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/*************************************************************************/
/* shader_graph.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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"
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# include "scene/scene_string_names.h"
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#if 0
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Array ShaderGraph : : _get_node_list ( ShaderType p_type ) const {
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List < int > nodes ;
get_node_list ( p_type , & nodes ) ;
Array arr ( true ) ;
for ( List < int > : : Element * E = nodes . front ( ) ; E ; E = E - > next ( ) )
arr . push_back ( E - > get ( ) ) ;
return arr ;
}
Array ShaderGraph : : _get_connections ( ShaderType p_type ) const {
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List < Connection > connections ;
get_node_connections ( p_type , & connections ) ;
Array arr ( true ) ;
for ( List < Connection > : : Element * E = connections . front ( ) ; E ; E = E - > next ( ) ) {
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Dictionary d ( true ) ;
d [ " src_id " ] = E - > get ( ) . src_id ;
d [ " src_slot " ] = E - > get ( ) . src_slot ;
d [ " dst_id " ] = E - > get ( ) . dst_id ;
d [ " dst_slot " ] = E - > get ( ) . dst_slot ;
arr . push_back ( d ) ;
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}
return arr ;
}
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void ShaderGraph : : _set_data ( const Dictionary & p_data ) {
Dictionary d = p_data ;
ERR_FAIL_COND ( ! d . has ( " shaders " ) ) ;
Array sh = d [ " shaders " ] ;
ERR_FAIL_COND ( sh . size ( ) ! = 3 ) ;
for ( int t = 0 ; t < 3 ; t + + ) {
Array data = sh [ t ] ;
ERR_FAIL_COND ( ( data . size ( ) % 6 ) ! = 0 ) ;
shader [ t ] . node_map . clear ( ) ;
for ( int i = 0 ; i < data . size ( ) ; i + = 6 ) {
Node n ;
n . id = data [ i + 0 ] ;
n . type = NodeType ( int ( data [ i + 1 ] ) ) ;
n . pos = data [ i + 2 ] ;
n . param1 = data [ i + 3 ] ;
n . param2 = data [ i + 4 ] ;
Array conns = data [ i + 5 ] ;
ERR_FAIL_COND ( ( conns . size ( ) % 3 ) ! = 0 ) ;
for ( int j = 0 ; j < conns . size ( ) ; j + = 3 ) {
SourceSlot ss ;
int ls = conns [ j + 0 ] ;
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if ( ls = = SLOT_DEFAULT_VALUE ) {
n . defaults [ conns [ j + 1 ] ] = conns [ j + 2 ] ;
} else {
ss . id = conns [ j + 1 ] ;
ss . slot = conns [ j + 2 ] ;
n . connections [ ls ] = ss ;
}
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}
shader [ t ] . node_map [ n . id ] = n ;
}
}
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_pending_update_shader = true ;
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_update_shader ( ) ;
}
Dictionary ShaderGraph : : _get_data ( ) const {
Array sh ;
for ( int i = 0 ; i < 3 ; i + + ) {
Array data ;
int ec = shader [ i ] . node_map . size ( ) ;
data . resize ( ec * 6 ) ;
int idx = 0 ;
for ( Map < int , Node > : : Element * E = shader [ i ] . node_map . front ( ) ; E ; E = E - > next ( ) ) {
data [ idx + 0 ] = E - > key ( ) ;
data [ idx + 1 ] = E - > get ( ) . type ;
data [ idx + 2 ] = E - > get ( ) . pos ;
data [ idx + 3 ] = E - > get ( ) . param1 ;
data [ idx + 4 ] = E - > get ( ) . param2 ;
Array conns ;
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conns . resize ( E - > get ( ) . connections . size ( ) * 3 + E - > get ( ) . defaults . size ( ) * 3 ) ;
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int idx2 = 0 ;
for ( Map < int , SourceSlot > : : Element * F = E - > get ( ) . connections . front ( ) ; F ; F = F - > next ( ) ) {
conns [ idx2 + 0 ] = F - > key ( ) ;
conns [ idx2 + 1 ] = F - > get ( ) . id ;
conns [ idx2 + 2 ] = F - > get ( ) . slot ;
idx2 + = 3 ;
}
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for ( Map < int , Variant > : : Element * F = E - > get ( ) . defaults . front ( ) ; F ; F = F - > next ( ) ) {
conns [ idx2 + 0 ] = SLOT_DEFAULT_VALUE ;
conns [ idx2 + 1 ] = F - > key ( ) ;
conns [ idx2 + 2 ] = F - > get ( ) ;
idx2 + = 3 ;
}
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data [ idx + 5 ] = conns ;
idx + = 6 ;
}
sh . push_back ( data ) ;
}
Dictionary data ;
data [ " shaders " ] = sh ;
return data ;
}
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ShaderGraph : : GraphError ShaderGraph : : get_graph_error ( ShaderType p_type ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , GRAPH_OK ) ;
return shader [ p_type ] . error ;
}
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int ShaderGraph : : node_count ( ShaderType p_which , int p_type )
{
int count = 0 ;
for ( Map < int , Node > : : Element * E = shader [ p_which ] . node_map . front ( ) ; E ; E = E - > next ( ) )
if ( E - > get ( ) . type = = p_type )
count + + ;
return count ;
}
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void ShaderGraph : : _bind_methods ( ) {
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ClassDB : : bind_method ( _MD ( " _update_shader " ) , & ShaderGraph : : _update_shader ) ;
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ClassDB : : bind_method ( _MD ( " node_add " , " shader_type " , " node_type " , " id " ) , & ShaderGraph : : node_add ) ;
ClassDB : : bind_method ( _MD ( " node_remove " , " shader_type " , " id " ) , & ShaderGraph : : node_remove ) ;
ClassDB : : bind_method ( _MD ( " node_set_pos " , " shader_type " , " id " , " pos " ) , & ShaderGraph : : node_set_pos ) ;
ClassDB : : bind_method ( _MD ( " node_get_pos " , " shader_type " , " id " ) , & ShaderGraph : : node_get_pos ) ;
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ClassDB : : bind_method ( _MD ( " node_get_type " , " shader_type " , " id " ) , & ShaderGraph : : node_get_type ) ;
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ClassDB : : bind_method ( _MD ( " get_node_list " , " shader_type " ) , & ShaderGraph : : _get_node_list ) ;
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ClassDB : : bind_method ( _MD ( " default_set_value " , " shader_type " , " id " , " param_id " , " value " ) , & ShaderGraph : : default_set_value ) ;
ClassDB : : bind_method ( _MD ( " default_get_value " , " shader_type " , " id " , " param_id " ) , & ShaderGraph : : default_get_value ) ;
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ClassDB : : bind_method ( _MD ( " scalar_const_node_set_value " , " shader_type " , " id " , " value " ) , & ShaderGraph : : scalar_const_node_set_value ) ;
ClassDB : : bind_method ( _MD ( " scalar_const_node_get_value " , " shader_type " , " id " ) , & ShaderGraph : : scalar_const_node_get_value ) ;
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ClassDB : : bind_method ( _MD ( " vec_const_node_set_value " , " shader_type " , " id " , " value " ) , & ShaderGraph : : vec_const_node_set_value ) ;
ClassDB : : bind_method ( _MD ( " vec_const_node_get_value " , " shader_type " , " id " ) , & ShaderGraph : : vec_const_node_get_value ) ;
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ClassDB : : bind_method ( _MD ( " rgb_const_node_set_value " , " shader_type " , " id " , " value " ) , & ShaderGraph : : rgb_const_node_set_value ) ;
ClassDB : : bind_method ( _MD ( " rgb_const_node_get_value " , " shader_type " , " id " ) , & ShaderGraph : : rgb_const_node_get_value ) ;
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ClassDB : : bind_method ( _MD ( " xform_const_node_set_value " , " shader_type " , " id " , " value " ) , & ShaderGraph : : xform_const_node_set_value ) ;
ClassDB : : bind_method ( _MD ( " xform_const_node_get_value " , " shader_type " , " id " ) , & ShaderGraph : : xform_const_node_get_value ) ;
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// void get_node_list(ShaderType p_which,List<int> *p_node_list) const;
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ClassDB : : bind_method ( _MD ( " texture_node_set_filter_size " , " shader_type " , " id " , " filter_size " ) , & ShaderGraph : : texture_node_set_filter_size ) ;
ClassDB : : bind_method ( _MD ( " texture_node_get_filter_size " , " shader_type " , " id " ) , & ShaderGraph : : texture_node_get_filter_size ) ;
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ClassDB : : bind_method ( _MD ( " texture_node_set_filter_strength " , " shader_type " , " id " , " filter_strength " ) , & ShaderGraph : : texture_node_set_filter_strength ) ;
ClassDB : : bind_method ( _MD ( " texture_node_get_filter_strength " , " shader_type " , " id " ) , & ShaderGraph : : texture_node_get_filter_strength ) ;
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ClassDB : : bind_method ( _MD ( " scalar_op_node_set_op " , " shader_type " , " id " , " op " ) , & ShaderGraph : : scalar_op_node_set_op ) ;
ClassDB : : bind_method ( _MD ( " scalar_op_node_get_op " , " shader_type " , " id " ) , & ShaderGraph : : scalar_op_node_get_op ) ;
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ClassDB : : bind_method ( _MD ( " vec_op_node_set_op " , " shader_type " , " id " , " op " ) , & ShaderGraph : : vec_op_node_set_op ) ;
ClassDB : : bind_method ( _MD ( " vec_op_node_get_op " , " shader_type " , " id " ) , & ShaderGraph : : vec_op_node_get_op ) ;
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ClassDB : : bind_method ( _MD ( " vec_scalar_op_node_set_op " , " shader_type " , " id " , " op " ) , & ShaderGraph : : vec_scalar_op_node_set_op ) ;
ClassDB : : bind_method ( _MD ( " vec_scalar_op_node_get_op " , " shader_type " , " id " ) , & ShaderGraph : : vec_scalar_op_node_get_op ) ;
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ClassDB : : bind_method ( _MD ( " rgb_op_node_set_op " , " shader_type " , " id " , " op " ) , & ShaderGraph : : rgb_op_node_set_op ) ;
ClassDB : : bind_method ( _MD ( " rgb_op_node_get_op " , " shader_type " , " id " ) , & ShaderGraph : : rgb_op_node_get_op ) ;
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ClassDB : : bind_method ( _MD ( " xform_vec_mult_node_set_no_translation " , " shader_type " , " id " , " disable " ) , & ShaderGraph : : xform_vec_mult_node_set_no_translation ) ;
ClassDB : : bind_method ( _MD ( " xform_vec_mult_node_get_no_translation " , " shader_type " , " id " ) , & ShaderGraph : : xform_vec_mult_node_get_no_translation ) ;
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ClassDB : : bind_method ( _MD ( " scalar_func_node_set_function " , " shader_type " , " id " , " func " ) , & ShaderGraph : : scalar_func_node_set_function ) ;
ClassDB : : bind_method ( _MD ( " scalar_func_node_get_function " , " shader_type " , " id " ) , & ShaderGraph : : scalar_func_node_get_function ) ;
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ClassDB : : bind_method ( _MD ( " vec_func_node_set_function " , " shader_type " , " id " , " func " ) , & ShaderGraph : : vec_func_node_set_function ) ;
ClassDB : : bind_method ( _MD ( " vec_func_node_get_function " , " shader_type " , " id " ) , & ShaderGraph : : vec_func_node_get_function ) ;
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ClassDB : : bind_method ( _MD ( " input_node_set_name " , " shader_type " , " id " , " name " ) , & ShaderGraph : : input_node_set_name ) ;
ClassDB : : bind_method ( _MD ( " input_node_get_name " , " shader_type " , " id " ) , & ShaderGraph : : input_node_get_name ) ;
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ClassDB : : bind_method ( _MD ( " scalar_input_node_set_value " , " shader_type " , " id " , " value " ) , & ShaderGraph : : scalar_input_node_set_value ) ;
ClassDB : : bind_method ( _MD ( " scalar_input_node_get_value " , " shader_type " , " id " ) , & ShaderGraph : : scalar_input_node_get_value ) ;
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ClassDB : : bind_method ( _MD ( " vec_input_node_set_value " , " shader_type " , " id " , " value " ) , & ShaderGraph : : vec_input_node_set_value ) ;
ClassDB : : bind_method ( _MD ( " vec_input_node_get_value " , " shader_type " , " id " ) , & ShaderGraph : : vec_input_node_get_value ) ;
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ClassDB : : bind_method ( _MD ( " rgb_input_node_set_value " , " shader_type " , " id " , " value " ) , & ShaderGraph : : rgb_input_node_set_value ) ;
ClassDB : : bind_method ( _MD ( " rgb_input_node_get_value " , " shader_type " , " id " ) , & ShaderGraph : : rgb_input_node_get_value ) ;
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ClassDB : : bind_method ( _MD ( " xform_input_node_set_value " , " shader_type " , " id " , " value " ) , & ShaderGraph : : xform_input_node_set_value ) ;
ClassDB : : bind_method ( _MD ( " xform_input_node_get_value " , " shader_type " , " id " ) , & ShaderGraph : : xform_input_node_get_value ) ;
