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/*************************************************************************/
/* shader_graph.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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. */
/*************************************************************************/
#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
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