type_output_type(NodeType p_type,int p_idx);
static bool is_type_valid(Mode p_mode,ShaderType p_type);
struct SlotInfo {
String name;
SlotType type;
SlotDir dir;
};
static void get_input_output_node_slot_info(Mode p_mode, ShaderType p_type, List<SlotInfo> *r_slots);
static int get_node_input_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type);
static int get_node_output_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type);
static SlotType get_node_input_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx);
static SlotType get_node_output_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx);
ShaderGraph(Mode p_mode);
~ShaderGraph();
};
//helper functions
VARIANT_ENUM_CAST( ShaderGraph::NodeType );
VARIANT_ENUM_CAST( ShaderGraph::ShaderType );
VARIANT_ENUM_CAST( ShaderGraph::SlotType );
VARIANT_ENUM_CAST( ShaderGraph::ScalarOp );
VARIANT_ENUM_CAST( ShaderGraph::VecOp );
VARIANT_ENUM_CAST( ShaderGraph::VecScalarOp );
VARIANT_ENUM_CAST( ShaderGraph::RGBOp );
VARIANT_ENUM_CAST( ShaderGraph::ScalarFunc );
VARIANT_ENUM_CAST( ShaderGraph::VecFunc );
VARIANT_ENUM_CAST( ShaderGraph::GraphError );
class MaterialShaderGraph : public ShaderGraph {
GDCLASS( MaterialShaderGraph, ShaderGraph );
public:
MaterialShaderGraph() : ShaderGraph(MODE_MATERIAL) {
}
};
class CanvasItemShaderGraph : public ShaderGraph {
GDCLASS( CanvasItemShaderGraph, ShaderGraph );
public:
CanvasItemShaderGraph() : ShaderGraph(MODE_CANVAS_ITEM) {
}
};
#endif
#endif // SHADER_GRAPH_H
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