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ClassDB : : bind_method ( _MD ( " texture_input_node_set_value " , " shader_type " , " id " , " value:Texture " ) , & ShaderGraph : : texture_input_node_set_value ) ;
ClassDB : : bind_method ( _MD ( " texture_input_node_get_value:Texture " , " shader_type " , " id " ) , & ShaderGraph : : texture_input_node_get_value ) ;
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ClassDB : : bind_method ( _MD ( " cubemap_input_node_set_value " , " shader_type " , " id " , " value:CubeMap " ) , & ShaderGraph : : cubemap_input_node_set_value ) ;
ClassDB : : bind_method ( _MD ( " cubemap_input_node_get_value:CubeMap " , " shader_type " , " id " ) , & ShaderGraph : : cubemap_input_node_get_value ) ;
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ClassDB : : bind_method ( _MD ( " comment_node_set_text " , " shader_type " , " id " , " text " ) , & ShaderGraph : : comment_node_set_text ) ;
ClassDB : : bind_method ( _MD ( " comment_node_get_text " , " shader_type " , " id " ) , & ShaderGraph : : comment_node_get_text ) ;
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ClassDB : : bind_method ( _MD ( " color_ramp_node_set_ramp " , " shader_type " , " id " , " colors " , " offsets " ) , & ShaderGraph : : color_ramp_node_set_ramp ) ;
ClassDB : : bind_method ( _MD ( " color_ramp_node_get_colors " , " shader_type " , " id " ) , & ShaderGraph : : color_ramp_node_get_colors ) ;
ClassDB : : bind_method ( _MD ( " color_ramp_node_get_offsets " , " shader_type " , " id " ) , & ShaderGraph : : color_ramp_node_get_offsets ) ;
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ClassDB : : bind_method ( _MD ( " curve_map_node_set_points " , " shader_type " , " id " , " points " ) , & ShaderGraph : : curve_map_node_set_points ) ;
ClassDB : : bind_method ( _MD ( " curve_map_node_get_points " , " shader_type " , " id " ) , & ShaderGraph : : curve_map_node_get_points ) ;
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ClassDB : : bind_method ( _MD ( " connect_node:Error " , " shader_type " , " src_id " , " src_slot " , " dst_id " , " dst_slot " ) , & ShaderGraph : : connect_node ) ;
ClassDB : : bind_method ( _MD ( " is_node_connected " , " shader_type " , " src_id " , " src_slot " , " dst_id " , " dst_slot " ) , & ShaderGraph : : is_node_connected ) ;
ClassDB : : bind_method ( _MD ( " disconnect_node " , " shader_type " , " src_id " , " src_slot " , " dst_id " , " dst_slot " ) , & ShaderGraph : : disconnect_node ) ;
ClassDB : : bind_method ( _MD ( " get_node_connections " , " shader_type " ) , & ShaderGraph : : _get_connections ) ;
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ClassDB : : bind_method ( _MD ( " clear " , " shader_type " ) , & ShaderGraph : : clear ) ;
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ClassDB : : bind_method ( _MD ( " node_set_state " , " shader_type " , " id " , " state " ) , & ShaderGraph : : node_set_state ) ;
ClassDB : : bind_method ( _MD ( " node_get_state:Variant " , " shader_type " , " id " ) , & ShaderGraph : : node_get_state ) ;
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ClassDB : : bind_method ( _MD ( " _set_data " ) , & ShaderGraph : : _set_data ) ;
ClassDB : : bind_method ( _MD ( " _get_data " ) , & ShaderGraph : : _get_data ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : DICTIONARY , " _data " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) , _SCS ( " _set_data " ) , _SCS ( " _get_data " ) ) ;
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//void get_connections(ShaderType p_which,List<Connection> *p_connections) const;
BIND_CONSTANT ( NODE_INPUT ) ; // all inputs (shader type dependent)
BIND_CONSTANT ( NODE_SCALAR_CONST ) ; //scalar constant
BIND_CONSTANT ( NODE_VEC_CONST ) ; //vec3 constant
BIND_CONSTANT ( NODE_RGB_CONST ) ; //rgb constant (shows a color picker instead)
BIND_CONSTANT ( NODE_XFORM_CONST ) ; // 4x4 matrix constant
BIND_CONSTANT ( NODE_TIME ) ; // time in seconds
BIND_CONSTANT ( NODE_SCREEN_TEX ) ; // screen texture sampler (takes UV) (only usable in fragment shader)
BIND_CONSTANT ( NODE_SCALAR_OP ) ; // scalar vs scalar op (mul ); add ); div ); etc)
BIND_CONSTANT ( NODE_VEC_OP ) ; // vec3 vs vec3 op (mul );ad );div );crossprod );etc)
BIND_CONSTANT ( NODE_VEC_SCALAR_OP ) ; // vec3 vs scalar op (mul ); add ); div ); etc)
BIND_CONSTANT ( NODE_RGB_OP ) ; // vec3 vs vec3 rgb op (with scalar amount) ); like brighten ); darken ); burn ); dodge ); multiply ); etc.
BIND_CONSTANT ( NODE_XFORM_MULT ) ; // mat4 x mat4
BIND_CONSTANT ( NODE_XFORM_VEC_MULT ) ; // mat4 x vec3 mult (with no-translation option)
BIND_CONSTANT ( NODE_XFORM_VEC_INV_MULT ) ; // mat4 x vec3 inverse mult (with no-translation option)
BIND_CONSTANT ( NODE_SCALAR_FUNC ) ; // scalar function (sin ); cos ); etc)
BIND_CONSTANT ( NODE_VEC_FUNC ) ; // vector function (normalize ); negate ); reciprocal ); rgb2hsv ); hsv2rgb ); etc ); etc)
BIND_CONSTANT ( NODE_VEC_LEN ) ; // vec3 length
BIND_CONSTANT ( NODE_DOT_PROD ) ; // vec3 . vec3 (dot product -> scalar output)
BIND_CONSTANT ( NODE_VEC_TO_SCALAR ) ; // 1 vec3 input ); 3 scalar outputs
BIND_CONSTANT ( NODE_SCALAR_TO_VEC ) ; // 3 scalar input ); 1 vec3 output
BIND_CONSTANT ( NODE_VEC_TO_XFORM ) ; // 3 vec input ); 1 xform output
BIND_CONSTANT ( NODE_XFORM_TO_VEC ) ; // 3 vec input ); 1 xform output
BIND_CONSTANT ( NODE_SCALAR_INTERP ) ; // scalar interpolation (with optional curve)
BIND_CONSTANT ( NODE_VEC_INTERP ) ; // vec3 interpolation (with optional curve)
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BIND_CONSTANT ( NODE_COLOR_RAMP ) ;
BIND_CONSTANT ( NODE_CURVE_MAP ) ;
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BIND_CONSTANT ( NODE_SCALAR_INPUT ) ; // scalar uniform (assignable in material)
BIND_CONSTANT ( NODE_VEC_INPUT ) ; // vec3 uniform (assignable in material)
BIND_CONSTANT ( NODE_RGB_INPUT ) ; // color uniform (assignable in material)
BIND_CONSTANT ( NODE_XFORM_INPUT ) ; // mat4 uniform (assignable in material)
BIND_CONSTANT ( NODE_TEXTURE_INPUT ) ; // texture input (assignable in material)
BIND_CONSTANT ( NODE_CUBEMAP_INPUT ) ; // cubemap input (assignable in material)
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BIND_CONSTANT ( NODE_DEFAULT_TEXTURE ) ;
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BIND_CONSTANT ( NODE_OUTPUT ) ; // output (shader type dependent)
BIND_CONSTANT ( NODE_COMMENT ) ; // comment
BIND_CONSTANT ( NODE_TYPE_MAX ) ;
BIND_CONSTANT ( SLOT_TYPE_SCALAR ) ;
BIND_CONSTANT ( SLOT_TYPE_VEC ) ;
BIND_CONSTANT ( SLOT_TYPE_XFORM ) ;
BIND_CONSTANT ( SLOT_TYPE_TEXTURE ) ;
BIND_CONSTANT ( SLOT_MAX ) ;
BIND_CONSTANT ( SHADER_TYPE_VERTEX ) ;
BIND_CONSTANT ( SHADER_TYPE_FRAGMENT ) ;
BIND_CONSTANT ( SHADER_TYPE_LIGHT ) ;
BIND_CONSTANT ( SHADER_TYPE_MAX ) ;
BIND_CONSTANT ( SLOT_IN ) ;
BIND_CONSTANT ( SLOT_OUT ) ;
BIND_CONSTANT ( GRAPH_OK ) ;
BIND_CONSTANT ( GRAPH_ERROR_CYCLIC ) ;
BIND_CONSTANT ( GRAPH_ERROR_MISSING_CONNECTIONS ) ;
BIND_CONSTANT ( SCALAR_OP_ADD ) ;
BIND_CONSTANT ( SCALAR_OP_SUB ) ;
BIND_CONSTANT ( SCALAR_OP_MUL ) ;
BIND_CONSTANT ( SCALAR_OP_DIV ) ;
BIND_CONSTANT ( SCALAR_OP_MOD ) ;
BIND_CONSTANT ( SCALAR_OP_POW ) ;
BIND_CONSTANT ( SCALAR_OP_MAX ) ;
BIND_CONSTANT ( SCALAR_OP_MIN ) ;
BIND_CONSTANT ( SCALAR_OP_ATAN2 ) ;
BIND_CONSTANT ( SCALAR_MAX_OP ) ;
BIND_CONSTANT ( VEC_OP_ADD ) ;
BIND_CONSTANT ( VEC_OP_SUB ) ;
BIND_CONSTANT ( VEC_OP_MUL ) ;
BIND_CONSTANT ( VEC_OP_DIV ) ;
BIND_CONSTANT ( VEC_OP_MOD ) ;
BIND_CONSTANT ( VEC_OP_POW ) ;
BIND_CONSTANT ( VEC_OP_MAX ) ;
BIND_CONSTANT ( VEC_OP_MIN ) ;
BIND_CONSTANT ( VEC_OP_CROSS ) ;
BIND_CONSTANT ( VEC_MAX_OP ) ;
BIND_CONSTANT ( VEC_SCALAR_OP_MUL ) ;
BIND_CONSTANT ( VEC_SCALAR_OP_DIV ) ;
BIND_CONSTANT ( VEC_SCALAR_OP_POW ) ;
BIND_CONSTANT ( VEC_SCALAR_MAX_OP ) ;
BIND_CONSTANT ( RGB_OP_SCREEN ) ;
BIND_CONSTANT ( RGB_OP_DIFFERENCE ) ;
BIND_CONSTANT ( RGB_OP_DARKEN ) ;
BIND_CONSTANT ( RGB_OP_LIGHTEN ) ;
BIND_CONSTANT ( RGB_OP_OVERLAY ) ;
BIND_CONSTANT ( RGB_OP_DODGE ) ;
BIND_CONSTANT ( RGB_OP_BURN ) ;
BIND_CONSTANT ( RGB_OP_SOFT_LIGHT ) ;
BIND_CONSTANT ( RGB_OP_HARD_LIGHT ) ;
BIND_CONSTANT ( RGB_MAX_OP ) ;
BIND_CONSTANT ( SCALAR_FUNC_SIN ) ;
BIND_CONSTANT ( SCALAR_FUNC_COS ) ;
BIND_CONSTANT ( SCALAR_FUNC_TAN ) ;
BIND_CONSTANT ( SCALAR_FUNC_ASIN ) ;
BIND_CONSTANT ( SCALAR_FUNC_ACOS ) ;
BIND_CONSTANT ( SCALAR_FUNC_ATAN ) ;
BIND_CONSTANT ( SCALAR_FUNC_SINH ) ;
BIND_CONSTANT ( SCALAR_FUNC_COSH ) ;
BIND_CONSTANT ( SCALAR_FUNC_TANH ) ;
BIND_CONSTANT ( SCALAR_FUNC_LOG ) ;
BIND_CONSTANT ( SCALAR_FUNC_EXP ) ;
BIND_CONSTANT ( SCALAR_FUNC_SQRT ) ;
BIND_CONSTANT ( SCALAR_FUNC_ABS ) ;
BIND_CONSTANT ( SCALAR_FUNC_SIGN ) ;
BIND_CONSTANT ( SCALAR_FUNC_FLOOR ) ;
BIND_CONSTANT ( SCALAR_FUNC_ROUND ) ;
BIND_CONSTANT ( SCALAR_FUNC_CEIL ) ;
BIND_CONSTANT ( SCALAR_FUNC_FRAC ) ;
BIND_CONSTANT ( SCALAR_FUNC_SATURATE ) ;
BIND_CONSTANT ( SCALAR_FUNC_NEGATE ) ;
BIND_CONSTANT ( SCALAR_MAX_FUNC ) ;
BIND_CONSTANT ( VEC_FUNC_NORMALIZE ) ;
BIND_CONSTANT ( VEC_FUNC_SATURATE ) ;
BIND_CONSTANT ( VEC_FUNC_NEGATE ) ;
BIND_CONSTANT ( VEC_FUNC_RECIPROCAL ) ;
BIND_CONSTANT ( VEC_FUNC_RGB2HSV ) ;
BIND_CONSTANT ( VEC_FUNC_HSV2RGB ) ;
BIND_CONSTANT ( VEC_MAX_FUNC ) ;
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ADD_SIGNAL ( MethodInfo ( " updated " ) ) ;
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#if 0
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ClassDB : : bind_method ( _MD ( " node_add " ) , & ShaderGraph : : node_add ) ;
ClassDB : : bind_method ( _MD ( " node_remove " ) , & ShaderGraph : : node_remove ) ;
ClassDB : : bind_method ( _MD ( " node_set_param " ) , & ShaderGraph : : node_set_param ) ;
ClassDB : : bind_method ( _MD ( " node_set_pos " ) , & ShaderGraph : : node_set_pos ) ;
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ClassDB : : bind_method ( _MD ( " node_get_pos " ) , & ShaderGraph : : node_get_pos ) ;
ClassDB : : bind_method ( _MD ( " node_get_param " ) , & ShaderGraph : : node_get_param ) ;
ClassDB : : bind_method ( _MD ( " node_get_type " ) , & ShaderGraph : : node_get_type ) ;
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ClassDB : : bind_method ( _MD ( " connect " ) , & ShaderGraph : : connect ) ;
ClassDB : : bind_method ( _MD ( " disconnect " ) , & ShaderGraph : : disconnect ) ;
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ClassDB : : bind_method ( _MD ( " get_connections " ) , & ShaderGraph : : _get_connections_helper ) ;
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ClassDB : : bind_method ( _MD ( " clear " ) , & ShaderGraph : : clear ) ;
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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 ) ;
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# endif
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}
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String ShaderGraph : : _find_unique_name ( const String & p_base ) {
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int idx = 1 ;
while ( true ) {
String tocmp = p_base ;
if ( idx > 1 ) {
tocmp + = " _ " + itos ( idx ) ;
}
bool valid = true ;
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for ( int i = 0 ; i < 3 ; i + + ) {
if ( ! valid )
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break ;
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for ( Map < int , Node > : : Element * E = shader [ i ] . node_map . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . type ! = NODE_SCALAR_INPUT & & E - > get ( ) . type ! = NODE_VEC_INPUT & & E - > get ( ) . type = = NODE_RGB_INPUT & & E - > get ( ) . type = = NODE_XFORM_INPUT & & E - > get ( ) . type = = NODE_TEXTURE_INPUT & & E - > get ( ) . type = = NODE_CUBEMAP_INPUT )
continue ;
String name = E - > get ( ) . param1 ;
if ( name = = tocmp ) {
valid = false ;
break ;
}
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}
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}
if ( ! valid ) {
idx + + ;
continue ;
}
return tocmp ;
}
return String ( ) ;
}
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void ShaderGraph : : node_add ( ShaderType p_type , NodeType p_node_type , int p_id ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( p_id = = 0 ) ;
ERR_FAIL_COND ( p_node_type = = NODE_OUTPUT ) ; //can't create output
ERR_FAIL_COND ( shader [ p_type ] . node_map . has ( p_id ) ) ;
ERR_FAIL_INDEX ( p_node_type , NODE_TYPE_MAX ) ;
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Node node ;
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if ( p_node_type = = NODE_INPUT ) {
//see if it already exists
for ( Map < int , Node > : : Element * E = shader [ p_type ] . node_map . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . type = = NODE_INPUT ) {
ERR_EXPLAIN ( " Only one input node can be added to the graph. " ) ;
ERR_FAIL_COND ( E - > get ( ) . type = = NODE_INPUT ) ;
}
}
}
node . type = p_node_type ;
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node . id = p_id ;
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switch ( p_node_type ) {
case NODE_INPUT : { } break ; // all inputs (shader type dependent)
case NODE_SCALAR_CONST : { node . param1 = 0 ; } break ; //scalar constant
case NODE_VEC_CONST : { node . param1 = Vector3 ( ) ; } break ; //vec3 constant
case NODE_RGB_CONST : { node . param1 = Color ( ) ; } break ; //rgb constant (shows a color picker instead)
case NODE_XFORM_CONST : { node . param1 = Transform ( ) ; } break ; // 4x4 matrix constant
case NODE_TIME : { } break ; // time in seconds
case NODE_SCREEN_TEX : { Array arr ; arr . push_back ( 0 ) ; arr . push_back ( 0 ) ; node . param2 = arr ; } break ; // screen texture sampler (takes UV) (only usable in fragment shader)
case NODE_SCALAR_OP : { node . param1 = SCALAR_OP_ADD ; } break ; // scalar vs scalar op (mul: {} break; add: {} break; div: {} break; etc)
case NODE_VEC_OP : { node . param1 = VEC_OP_ADD ; } break ; // vec3 vs vec3 op (mul: {} break;ad: {} break;div: {} break;crossprod: {} break;etc)
case NODE_VEC_SCALAR_OP : { node . param1 = VEC_SCALAR_OP_MUL ; } break ; // vec3 vs scalar op (mul: {} break; add: {} break; div: {} break; etc)
case NODE_RGB_OP : { node . param1 = RGB_OP_SCREEN ; } break ; // vec3 vs vec3 rgb op (with scalar amount): {} break; like brighten: {} break; darken: {} break; burn: {} break; dodge: {} break; multiply: {} break; etc.
case NODE_XFORM_MULT : { } break ; // mat4 x mat4
case NODE_XFORM_VEC_MULT : { } break ; // mat4 x vec3 mult (with no-translation option)
case NODE_XFORM_VEC_INV_MULT : { } break ; // mat4 x vec3 inverse mult (with no-translation option)
case NODE_SCALAR_FUNC : { node . param1 = SCALAR_FUNC_SIN ; } break ; // scalar function (sin: {} break; cos: {} break; etc)
case NODE_VEC_FUNC : { node . param1 = VEC_FUNC_NORMALIZE ; } break ; // vector function (normalize: {} break; negate: {} break; reciprocal: {} break; rgb2hsv: {} break; hsv2rgb: {} break; etc: {} break; etc)
case NODE_VEC_LEN : { } break ; // vec3 length
case NODE_DOT_PROD : { } break ; // vec3 . vec3 (dot product -> scalar output)
case NODE_VEC_TO_SCALAR : { } break ; // 1 vec3 input: {} break; 3 scalar outputs
case NODE_SCALAR_TO_VEC : { } break ; // 3 scalar input: {} break; 1 vec3 output
case NODE_VEC_TO_XFORM : { } break ; // 3 scalar input: {} break; 1 vec3 output
case NODE_XFORM_TO_VEC : { } break ; // 3 scalar input: {} break; 1 vec3 output
case NODE_SCALAR_INTERP : { } break ; // scalar interpolation (with optional curve)
case NODE_VEC_INTERP : { } break ; // vec3 interpolation (with optional curve)
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case NODE_COLOR_RAMP : { node . param1 = PoolVector < Color > ( ) ; node . param2 = PoolVector < real_t > ( ) ; } break ; // vec3 interpolation (with optional curve)
case NODE_CURVE_MAP : { node . param1 = PoolVector < Vector2 > ( ) ; } break ; // vec3 interpolation (with optional curve)
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case NODE_SCALAR_INPUT : { node . param1 = _find_unique_name ( " Scalar " ) ; node . param2 = 0 ; } break ; // scalar uniform (assignable in material)
case NODE_VEC_INPUT : { node . param1 = _find_unique_name ( " Vec3 " ) ; node . param2 = Vector3 ( ) ; } break ; // vec3 uniform (assignable in material)
case NODE_RGB_INPUT : { node . param1 = _find_unique_name ( " Color " ) ; node . param2 = Color ( ) ; } break ; // color uniform (assignable in material)
case NODE_XFORM_INPUT : { node . param1 = _find_unique_name ( " XForm " ) ; node . param2 = Transform ( ) ; } break ; // mat4 uniform (assignable in material)
case NODE_TEXTURE_INPUT : { node . param1 = _find_unique_name ( " Tex " ) ; } break ; // texture input (assignable in material)
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case NODE_CUBEMAP_INPUT : { node . param1 = _find_unique_name ( " Cube " ) ; } break ; // cubemap input (assignable in material)
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case NODE_DEFAULT_TEXTURE : { } ; break ;
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case NODE_OUTPUT : { } break ; // output (shader type dependent)
case NODE_COMMENT : { } break ; // comment
case NODE_TYPE_MAX : { } ;
}
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shader [ p_type ] . node_map [ p_id ] = node ;
_request_update ( ) ;
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}
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void ShaderGraph : : node_set_pos ( ShaderType p_type , int p_id , const Vector2 & p_pos ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
shader [ p_type ] . node_map [ p_id ] . pos = p_pos ;
_request_update ( ) ;
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}
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Vector2 ShaderGraph : : node_get_pos ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , Vector2 ( ) ) ;
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ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , Vector2 ( ) ) ;
return shader [ p_type ] . node_map [ p_id ] . pos ;
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}
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void ShaderGraph : : node_remove ( ShaderType p_type , int p_id ) {
ERR_FAIL_COND ( p_id = = 0 ) ;
ERR_FAIL_INDEX ( p_type , 3 ) ;
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ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
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//erase connections associated with node
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for ( Map < int , Node > : : Element * E = shader [ p_type ] . node_map . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > key ( ) = = p_id )
continue ; //no self
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for ( Map < int , SourceSlot > : : Element * F = E - > get ( ) . connections . front ( ) ; F ; ) {
Map < int , SourceSlot > : : Element * N = F - > next ( ) ;
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if ( F - > get ( ) . id = = p_id ) {
E - > get ( ) . connections . erase ( F ) ;
}
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F = N ;
}
}
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shader [ p_type ] . node_map . erase ( p_id ) ;
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_request_update ( ) ;
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}
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void ShaderGraph : : get_node_list ( ShaderType p_type , List < int > * p_node_list ) const {
ERR_FAIL_INDEX ( p_type , 3 ) ;
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Map < int , Node > : : Element * E = shader [ p_type ] . node_map . front ( ) ;
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while ( E ) {
p_node_list - > push_back ( E - > key ( ) ) ;
E = E - > next ( ) ;
}
}
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ShaderGraph : : NodeType ShaderGraph : : node_get_type ( ShaderType p_type , int p_id ) const {
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ERR_FAIL_INDEX_V ( p_type , 3 , NODE_TYPE_MAX ) ;
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ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , NODE_TYPE_MAX ) ;
return shader [ p_type ] . node_map [ p_id ] . type ;
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}
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Error ShaderGraph : : connect_node ( ShaderType p_type , int p_src_id , int p_src_slot , int p_dst_id , int p_dst_slot ) {
ERR_FAIL_INDEX_V ( p_type , 3 , ERR_INVALID_PARAMETER ) ;
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ERR_FAIL_COND_V ( p_src_id = = p_dst_id , ERR_INVALID_PARAMETER ) ;
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ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_src_id ) , ERR_INVALID_PARAMETER ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_dst_id ) , ERR_INVALID_PARAMETER ) ;
NodeType type_src = shader [ p_type ] . node_map [ p_src_id ] . type ;
NodeType type_dst = shader [ p_type ] . node_map [ p_dst_id ] . type ;
ERR_FAIL_INDEX_V ( p_src_slot , get_node_output_slot_count ( get_mode ( ) , p_type , type_src ) , ERR_INVALID_PARAMETER ) ;
ERR_FAIL_INDEX_V ( p_dst_slot , get_node_input_slot_count ( get_mode ( ) , p_type , type_dst ) , ERR_INVALID_PARAMETER ) ;
ERR_FAIL_COND_V ( get_node_output_slot_type ( get_mode ( ) , p_type , type_src , p_src_slot ) ! = get_node_input_slot_type ( get_mode ( ) , p_type , type_dst , p_dst_slot ) , ERR_INVALID_PARAMETER ) ;
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SourceSlot ts ;
ts . id = p_src_id ;
ts . slot = p_src_slot ;
shader [ p_type ] . node_map [ p_dst_id ] . connections [ p_dst_slot ] = ts ;
_request_update ( ) ;
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return OK ;
}
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bool ShaderGraph : : is_node_connected ( ShaderType p_type , int p_src_id , int p_src_slot , int p_dst_id , int p_dst_slot ) const {
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ERR_FAIL_INDEX_V ( p_type , 3 , false ) ;
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SourceSlot ts ;
ts . id = p_src_id ;
ts . slot = p_src_slot ;
return shader [ p_type ] . node_map . has ( p_dst_id ) & & shader [ p_type ] . node_map [ p_dst_id ] . connections . has ( p_dst_slot ) & &
shader [ p_type ] . node_map [ p_dst_id ] . connections [ p_dst_slot ] = = ts ;
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}
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void ShaderGraph : : disconnect_node ( ShaderType p_type , int p_src_id , int p_src_slot , int p_dst_id , int p_dst_slot ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
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SourceSlot ts ;
ts . id = p_src_id ;
ts . slot = p_src_slot ;
if ( shader [ p_type ] . node_map . has ( p_dst_id ) & & shader [ p_type ] . node_map [ p_dst_id ] . connections . has ( p_dst_slot ) & &
shader [ p_type ] . node_map [ p_dst_id ] . connections [ p_dst_slot ] = = ts ) {
shader [ p_type ] . node_map [ p_dst_id ] . connections . erase ( p_dst_slot ) ;
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}
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_request_update ( ) ;
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}
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void ShaderGraph : : get_node_connections ( ShaderType p_type , List < Connection > * p_connections ) const {
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ERR_FAIL_INDEX ( p_type , 3 ) ;
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for ( const Map < int , Node > : : Element * E = shader [ p_type ] . node_map . front ( ) ; E ; E = E - > next ( ) ) {
for ( const Map < int , SourceSlot > : : Element * F = E - > get ( ) . connections . front ( ) ; F ; F = F - > next ( ) ) {
Connection c ;
c . dst_id = E - > key ( ) ;
c . dst_slot = F - > key ( ) ;
c . src_id = F - > get ( ) . id ;
c . src_slot = F - > get ( ) . slot ;
p_connections - > push_back ( c ) ;
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}
}
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}
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bool ShaderGraph : : is_slot_connected ( ShaderGraph : : ShaderType p_type , int p_dst_id , int slot_id )
{
for ( const Map < int , Node > : : Element * E = shader [ p_type ] . node_map . front ( ) ; E ; E = E - > next ( ) ) {
for ( const Map < int , SourceSlot > : : Element * F = E - > get ( ) . connections . front ( ) ; F ; F = F - > next ( ) ) {
if ( p_dst_id = = E - > key ( ) & & slot_id = = F - > key ( ) )
return true ;
}
}
return false ;
}
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void ShaderGraph : : clear ( ShaderType p_type ) {
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ERR_FAIL_INDEX ( p_type , 3 ) ;
shader [ p_type ] . node_map . clear ( ) ;
Node out ;
out . pos = Vector2 ( 300 , 300 ) ;
out . type = NODE_OUTPUT ;
shader [ p_type ] . node_map . insert ( 0 , out ) ;
_request_update ( ) ;
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}
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void ShaderGraph : : scalar_const_node_set_value ( ShaderType p_type , int p_id , float p_value ) {
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ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_SCALAR_CONST ) ;
n . param1 = p_value ;
_request_update ( ) ;
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}
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float ShaderGraph : : scalar_const_node_get_value ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , 0 ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , 0 ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_SCALAR_CONST , 0 ) ;
return n . param1 ;
}
void ShaderGraph : : vec_const_node_set_value ( ShaderType p_type , int p_id , const Vector3 & p_value ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_VEC_CONST ) ;
n . param1 = p_value ;
_request_update ( ) ;
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}
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Vector3 ShaderGraph : : vec_const_node_get_value ( ShaderType p_type , int p_id ) const {
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ERR_FAIL_INDEX_V ( p_type , 3 , Vector3 ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , Vector3 ( ) ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_VEC_CONST , Vector3 ( ) ) ;
return n . param1 ;
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}
void ShaderGraph : : rgb_const_node_set_value ( ShaderType p_type , int p_id , const Color & p_value ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_RGB_CONST ) ;
n . param1 = p_value ;
_request_update ( ) ;
}
Color ShaderGraph : : rgb_const_node_get_value ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , Color ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , Color ( ) ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_RGB_CONST , Color ( ) ) ;
return n . param1 ;
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}
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void ShaderGraph : : xform_const_node_set_value ( ShaderType p_type , int p_id , const Transform & p_value ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_XFORM_CONST ) ;
n . param1 = p_value ;
_request_update ( ) ;
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}
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Transform ShaderGraph : : xform_const_node_get_value ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , Transform ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , Transform ( ) ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_XFORM_CONST , Transform ( ) ) ;
return n . param1 ;
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}
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void ShaderGraph : : texture_node_set_filter_size ( ShaderType p_type , int p_id , int p_size ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_TEXTURE_INPUT & & n . type ! = NODE_SCREEN_TEX ) ;
Array arr = n . param2 ;
arr [ 0 ] = p_size ;
n . param2 = arr ;
_request_update ( ) ;
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}
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int ShaderGraph : : texture_node_get_filter_size ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , 0 ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , 0 ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_TEXTURE_INPUT & & n . type ! = NODE_SCREEN_TEX , 0 ) ;
Array arr = n . param2 ;
return arr [ 0 ] ;
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}
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void ShaderGraph : : texture_node_set_filter_strength ( ShaderType p_type , float p_id , float p_strength ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_TEXTURE_INPUT & & n . type ! = NODE_SCREEN_TEX ) ;
Array arr = n . param2 ;
arr [ 1 ] = p_strength ;
n . param2 = arr ;
_request_update ( ) ;
}
float ShaderGraph : : texture_node_get_filter_strength ( ShaderType p_type , float p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , 0 ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , 0 ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_TEXTURE_INPUT & & n . type ! = NODE_SCREEN_TEX , 0 ) ;
Array arr = n . param2 ;
return arr [ 1 ] ;
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}
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void ShaderGraph : : duplicate_nodes ( ShaderType p_which , List < int > & p_nodes )
{
//Create new node IDs
Map < int , int > duplicates = Map < int , int > ( ) ;
int i = 1 ;
for ( List < int > : : Element * E = p_nodes . front ( ) ; E ; E = E - > next ( ) ) {
while ( shader [ p_which ] . node_map . has ( i ) )
i + + ;
duplicates . insert ( E - > get ( ) , i ) ;
i + + ;
}
for ( List < int > : : Element * E = p_nodes . front ( ) ; E ; E = E - > next ( ) ) {
const Node & n = shader [ p_which ] . node_map [ E - > get ( ) ] ;
Node nn = n ;
nn . id = duplicates . find ( n . id ) - > get ( ) ;
nn . pos + = Vector2 ( 0 , 100 ) ;
for ( Map < int , SourceSlot > : : Element * C = nn . connections . front ( ) ; C ; C = C - > next ( ) ) {
SourceSlot & c = C - > get ( ) ;
if ( p_nodes . find ( c . id ) )
c . id = duplicates . find ( c . id ) - > get ( ) ;
}
shader [ p_which ] . node_map [ nn . id ] = nn ;
}
_request_update ( ) ;
}
List < int > ShaderGraph : : generate_ids ( ShaderType p_type , int count )
{
List < int > ids = List < int > ( ) ;
int i = 1 ;
while ( ids . size ( ) < count ) {
while ( shader [ p_type ] . node_map . has ( i ) )
i + + ;
ids . push_back ( i ) ;
i + + ;
}
return ids ;
}
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void ShaderGraph : : scalar_op_node_set_op ( ShaderType p_type , float p_id , ScalarOp p_op ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_SCALAR_OP ) ;
n . param1 = p_op ;
_request_update ( ) ;
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}
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ShaderGraph : : ScalarOp ShaderGraph : : scalar_op_node_get_op ( ShaderType p_type , float p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , SCALAR_MAX_OP ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , SCALAR_MAX_OP ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_SCALAR_OP , SCALAR_MAX_OP ) ;
int op = n . param1 ;
return ScalarOp ( op ) ;
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}
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void ShaderGraph : : vec_op_node_set_op ( ShaderType p_type , float p_id , VecOp p_op ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_VEC_OP ) ;
n . param1 = p_op ;
_request_update ( ) ;
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}
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ShaderGraph : : VecOp ShaderGraph : : vec_op_node_get_op ( ShaderType p_type , float p_id ) const {
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ERR_FAIL_INDEX_V ( p_type , 3 , VEC_MAX_OP ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , VEC_MAX_OP ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_VEC_OP , VEC_MAX_OP ) ;
int op = n . param1 ;
return VecOp ( op ) ;
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}
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void ShaderGraph : : vec_scalar_op_node_set_op ( ShaderType p_type , float p_id , VecScalarOp p_op ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_VEC_SCALAR_OP ) ;
n . param1 = p_op ;
_request_update ( ) ;
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}
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ShaderGraph : : VecScalarOp ShaderGraph : : vec_scalar_op_node_get_op ( ShaderType p_type , float p_id ) const {
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ERR_FAIL_INDEX_V ( p_type , 3 , VEC_SCALAR_MAX_OP ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , VEC_SCALAR_MAX_OP ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_VEC_SCALAR_OP , VEC_SCALAR_MAX_OP ) ;
int op = n . param1 ;
return VecScalarOp ( op ) ;
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}
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void ShaderGraph : : rgb_op_node_set_op ( ShaderType p_type , float p_id , RGBOp p_op ) {
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ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_RGB_OP ) ;
n . param1 = p_op ;
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_request_update ( ) ;
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}
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ShaderGraph : : RGBOp ShaderGraph : : rgb_op_node_get_op ( ShaderType p_type , float p_id ) const {
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ERR_FAIL_INDEX_V ( p_type , 3 , RGB_MAX_OP ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , RGB_MAX_OP ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_RGB_OP , RGB_MAX_OP ) ;
int op = n . param1 ;
return RGBOp ( op ) ;
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}
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void ShaderGraph : : xform_vec_mult_node_set_no_translation ( ShaderType p_type , int p_id , bool p_no_translation ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_XFORM_VEC_MULT & & n . type ! = NODE_XFORM_VEC_INV_MULT ) ;
n . param1 = p_no_translation ;
_request_update ( ) ;
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}
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bool ShaderGraph : : xform_vec_mult_node_get_no_translation ( ShaderType p_type , int p_id ) const {
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ERR_FAIL_INDEX_V ( p_type , 3 , false ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , false ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_XFORM_VEC_MULT & & n . type ! = NODE_XFORM_VEC_INV_MULT , false ) ;
return n . param1 ;
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}
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void ShaderGraph : : scalar_func_node_set_function ( ShaderType p_type , int p_id , ScalarFunc p_func ) {
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ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_SCALAR_FUNC ) ;
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int func = p_func ;
ERR_FAIL_INDEX ( func , SCALAR_MAX_FUNC ) ;
n . param1 = func ;
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_request_update ( ) ;
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}
ShaderGraph : : ScalarFunc ShaderGraph : : scalar_func_node_get_function ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , SCALAR_MAX_FUNC ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , SCALAR_MAX_FUNC ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_SCALAR_FUNC , SCALAR_MAX_FUNC ) ;
int func = n . param1 ;
return ScalarFunc ( func ) ;
}
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void ShaderGraph : : default_set_value ( ShaderGraph : : ShaderType p_which , int p_id , int p_param , const Variant & p_value )
{
ERR_FAIL_INDEX ( p_which , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_which ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_which ] . node_map [ p_id ] ;
if ( p_value . get_type ( ) = = Variant : : NIL )
n . defaults . erase ( n . defaults . find ( p_param ) ) ;
else
n . defaults [ p_param ] = p_value ;
_request_update ( ) ;
}
Variant ShaderGraph : : default_get_value ( ShaderGraph : : ShaderType p_which , int p_id , int p_param )
{
ERR_FAIL_INDEX_V ( p_which , 3 , Variant ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_which ] . node_map . has ( p_id ) , Variant ( ) ) ;
const Node & n = shader [ p_which ] . node_map [ p_id ] ;
if ( ! n . defaults . has ( p_param ) )
return Variant ( ) ;
return n . defaults [ p_param ] ;
}
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void ShaderGraph : : vec_func_node_set_function ( ShaderType p_type , int p_id , VecFunc p_func ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_VEC_FUNC ) ;
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int func = p_func ;
ERR_FAIL_INDEX ( func , VEC_MAX_FUNC ) ;
n . param1 = func ;
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_request_update ( ) ;
}
ShaderGraph : : VecFunc ShaderGraph : : vec_func_node_get_function ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , VEC_MAX_FUNC ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , VEC_MAX_FUNC ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_VEC_FUNC , VEC_MAX_FUNC ) ;
int func = n . param1 ;
return VecFunc ( func ) ;
}
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void ShaderGraph : : color_ramp_node_set_ramp ( ShaderType p_type , int p_id , const PoolVector < Color > & p_colors , const PoolVector < real_t > & p_offsets ) {
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ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
ERR_FAIL_COND ( p_colors . size ( ) ! = p_offsets . size ( ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
n . param1 = p_colors ;
n . param2 = p_offsets ;
_request_update ( ) ;
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}
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PoolVector < Color > ShaderGraph : : color_ramp_node_get_colors ( ShaderType p_type , int p_id ) const {
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ERR_FAIL_INDEX_V ( p_type , 3 , PoolVector < Color > ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , PoolVector < Color > ( ) ) ;
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const Node & n = shader [ p_type ] . node_map [ p_id ] ;
return n . param1 ;
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}
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PoolVector < real_t > ShaderGraph : : color_ramp_node_get_offsets ( ShaderType p_type , int p_id ) const {
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ERR_FAIL_INDEX_V ( p_type , 3 , PoolVector < real_t > ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , PoolVector < real_t > ( ) ) ;
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const Node & n = shader [ p_type ] . node_map [ p_id ] ;
return n . param2 ;
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}
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void ShaderGraph : : curve_map_node_set_points ( ShaderType p_type , int p_id , const PoolVector < Vector2 > & p_points ) {
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ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
n . param1 = p_points ;
_request_update ( ) ;
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}
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PoolVector < Vector2 > ShaderGraph : : curve_map_node_get_points ( ShaderType p_type , int p_id ) const {
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ERR_FAIL_INDEX_V ( p_type , 3 , PoolVector < Vector2 > ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , PoolVector < Vector2 > ( ) ) ;
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const Node & n = shader [ p_type ] . node_map [ p_id ] ;
return n . param1 ;
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}
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void ShaderGraph : : input_node_set_name ( ShaderType p_type , int p_id , const String & p_name ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
ERR_FAIL_COND ( ! p_name . is_valid_identifier ( ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_SCALAR_INPUT & & n . type ! = NODE_VEC_INPUT & & n . type = = NODE_RGB_INPUT & & n . type = = NODE_XFORM_INPUT & & n . type = = NODE_TEXTURE_INPUT & & n . type = = NODE_CUBEMAP_INPUT ) ;
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n . param1 = " " ;
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n . param1 = _find_unique_name ( p_name ) ;
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_request_update ( ) ;
}
String ShaderGraph : : input_node_get_name ( ShaderType p_type , int p_id ) {
ERR_FAIL_INDEX_V ( p_type , 3 , String ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , String ( ) ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_SCALAR_INPUT & & n . type ! = NODE_VEC_INPUT & & n . type = = NODE_RGB_INPUT & & n . type = = NODE_XFORM_INPUT & & n . type = = NODE_TEXTURE_INPUT & & n . type = = NODE_CUBEMAP_INPUT , String ( ) ) ;
return n . param1 ;
}
void ShaderGraph : : scalar_input_node_set_value ( ShaderType p_type , int p_id , float p_value ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_SCALAR_INPUT ) ;
n . param2 = p_value ;
_request_update ( ) ;
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}
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float ShaderGraph : : scalar_input_node_get_value ( ShaderType p_type , int p_id ) const {
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ERR_FAIL_INDEX_V ( p_type , 3 , 0 ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , 0 ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_SCALAR_INPUT , 0 ) ;
return n . param2 ;
}
void ShaderGraph : : vec_input_node_set_value ( ShaderType p_type , int p_id , const Vector3 & p_value ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_VEC_INPUT ) ;
n . param2 = p_value ;
_request_update ( ) ;
}
Vector3 ShaderGraph : : vec_input_node_get_value ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , Vector3 ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , Vector3 ( ) ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_VEC_INPUT , Vector3 ( ) ) ;
return n . param2 ;
}
void ShaderGraph : : rgb_input_node_set_value ( ShaderType p_type , int p_id , const Color & p_value ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_RGB_INPUT ) ;
n . param2 = p_value ;
_request_update ( ) ;
}
Color ShaderGraph : : rgb_input_node_get_value ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , Color ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , Color ( ) ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_RGB_INPUT , Color ( ) ) ;
return n . param2 ;
}
void ShaderGraph : : xform_input_node_set_value ( ShaderType p_type , int p_id , const Transform & p_value ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_XFORM_INPUT ) ;
n . param2 = p_value ;
_request_update ( ) ;
}
Transform ShaderGraph : : xform_input_node_get_value ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , Transform ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , Transform ( ) ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_XFORM_INPUT , Transform ( ) ) ;
return n . param2 ;
}
void ShaderGraph : : texture_input_node_set_value ( ShaderType p_type , int p_id , const Ref < Texture > & p_texture ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_TEXTURE_INPUT ) ;
n . param2 = p_texture ;
_request_update ( ) ;
}
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Ref < Texture > ShaderGraph : : texture_input_node_get_value ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , Ref < Texture > ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , Ref < Texture > ( ) ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_TEXTURE_INPUT , Ref < Texture > ( ) ) ;
return n . param2 ;
}
void ShaderGraph : : cubemap_input_node_set_value ( ShaderType p_type , int p_id , const Ref < CubeMap > & p_cubemap ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_CUBEMAP_INPUT ) ;
n . param2 = p_cubemap ;
_request_update ( ) ;
}
Ref < CubeMap > ShaderGraph : : cubemap_input_node_get_value ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , Ref < CubeMap > ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , Ref < CubeMap > ( ) ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_CUBEMAP_INPUT , Ref < CubeMap > ( ) ) ;
return n . param2 ;
}
void ShaderGraph : : comment_node_set_text ( ShaderType p_type , int p_id , const String & p_comment ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND ( n . type ! = NODE_COMMENT ) ;
n . param1 = p_comment ;
}
String ShaderGraph : : comment_node_get_text ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , String ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , String ( ) ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
ERR_FAIL_COND_V ( n . type ! = NODE_COMMENT , String ( ) ) ;
return n . param1 ;
}
void ShaderGraph : : _request_update ( ) {
if ( _pending_update_shader )
return ;
_pending_update_shader = true ;
call_deferred ( " _update_shader " ) ;
}
Variant ShaderGraph : : node_get_state ( ShaderType p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , 3 , Variant ( ) ) ;
ERR_FAIL_COND_V ( ! shader [ p_type ] . node_map . has ( p_id ) , Variant ( ) ) ;
const Node & n = shader [ p_type ] . node_map [ p_id ] ;
Dictionary s ;
s [ " pos " ] = n . pos ;
s [ " param1 " ] = n . param1 ;
s [ " param2 " ] = n . param2 ;
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Array keys ;
for ( Map < int , Variant > : : Element * E = n . defaults . front ( ) ; E ; E = E - > next ( ) ) {
keys . append ( E - > key ( ) ) ;
s [ E - > key ( ) ] = E - > get ( ) ;
}
s [ " default_keys " ] = keys ;
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return s ;
}
void ShaderGraph : : node_set_state ( ShaderType p_type , int p_id , const Variant & p_state ) {
ERR_FAIL_INDEX ( p_type , 3 ) ;
ERR_FAIL_COND ( ! shader [ p_type ] . node_map . has ( p_id ) ) ;
Node & n = shader [ p_type ] . node_map [ p_id ] ;
Dictionary d = p_state ;
ERR_FAIL_COND ( ! d . has ( " pos " ) ) ;
ERR_FAIL_COND ( ! d . has ( " param1 " ) ) ;
ERR_FAIL_COND ( ! d . has ( " param2 " ) ) ;
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ERR_FAIL_COND ( ! d . has ( " default_keys " ) ) ;
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n . pos = d [ " pos " ] ;
n . param1 = d [ " param1 " ] ;
n . param2 = d [ " param2 " ] ;
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Array keys = d [ " default_keys " ] ;
for ( int i = 0 ; i < keys . size ( ) ; i + + ) {
n . defaults [ keys [ i ] ] = d [ keys [ i ] ] ;
}
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}
ShaderGraph : : ShaderGraph ( Mode p_mode ) : Shader ( p_mode ) {
//shader = VisualServer::get_singleton()->shader_create();
_pending_update_shader = false ;
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Node input ;
input . id = 1 ;
input . pos = Vector2 ( 50 , 40 ) ;
input . type = NODE_INPUT ;
Node output ;
output . id = 0 ;
output . pos = Vector2 ( 350 , 40 ) ;
output . type = NODE_OUTPUT ;
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for ( int i = 0 ; i < 3 ; i + + ) {
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shader [ i ] . node_map . insert ( 0 , output ) ;
shader [ i ] . node_map . insert ( 1 , input ) ;
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}
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}
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ShaderGraph : : ~ ShaderGraph ( ) {
//VisualServer::get_singleton()->free(shader);
}
const ShaderGraph : : InOutParamInfo ShaderGraph : : inout_param_info [ ] = {
//material vertex in
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{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " Vertex " , " SRC_VERTEX " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " Normal " , " SRC_NORMAL " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " Tangent " , " SRC_TANGENT " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " BinormalF " , " SRC_BINORMALF " , " " , SLOT_TYPE_SCALAR , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " Color " , " SRC_COLOR " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " Alpha " , " SRC_ALPHA " , " " , SLOT_TYPE_SCALAR , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " UV " , " SRC_UV " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " UV2 " , " SRC_UV2 " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " WorldMatrix " , " WORLD_MATRIX " , " " , SLOT_TYPE_XFORM , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " InvCameraMatrix " , " INV_CAMERA_MATRIX " , " " , SLOT_TYPE_XFORM , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " ProjectionMatrix " , " PROJECTION_MATRIX " , " " , SLOT_TYPE_XFORM , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " ModelviewMatrix " , " MODELVIEW_MATRIX " , " " , SLOT_TYPE_XFORM , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " InstanceID " , " INSTANCE_ID " , " " , SLOT_TYPE_SCALAR , SLOT_IN } ,
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//material vertex out
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{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " Vertex " , " VERTEX " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " Normal " , " NORMAL " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " Tangent " , " TANGENT " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " Binormal " , " BINORMAL " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " UV " , " UV " , " .xy " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " UV2 " , " UV2 " , " .xy " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " Color " , " COLOR.rgb " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " Alpha " , " COLOR.a " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " Var1 " , " VAR1.rgb " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " Var2 " , " VAR2.rgb " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " SpecExp " , " SPEC_EXP " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_VERTEX , " PointSize " , " POINT_SIZE " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
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//pixel vertex in
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{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Vertex " , " VERTEX " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
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{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Position " , " POSITION.xyz " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
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{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Normal " , " IN_NORMAL " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Tangent " , " TANGENT " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Binormal " , " BINORMAL " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
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{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " UV " , " vec3(UV,0) " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " UV2 " , " vec3(UV2,0) " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
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{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " UVScreen " , " vec3(SCREEN_UV,0) " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
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{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " PointCoord " , " POINT_COORD " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Color " , " COLOR.rgb " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Alpha " , " COLOR.a " , " " , SLOT_TYPE_SCALAR , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " InvCameraMatrix " , " INV_CAMERA_MATRIX " , " " , SLOT_TYPE_XFORM , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Var1 " , " VAR1.rgb " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Var2 " , " VAR2.rgb " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
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//pixel vertex out
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{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Diffuse " , " DIFFUSE_OUT " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " DiffuseAlpha " , " ALPHA_OUT " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Specular " , " SPECULAR " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
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{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " SpecularExp " , " SPEC_EXP " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
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{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Emission " , " EMISSION " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Glow " , " GLOW " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " ShadeParam " , " SHADE_PARAM " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Normal " , " NORMAL " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " NormalMap " , " NORMALMAP " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " NormalMapDepth " , " NORMALMAP_DEPTH " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , " Discard " , " DISCARD " , " >0.5 " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
//light in
{ MODE_MATERIAL , SHADER_TYPE_LIGHT , " Normal " , " NORMAL " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_LIGHT , " LightDir " , " LIGHT_DIR " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_LIGHT , " LightDiffuse " , " LIGHT_DIFFUSE " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_LIGHT , " LightSpecular " , " LIGHT_SPECULAR " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_LIGHT , " EyeVec " , " EYE_VEC " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_LIGHT , " Diffuse " , " DIFFUSE " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_LIGHT , " Specular " , " SPECULAR " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_LIGHT , " SpecExp " , " SPECULAR_EXP " , " " , SLOT_TYPE_SCALAR , SLOT_IN } ,
{ MODE_MATERIAL , SHADER_TYPE_LIGHT , " ShadeParam " , " SHADE_PARAM " , " " , SLOT_TYPE_SCALAR , SLOT_IN } ,
//light out
{ MODE_MATERIAL , SHADER_TYPE_LIGHT , " Light " , " LIGHT " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
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{ MODE_MATERIAL , SHADER_TYPE_LIGHT , " Shadow " , " SHADOW " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
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//canvas item vertex in
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " Vertex " , " vec3(SRC_VERTEX,0) " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " UV " , " SRC_UV " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " Color " , " SRC_COLOR.rgb " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " Alpha " , " SRC_COLOR.a " , " " , SLOT_TYPE_SCALAR , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " WorldMatrix " , " WORLD_MATRIX " , " " , SLOT_TYPE_XFORM , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " ExtraMatrix " , " EXTRA_MATRIX " , " " , SLOT_TYPE_XFORM , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " ProjectionMatrix " , " PROJECTION_MATRIX " , " " , SLOT_TYPE_XFORM , SLOT_IN } ,
//canvas item vertex out
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " Vertex " , " VERTEX " , " .xy " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " UV " , " UV " , " .xy " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " Color " , " COLOR.rgb " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " Alpha " , " COLOR.a " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " Var1 " , " VAR1.rgb " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " Var2 " , " VAR2.rgb " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_VERTEX , " PointSize " , " POINT_SIZE " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
//canvas item fragment in
{ MODE_CANVAS_ITEM , SHADER_TYPE_FRAGMENT , " Color " , " SRC_COLOR.rgb " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_FRAGMENT , " Alpha " , " SRC_COLOR.a " , " " , SLOT_TYPE_SCALAR , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_FRAGMENT , " UV " , " vec3(UV,0) " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_FRAGMENT , " UVScreen " , " vec3(SCREEN_UV,0) " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_FRAGMENT , " TexPixelSize " , " vec3(TEXTURE_PIXEL_SIZE,0) " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_FRAGMENT , " Var1 " , " VAR1.rgb " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_FRAGMENT , " Var2 " , " VAR2.rgb " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_FRAGMENT , " PointCoord " , " POINT_COORD " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
//canvas item fragment out
{ MODE_CANVAS_ITEM , SHADER_TYPE_FRAGMENT , " Color " , " COLOR.rgb " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_FRAGMENT , " Alpha " , " COLOR.a " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_FRAGMENT , " Normal " , " NORMAL " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
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{ MODE_CANVAS_ITEM , SHADER_TYPE_FRAGMENT , " NormalMap " , " NORMALMAP " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_FRAGMENT , " NormalMapDepth " , " NORMALMAP_DEPTH " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
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//canvas item light in
{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " Color " , " COLOR.rgb " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
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{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " Alpha " , " COLOR.a " , " " , SLOT_TYPE_SCALAR , SLOT_IN } ,
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{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " Normal " , " NORMAL " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
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{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " UV " , " vec3(UV,0) " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " LightColor " , " LIGHT_COLOR.rgb " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " LightAlpha " , " LIGHT_COLOR.a " , " " , SLOT_TYPE_SCALAR , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " LightHeight " , " LIGHT_HEIGHT " , " " , SLOT_TYPE_SCALAR , SLOT_IN } ,
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{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " ShadowColor " , " LIGHT_SHADOW.rgb " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " ShadowAlpha " , " LIGHT_SHADOW.a " , " " , SLOT_TYPE_SCALAR , SLOT_IN } ,
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{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " TexPixelSize " , " vec3(TEXTURE_PIXEL_SIZE,0) " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " Var1 " , " VAR1.rgb " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " Var2 " , " VAR2.rgb " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
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{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " PointCoord " , " POINT_COORD " , " " , SLOT_TYPE_VEC , SLOT_IN } ,
//canvas item light out
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{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " LightColor " , " LIGHT.rgb " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " LightAlpha " , " LIGHT.a " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
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{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " ShadowColor " , " SHADOW.rgb " , " " , SLOT_TYPE_VEC , SLOT_OUT } ,
{ MODE_CANVAS_ITEM , SHADER_TYPE_LIGHT , " ShadowAlpha " , " SHADOW.a " , " " , SLOT_TYPE_SCALAR , SLOT_OUT } ,
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//end
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{ MODE_MATERIAL , SHADER_TYPE_FRAGMENT , NULL , NULL , NULL , SLOT_TYPE_SCALAR , SLOT_OUT } ,
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} ;
void ShaderGraph : : get_input_output_node_slot_info ( Mode p_mode , ShaderType p_type , List < SlotInfo > * r_slots ) {
const InOutParamInfo * iop = & inout_param_info [ 0 ] ;
while ( iop - > name ) {
if ( p_mode = = iop - > shader_mode & & p_type = = iop - > shader_type ) {
SlotInfo si ;
si . dir = iop - > dir ;
si . name = iop - > name ;
si . type = iop - > slot_type ;
r_slots - > push_back ( si ) ;
}
iop + + ;
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}
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}
const ShaderGraph : : NodeSlotInfo ShaderGraph : : node_slot_info [ ] = {
{ NODE_SCALAR_CONST , { SLOT_MAX } , { SLOT_TYPE_SCALAR , SLOT_MAX } } , //scalar constant
{ NODE_VEC_CONST , { SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_MAX } } , //vec3 constant
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{ NODE_RGB_CONST , { SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_TYPE_SCALAR , SLOT_MAX } } , //rgb constant (shows a color picker instead)
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{ NODE_XFORM_CONST , { SLOT_MAX } , { SLOT_TYPE_XFORM , SLOT_MAX } } , // 4x4 matrix constant
{ NODE_TIME , { SLOT_MAX } , { SLOT_TYPE_SCALAR , SLOT_MAX } } , // time in seconds
{ NODE_SCREEN_TEX , { SLOT_TYPE_VEC , SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_MAX } } , // screen texture sampler (takes UV) (only usable in fragment shader)
{ NODE_SCALAR_OP , { SLOT_TYPE_SCALAR , SLOT_TYPE_SCALAR , SLOT_MAX } , { SLOT_TYPE_SCALAR , SLOT_MAX } } , // scalar vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
{ NODE_VEC_OP , { SLOT_TYPE_VEC , SLOT_TYPE_VEC , SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_MAX } } , // scalar vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
{ NODE_VEC_SCALAR_OP , { SLOT_TYPE_VEC , SLOT_TYPE_SCALAR , SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_MAX } } , // vec3 vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
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{ NODE_RGB_OP , { SLOT_TYPE_VEC , SLOT_TYPE_VEC , SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_MAX } } , // vec3 vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
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{ NODE_XFORM_MULT , { SLOT_TYPE_XFORM , SLOT_TYPE_XFORM , SLOT_MAX } , { SLOT_TYPE_XFORM , SLOT_MAX } } , // mat4 x mat4
{ NODE_XFORM_VEC_MULT , { SLOT_TYPE_XFORM , SLOT_TYPE_VEC , SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_MAX } } , // mat4 x vec3 mult (with no-translation option)
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{ NODE_XFORM_VEC_INV_MULT , { SLOT_TYPE_VEC , SLOT_TYPE_XFORM , SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_MAX } } , // mat4 x vec3 inverse mult (with no-translation option)
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{ NODE_SCALAR_FUNC , { SLOT_TYPE_SCALAR , SLOT_MAX } , { SLOT_TYPE_SCALAR , SLOT_MAX } } , // scalar function (sin,{SLOT_MAX},{SLOT_MAX}}, cos,{SLOT_MAX},{SLOT_MAX}}, etc)
{ NODE_VEC_FUNC , { SLOT_TYPE_VEC , SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_MAX } } , // vector function (normalize,{SLOT_MAX},{SLOT_MAX}}, negate,{SLOT_MAX},{SLOT_MAX}}, reciprocal,{SLOT_MAX},{SLOT_MAX}}, rgb2hsv,{SLOT_MAX},{SLOT_MAX}}, hsv2rgb,{SLOT_MAX},{SLOT_MAX}}, etc,{SLOT_MAX},{SLOT_MAX}}, etc)
{ NODE_VEC_LEN , { SLOT_TYPE_VEC , SLOT_MAX } , { SLOT_TYPE_SCALAR , SLOT_MAX } } , // vec3 length
{ NODE_DOT_PROD , { SLOT_TYPE_VEC , SLOT_TYPE_VEC , SLOT_MAX } , { SLOT_TYPE_SCALAR , SLOT_MAX } } , // vec3 . vec3 (dot product -> scalar output)
{ NODE_VEC_TO_SCALAR , { SLOT_TYPE_VEC , SLOT_MAX } , { SLOT_TYPE_SCALAR , SLOT_TYPE_SCALAR , SLOT_TYPE_SCALAR } } , // 1 vec3 input,{SLOT_MAX},{SLOT_MAX}}, 3 scalar outputs
{ NODE_SCALAR_TO_VEC , { SLOT_TYPE_SCALAR , SLOT_TYPE_SCALAR , SLOT_TYPE_SCALAR } , { SLOT_TYPE_VEC , SLOT_MAX } } , // 3 scalar input,{SLOT_MAX},{SLOT_MAX}}, 1 vec3 output
{ NODE_SCALAR_INTERP , { SLOT_TYPE_SCALAR , SLOT_TYPE_SCALAR , SLOT_TYPE_SCALAR } , { SLOT_TYPE_SCALAR , SLOT_MAX } } , // scalar interpolation (with optional curve)
{ NODE_VEC_INTERP , { SLOT_TYPE_VEC , SLOT_TYPE_VEC , SLOT_TYPE_SCALAR } , { SLOT_TYPE_VEC , SLOT_MAX } } , // vec3 interpolation (with optional curve)
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{ NODE_COLOR_RAMP , { SLOT_TYPE_SCALAR , SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_TYPE_SCALAR , SLOT_MAX } } , // vec3 interpolation (with optional curve)
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{ NODE_CURVE_MAP , { SLOT_TYPE_SCALAR , SLOT_MAX } , { SLOT_TYPE_SCALAR , SLOT_MAX } } , // vec3 interpolation (with optional curve)
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{ NODE_SCALAR_INPUT , { SLOT_MAX } , { SLOT_TYPE_SCALAR , SLOT_MAX } } , // scalar uniform (assignable in material)
{ NODE_VEC_INPUT , { SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_MAX } } , // vec3 uniform (assignable in material)
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{ NODE_RGB_INPUT , { SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_TYPE_SCALAR , SLOT_MAX } } , // color uniform (assignable in material)
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{ NODE_XFORM_INPUT , { SLOT_MAX } , { SLOT_TYPE_XFORM , SLOT_MAX } } , // mat4 uniform (assignable in material)
{ NODE_TEXTURE_INPUT , { SLOT_TYPE_VEC , SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_TYPE_SCALAR , SLOT_MAX } } , // texture input (assignable in material)
{ NODE_CUBEMAP_INPUT , { SLOT_TYPE_VEC , SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_TYPE_SCALAR , SLOT_MAX } } , // cubemap input (assignable in material)
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{ NODE_DEFAULT_TEXTURE , { SLOT_TYPE_VEC , SLOT_MAX } , { SLOT_TYPE_VEC , SLOT_TYPE_SCALAR , SLOT_MAX } } , // cubemap input (assignable in material)
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{ NODE_COMMENT , { SLOT_MAX } , { SLOT_MAX } } , // comment
{ NODE_TYPE_MAX , { SLOT_MAX } , { SLOT_MAX } }
} ;
int ShaderGraph : : get_node_input_slot_count ( Mode p_mode , ShaderType p_shader_type , NodeType p_type ) {
if ( p_type = = NODE_INPUT | | p_type = = NODE_OUTPUT ) {
const InOutParamInfo * iop = & inout_param_info [ 0 ] ;
int pc = 0 ;
while ( iop - > name ) {
if ( p_mode = = iop - > shader_mode & & p_shader_type = = iop - > shader_type ) {
if ( iop - > dir = = SLOT_OUT )
pc + + ;
}
iop + + ;
}
return pc ;
} else if ( p_type = = NODE_VEC_TO_XFORM ) {
return 4 ;
} else if ( p_type = = NODE_XFORM_TO_VEC ) {
return 1 ;
} else {
const NodeSlotInfo * nsi = & node_slot_info [ 0 ] ;
while ( nsi - > type ! = NODE_TYPE_MAX ) {
if ( nsi - > type = = p_type ) {
int pc = 0 ;
for ( int i = 0 ; i < NodeSlotInfo : : MAX_INS ; i + + ) {
if ( nsi - > ins [ i ] = = SLOT_MAX )
break ;
pc + + ;
}
return pc ;
}
nsi + + ;
}
return 0 ;
}
}
int ShaderGraph : : get_node_output_slot_count ( Mode p_mode , ShaderType p_shader_type , NodeType p_type ) {
if ( p_type = = NODE_INPUT | | p_type = = NODE_OUTPUT ) {
const InOutParamInfo * iop = & inout_param_info [ 0 ] ;
int pc = 0 ;
while ( iop - > name ) {
if ( p_mode = = iop - > shader_mode & & p_shader_type = = iop - > shader_type ) {
if ( iop - > dir = = SLOT_IN )
pc + + ;
}
iop + + ;
}
return pc ;
} else if ( p_type = = NODE_VEC_TO_XFORM ) {
return 1 ;
} else if ( p_type = = NODE_XFORM_TO_VEC ) {
return 4 ;
} else {
const NodeSlotInfo * nsi = & node_slot_info [ 0 ] ;
while ( nsi - > type ! = NODE_TYPE_MAX ) {
if ( nsi - > type = = p_type ) {
int pc = 0 ;
for ( int i = 0 ; i < NodeSlotInfo : : MAX_OUTS ; i + + ) {
if ( nsi - > outs [ i ] = = SLOT_MAX )
break ;
pc + + ;
}
return pc ;
}
nsi + + ;
}
return 0 ;
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}
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}
ShaderGraph : : SlotType ShaderGraph : : get_node_input_slot_type ( Mode p_mode , ShaderType p_shader_type , NodeType p_type , int p_idx ) {
if ( p_type = = NODE_INPUT | | p_type = = NODE_OUTPUT ) {
const InOutParamInfo * iop = & inout_param_info [ 0 ] ;
int pc = 0 ;
while ( iop - > name ) {
if ( p_mode = = iop - > shader_mode & & p_shader_type = = iop - > shader_type ) {
if ( iop - > dir = = SLOT_OUT ) {
if ( pc = = p_idx )
return iop - > slot_type ;
pc + + ;
}
}
iop + + ;
}
ERR_FAIL_V ( SLOT_MAX ) ;
} else if ( p_type = = NODE_VEC_TO_XFORM ) {
return SLOT_TYPE_VEC ;
} else if ( p_type = = NODE_XFORM_TO_VEC ) {
return SLOT_TYPE_XFORM ;
} else {
const NodeSlotInfo * nsi = & node_slot_info [ 0 ] ;
while ( nsi - > type ! = NODE_TYPE_MAX ) {
if ( nsi - > type = = p_type ) {
for ( int i = 0 ; i < NodeSlotInfo : : MAX_INS ; i + + ) {
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if ( nsi - > ins [ i ] = = SLOT_MAX )
break ;
if ( i = = p_idx )
return nsi - > ins [ i ] ;
}
}
nsi + + ;
}
ERR_FAIL_V ( SLOT_MAX ) ;
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}
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}
ShaderGraph : : SlotType ShaderGraph : : get_node_output_slot_type ( Mode p_mode , ShaderType p_shader_type , NodeType p_type , int p_idx ) {
if ( p_type = = NODE_INPUT | | p_type = = NODE_OUTPUT ) {
const InOutParamInfo * iop = & inout_param_info [ 0 ] ;
int pc = 0 ;
while ( iop - > name ) {
if ( p_mode = = iop - > shader_mode & & p_shader_type = = iop - > shader_type ) {
if ( iop - > dir = = SLOT_IN ) {
if ( pc = = p_idx )
return iop - > slot_type ;
pc + + ;
}
}
iop + + ;
}
ERR_FAIL_V ( SLOT_MAX ) ;
} else if ( p_type = = NODE_VEC_TO_XFORM ) {
return SLOT_TYPE_XFORM ;
} else if ( p_type = = NODE_XFORM_TO_VEC ) {
return SLOT_TYPE_VEC ;
} else {
const NodeSlotInfo * nsi = & node_slot_info [ 0 ] ;
while ( nsi - > type ! = NODE_TYPE_MAX ) {
if ( nsi - > type = = p_type ) {
for ( int i = 0 ; i < NodeSlotInfo : : MAX_OUTS ; i + + ) {
if ( nsi - > outs [ i ] = = SLOT_MAX )
break ;
if ( i = = p_idx )
return nsi - > outs [ i ] ;
}
}
nsi + + ;
}
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ERR_FAIL_V ( SLOT_MAX ) ;
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}
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}
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void ShaderGraph : : _update_shader ( ) {
String code [ 3 ] ;
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List < StringName > names ;
get_default_texture_param_list ( & names ) ;
for ( List < StringName > : : Element * E = names . front ( ) ; E ; E = E - > next ( ) ) {
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set_default_texture_param ( E - > get ( ) , Ref < Texture > ( ) ) ;
}
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for ( int i = 0 ; i < 3 ; i + + ) {
int idx = 0 ;
for ( Map < int , Node > : : Element * E = shader [ i ] . node_map . front ( ) ; E ; E = E - > next ( ) ) {
E - > get ( ) . sort_order = idx + + ;
}
//simple method for graph solving using bubblesort derived algorithm
int iters = 0 ;
int iter_max = shader [ i ] . node_map . size ( ) * shader [ i ] . node_map . size ( ) ;
while ( true ) {
if ( iters > iter_max )
break ;
int swaps = 0 ;
for ( Map < int , Node > : : Element * E = shader [ i ] . node_map . front ( ) ; E ; E = E - > next ( ) ) {
for ( Map < int , SourceSlot > : : Element * F = E - > get ( ) . connections . front ( ) ; F ; F = F - > next ( ) ) {
//this is kinda slow, could be sped up
Map < int , Node > : : Element * G = shader [ i ] . node_map . find ( F - > get ( ) . id ) ;
ERR_FAIL_COND ( ! G ) ;
if ( G - > get ( ) . sort_order > E - > get ( ) . sort_order ) {
SWAP ( G - > get ( ) . sort_order , E - > get ( ) . sort_order ) ;
swaps + + ;
}
}
}
iters + + ;
if ( swaps = = 0 ) {
iters = 0 ;
break ;
}
}
if ( iters > 0 ) {
shader [ i ] . error = GRAPH_ERROR_CYCLIC ;
continue ;
}
Vector < Node * > order ;
order . resize ( shader [ i ] . node_map . size ( ) ) ;
for ( Map < int , Node > : : Element * E = shader [ i ] . node_map . front ( ) ; E ; E = E - > next ( ) ) {
order [ E - > get ( ) . sort_order ] = & E - > get ( ) ;
}
//generate code for the ordered graph
bool failed = false ;
if ( i = = SHADER_TYPE_FRAGMENT & & get_mode ( ) = = MODE_MATERIAL ) {
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code [ i ] + = " vec3 DIFFUSE_OUT=vec3(0,0,0); \n " ;
code [ i ] + = " float ALPHA_OUT=0; \n " ;
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}
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Map < String , String > inputs_xlate ;
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Map < String , String > input_names_xlate ;
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Set < String > inputs_used ;
for ( int j = 0 ; j < order . size ( ) ; j + + ) {
Node * n = order [ j ] ;
if ( n - > type = = NODE_INPUT ) {
const InOutParamInfo * iop = & inout_param_info [ 0 ] ;
int idx = 0 ;
while ( iop - > name ) {
if ( get_mode ( ) = = iop - > shader_mode & & i = = iop - > shader_type & & SLOT_IN = = iop - > dir ) {
const char * typestr [ 4 ] = { " float " , " vec3 " , " mat4 " , " texture " } ;
String vname = ( " nd " + itos ( n - > id ) + " sl " + itos ( idx ) ) ;
inputs_xlate [ vname ] = String ( typestr [ iop - > slot_type ] ) + " " + vname + " = " + iop - > variable + " ; \n " ;
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input_names_xlate [ vname ] = iop - > variable ;
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idx + + ;
}
iop + + ;
}
} else if ( n - > type = = NODE_OUTPUT ) {
bool use_alpha = false ;
const InOutParamInfo * iop = & inout_param_info [ 0 ] ;
int idx = 0 ;
while ( iop - > name ) {
if ( get_mode ( ) = = iop - > shader_mode & & i = = iop - > shader_type & & SLOT_OUT = = iop - > dir ) {
if ( n - > connections . has ( idx ) ) {
String iname = ( " nd " + itos ( n - > connections [ idx ] . id ) + " sl " + itos ( n - > connections [ idx ] . slot ) ) ;
if ( node_get_type ( ShaderType ( i ) , n - > connections [ idx ] . id ) = = NODE_INPUT )
inputs_used . insert ( iname ) ;
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code [ i ] + = String ( iop - > variable ) + " = " + iname + String ( iop - > postfix ) + " ; \n " ;
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if ( i = = SHADER_TYPE_FRAGMENT & & get_mode ( ) = = MODE_MATERIAL & & String ( iop - > name ) = = " DiffuseAlpha " )
use_alpha = true ;
}
idx + + ;
}
iop + + ;
}
if ( i = = SHADER_TYPE_FRAGMENT & & get_mode ( ) = = MODE_MATERIAL ) {
if ( use_alpha ) {
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code [ i ] + = " DIFFUSE_ALPHA=vec4(DIFFUSE_OUT,ALPHA_OUT); \n " ;
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} else {
code [ i ] + = " DIFFUSE=DIFFUSE_OUT; \n " ;
}
}
} else {
Vector < String > inputs ;
int max = get_node_input_slot_count ( get_mode ( ) , ShaderType ( i ) , n - > type ) ;
for ( int k = 0 ; k < max ; k + + ) {
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String iname ;
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if ( ! n - > connections . has ( k ) ) {
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iname = " nd " + itos ( n - > id ) + " sl " + itos ( k ) + " def " ;
} else {
iname = " nd " + itos ( n - > connections [ k ] . id ) + " sl " + itos ( n - > connections [ k ] . slot ) ;
if ( node_get_type ( ShaderType ( i ) , n - > connections [ k ] . id ) = = NODE_INPUT ) {
inputs_used . insert ( iname ) ;
}
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}
inputs . push_back ( iname ) ;
}
if ( failed )
break ;
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if ( n - > type = = NODE_TEXTURE_INPUT | | n - > type = = NODE_CUBEMAP_INPUT ) {
set_default_texture_param ( n - > param1 , n - > param2 ) ;
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}
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_add_node_code ( ShaderType ( i ) , n , inputs , code [ i ] ) ;
}
}
if ( failed )
continue ;
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for ( Set < String > : : Element * E = inputs_used . front ( ) ; E ; E = E - > next ( ) ) {
ERR_CONTINUE ( ! inputs_xlate . has ( E - > get ( ) ) ) ;
code [ i ] = inputs_xlate [ E - > get ( ) ] + code [ i ] ;
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String name = input_names_xlate [ E - > get ( ) ] ;
if ( i = = SHADER_TYPE_VERTEX & & get_mode ( ) = = MODE_MATERIAL ) {
if ( name = = ( " SRC_COLOR " ) )
code [ i ] = " vec3 SRC_COLOR=COLOR.rgb; \n " + code [ i ] ;
if ( name = = ( " SRC_ALPHA " ) )
code [ i ] = " float SRC_ALPHA=COLOR.a; \n " + code [ i ] ;
if ( name = = ( " SRC_UV " ) )
code [ i ] = " vec3 SRC_UV=vec3(UV,0); \n " + code [ i ] ;
if ( name = = ( " SRC_UV2 " ) )
code [ i ] = " float SRC_UV2=vec3(UV2,0); \n " + code [ i ] ;
} else if ( i = = SHADER_TYPE_FRAGMENT & & get_mode ( ) = = MODE_MATERIAL ) {
if ( name = = ( " IN_NORMAL " ) )
code [ i ] = " vec3 IN_NORMAL=NORMAL; \n " + code [ i ] ;
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} else if ( i = = SHADER_TYPE_VERTEX & & get_mode ( ) = = MODE_CANVAS_ITEM ) {
if ( name = = ( " SRC_COLOR " ) )
code [ i ] = " vec3 SRC_COLOR=COLOR.rgb; \n " + code [ i ] ;
if ( name = = ( " SRC_UV " ) )
code [ i ] = " vec3 SRC_UV=vec3(UV,0); \n " + code [ i ] ;
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}
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}
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shader [ i ] . error = GRAPH_OK ;
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}
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bool all_ok = true ;
for ( int i = 0 ; i < 3 ; i + + ) {
if ( shader [ i ] . error ! = GRAPH_OK )
all_ok = false ;
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}
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/*print_line("VERTEX: \n"+code[0]);
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print_line ( " FRAGMENT: \n " + code [ 1 ] ) ;
print_line ( " LIGHT: \n " + code [ 2 ] ) ; */
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if ( all_ok ) {
set_code ( code [ 0 ] , code [ 1 ] , code [ 2 ] ) ;
}
//do shader here
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_pending_update_shader = false ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > updated ) ;
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}
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void ShaderGraph : : _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 ) {
float geometry [ 4 ] [ 4 ] ;
float tmp1 [ 4 ] [ 4 ] ;
float tmp2 [ 4 ] [ 4 ] ;
float deltas [ 4 ] [ 4 ] ;
double x , dx , dx2 , dx3 ;
double y , dy , dy2 , dy3 ;
double d , d2 , d3 ;
int lastx , lasty ;
int newx , newy ;
int ntimes ;
int i , j ;
int xmax = 255 ;
int ymax = 255 ;
/* construct the geometry matrix from the segment */
for ( i = 0 ; i < 4 ; i + + ) {
geometry [ i ] [ 2 ] = 0 ;
geometry [ i ] [ 3 ] = 0 ;
}
geometry [ 0 ] [ 0 ] = ( p_a [ 0 ] * xmax ) ;
geometry [ 1 ] [ 0 ] = ( p_b [ 0 ] * xmax ) ;
geometry [ 2 ] [ 0 ] = ( p_c [ 0 ] * xmax ) ;
geometry [ 3 ] [ 0 ] = ( p_d [ 0 ] * xmax ) ;
geometry [ 0 ] [ 1 ] = ( p_a [ 1 ] * ymax ) ;
geometry [ 1 ] [ 1 ] = ( p_b [ 1 ] * ymax ) ;
geometry [ 2 ] [ 1 ] = ( p_c [ 1 ] * ymax ) ;
geometry [ 3 ] [ 1 ] = ( p_d [ 1 ] * ymax ) ;
/* subdivide the curve ntimes (1000) times */
ntimes = 4 * xmax ;
/* ntimes can be adjusted to give a finer or coarser curve */
d = 1.0 / ntimes ;
d2 = d * d ;
d3 = d * d * d ;
/* construct a temporary matrix for determining the forward differencing deltas */
tmp2 [ 0 ] [ 0 ] = 0 ; tmp2 [ 0 ] [ 1 ] = 0 ; tmp2 [ 0 ] [ 2 ] = 0 ; tmp2 [ 0 ] [ 3 ] = 1 ;
tmp2 [ 1 ] [ 0 ] = d3 ; tmp2 [ 1 ] [ 1 ] = d2 ; tmp2 [ 1 ] [ 2 ] = d ; tmp2 [ 1 ] [ 3 ] = 0 ;
tmp2 [ 2 ] [ 0 ] = 6 * d3 ; tmp2 [ 2 ] [ 1 ] = 2 * d2 ; tmp2 [ 2 ] [ 2 ] = 0 ; tmp2 [ 2 ] [ 3 ] = 0 ;
tmp2 [ 3 ] [ 0 ] = 6 * d3 ; tmp2 [ 3 ] [ 1 ] = 0 ; tmp2 [ 3 ] [ 2 ] = 0 ; tmp2 [ 3 ] [ 3 ] = 0 ;
/* compose the basis and geometry matrices */
static const float CR_basis [ 4 ] [ 4 ] =
{
{ - 0.5 , 1.5 , - 1.5 , 0.5 } ,
{ 1.0 , - 2.5 , 2.0 , - 0.5 } ,
{ - 0.5 , 0.0 , 0.5 , 0.0 } ,
{ 0.0 , 1.0 , 0.0 , 0.0 } ,
} ;
for ( i = 0 ; i < 4 ; i + + )
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{
for ( j = 0 ; j < 4 ; j + + )
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{
tmp1 [ i ] [ j ] = ( CR_basis [ i ] [ 0 ] * geometry [ 0 ] [ j ] +
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CR_basis [ i ] [ 1 ] * geometry [ 1 ] [ j ] +
CR_basis [ i ] [ 2 ] * geometry [ 2 ] [ j ] +
CR_basis [ i ] [ 3 ] * geometry [ 3 ] [ j ] ) ;
}
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}
/* compose the above results to get the deltas matrix */
for ( i = 0 ; i < 4 ; i + + )
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{
for ( j = 0 ; j < 4 ; j + + )
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{
deltas [ i ] [ j ] = ( tmp2 [ i ] [ 0 ] * tmp1 [ 0 ] [ j ] +
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tmp2 [ i ] [ 1 ] * tmp1 [ 1 ] [ j ] +
tmp2 [ i ] [ 2 ] * tmp1 [ 2 ] [ j ] +
tmp2 [ i ] [ 3 ] * tmp1 [ 3 ] [ j ] ) ;
}
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}
/* extract the x deltas */
x = deltas [ 0 ] [ 0 ] ;
dx = deltas [ 1 ] [ 0 ] ;
dx2 = deltas [ 2 ] [ 0 ] ;
dx3 = deltas [ 3 ] [ 0 ] ;
/* extract the y deltas */
y = deltas [ 0 ] [ 1 ] ;
dy = deltas [ 1 ] [ 1 ] ;
dy2 = deltas [ 2 ] [ 1 ] ;
dy3 = deltas [ 3 ] [ 1 ] ;
lastx = CLAMP ( x , 0 , xmax ) ;
lasty = CLAMP ( y , 0 , ymax ) ;
p_heights [ lastx ] = lasty ;
p_useds [ lastx ] = true ;
/* loop over the curve */
for ( i = 0 ; i < ntimes ; i + + )
{
/* increment the x values */
x + = dx ;
dx + = dx2 ;
dx2 + = dx3 ;
/* increment the y values */
y + = dy ;
dy + = dy2 ;
dy2 + = dy3 ;
newx = CLAMP ( ( Math : : round ( x ) ) , 0 , xmax ) ;
newy = CLAMP ( ( Math : : round ( y ) ) , 0 , ymax ) ;
/* if this point is different than the last one...then draw it */
if ( ( lastx ! = newx ) | | ( lasty ! = newy ) )
{
p_useds [ newx ] = true ;
p_heights [ newx ] = newy ;
}
lastx = newx ;
lasty = newy ;
}
}
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void ShaderGraph : : _add_node_code ( ShaderType p_type , Node * p_node , const Vector < String > & p_inputs , String & code ) {
const char * typestr [ 4 ] = { " float " , " vec3 " , " mat4 " , " texture " } ;
# define OUTNAME(id,slot) (String(typestr[get_node_output_slot_type(get_mode(),p_type,p_node->type,slot)])+" "+("nd"+itos(id)+"sl"+itos(slot)))
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# define OUTVAR(id,slot) ("nd"+itos(id)+"sl"+itos(slot))
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# define DEF_VEC(slot)\
if ( p_inputs [ slot ] . ends_with ( " def " ) ) { \
Vector3 v = p_node - > defaults [ slot ] ; \
code + = String ( typestr [ 1 ] ) + " " + p_inputs [ slot ] + " =vec3( " + v + " ); \n " ; \
}
# define DEF_SCALAR(slot)\
if ( p_inputs [ slot ] . ends_with ( " def " ) ) { \
double v = p_node - > defaults [ slot ] ; \
code + = String ( typestr [ 0 ] ) + " " + p_inputs [ slot ] + " = " + rtos ( v ) + " ; \n " ; \
}
# define DEF_COLOR(slot)\
if ( p_inputs [ slot ] . ends_with ( " def " ) ) { \
Color col = p_node - > defaults [ slot ] ; \
code + = String ( typestr [ 1 ] ) + " " + p_inputs [ slot ] + " =vec3( " + rtos ( col . r ) + " , " + rtos ( col . g ) + " , " + rtos ( col . b ) + " ); \n " ; \
}
# define DEF_MATRIX(slot) \
if ( p_inputs [ slot ] . ends_with ( " def " ) ) { \
Transform xf = p_node - > defaults [ slot ] ; \
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code + = String ( typestr [ 2 ] ) + " " + p_inputs [ slot ] + " =mat4( \n " ; \
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code + = " \t vec4(vec3( " + rtos ( xf . basis . get_axis ( 0 ) . x ) + " , " + rtos ( xf . basis . get_axis ( 0 ) . y ) + " , " + rtos ( xf . basis . get_axis ( 0 ) . z ) + " ),0), \n " ; \
code + = " \t vec4(vec3( " + rtos ( xf . basis . get_axis ( 1 ) . x ) + " , " + rtos ( xf . basis . get_axis ( 1 ) . y ) + " , " + rtos ( xf . basis . get_axis ( 1 ) . z ) + " ),0), \n " ; \
code + = " \t vec4(vec3( " + rtos ( xf . basis . get_axis ( 2 ) . x ) + " , " + rtos ( xf . basis . get_axis ( 2 ) . y ) + " , " + rtos ( xf . basis . get_axis ( 2 ) . z ) + " ),0), \n " ; \
code + = " \t vec4(vec3( " + rtos ( xf . origin . x ) + " , " + rtos ( xf . origin . y ) + " , " + rtos ( xf . origin . z ) + " ),1) \n " ; \
code + = " ); \n " ; \
}
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switch ( p_node - > type ) {
case NODE_INPUT : {
} break ;
case NODE_SCALAR_CONST : {
double scalar = p_node - > param1 ;
code + = OUTNAME ( p_node - > id , 0 ) + " = " + rtos ( scalar ) + " ; \n " ;
} break ;
case NODE_VEC_CONST : {
Vector3 vec = p_node - > param1 ;
code + = OUTNAME ( p_node - > id , 0 ) + " =vec3( " + rtos ( vec . x ) + " , " + rtos ( vec . y ) + " , " + rtos ( vec . z ) + " ); \n " ;
} break ;
case NODE_RGB_CONST : {
Color col = p_node - > param1 ;
code + = OUTNAME ( p_node - > id , 0 ) + " =vec3( " + rtos ( col . r ) + " , " + rtos ( col . g ) + " , " + rtos ( col . b ) + " ); \n " ;
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code + = OUTNAME ( p_node - > id , 1 ) + " = " + rtos ( col . a ) + " ; \n " ;
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} break ;
case NODE_XFORM_CONST : {
Transform xf = p_node - > param1 ;
code + = OUTNAME ( p_node - > id , 0 ) + " =mat4( \n " ;
code + = " \t vec4(vec3( " + rtos ( xf . basis . get_axis ( 0 ) . x ) + " , " + rtos ( xf . basis . get_axis ( 0 ) . y ) + " , " + rtos ( xf . basis . get_axis ( 0 ) . z ) + " ),0), \n " ;
code + = " \t vec4(vec3( " + rtos ( xf . basis . get_axis ( 1 ) . x ) + " , " + rtos ( xf . basis . get_axis ( 1 ) . y ) + " , " + rtos ( xf . basis . get_axis ( 1 ) . z ) + " ),0), \n " ;
code + = " \t vec4(vec3( " + rtos ( xf . basis . get_axis ( 2 ) . x ) + " , " + rtos ( xf . basis . get_axis ( 2 ) . y ) + " , " + rtos ( xf . basis . get_axis ( 2 ) . z ) + " ),0), \n " ;
code + = " \t vec4(vec3( " + rtos ( xf . origin . x ) + " , " + rtos ( xf . origin . y ) + " , " + rtos ( xf . origin . z ) + " ),1) \n " ;
code + = " ); " ;
} break ;
case NODE_TIME : {
code + = OUTNAME ( p_node - > id , 0 ) + " =TIME; \n " ;
} break ;
case NODE_SCREEN_TEX : {
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DEF_VEC ( 0 ) ;
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code + = OUTNAME ( p_node - > id , 0 ) + " =texscreen( " + p_inputs [ 0 ] + " .xy); \n " ;
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} break ;
case NODE_SCALAR_OP : {
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DEF_SCALAR ( 0 ) ;
DEF_SCALAR ( 1 ) ;
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int op = p_node - > param1 ;
String optxt ;
switch ( op ) {
case SCALAR_OP_ADD : optxt = p_inputs [ 0 ] + " + " + p_inputs [ 1 ] + " ; " ; break ;
case SCALAR_OP_SUB : optxt = p_inputs [ 0 ] + " - " + p_inputs [ 1 ] + " ; " ; break ;
case SCALAR_OP_MUL : optxt = p_inputs [ 0 ] + " * " + p_inputs [ 1 ] + " ; " ; break ;
case SCALAR_OP_DIV : optxt = p_inputs [ 0 ] + " / " + p_inputs [ 1 ] + " ; " ; break ;
case SCALAR_OP_MOD : optxt = " mod( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " ); " ; break ;
case SCALAR_OP_POW : optxt = " pow( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " ); " ; break ;
case SCALAR_OP_MAX : optxt = " max( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " ); " ; break ;
case SCALAR_OP_MIN : optxt = " min( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " ); " ; break ;
case SCALAR_OP_ATAN2 : optxt = " atan2( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " ); " ; break ;
}
code + = OUTNAME ( p_node - > id , 0 ) + " = " + optxt + " \n " ; ;
} break ;
case NODE_VEC_OP : {
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DEF_VEC ( 0 ) ;
DEF_VEC ( 1 ) ;
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int op = p_node - > param1 ;
String optxt ;
switch ( op ) {
case VEC_OP_ADD : optxt = p_inputs [ 0 ] + " + " + p_inputs [ 1 ] + " ; " ; break ;
case VEC_OP_SUB : optxt = p_inputs [ 0 ] + " - " + p_inputs [ 1 ] + " ; " ; break ;
case VEC_OP_MUL : optxt = p_inputs [ 0 ] + " * " + p_inputs [ 1 ] + " ; " ; break ;
case VEC_OP_DIV : optxt = p_inputs [ 0 ] + " / " + p_inputs [ 1 ] + " ; " ; break ;
case VEC_OP_MOD : optxt = " mod( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " ); " ; break ;
case VEC_OP_POW : optxt = " pow( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " ); " ; break ;
case VEC_OP_MAX : optxt = " max( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " ); " ; break ;
case VEC_OP_MIN : optxt = " min( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " ); " ; break ;
case VEC_OP_CROSS : optxt = " cross( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " ); " ; break ;
}
code + = OUTNAME ( p_node - > id , 0 ) + " = " + optxt + " \n " ;
} break ;
case NODE_VEC_SCALAR_OP : {
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DEF_VEC ( 0 ) ;
DEF_SCALAR ( 1 ) ;
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int op = p_node - > param1 ;
String optxt ;
switch ( op ) {
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case VEC_SCALAR_OP_MUL : optxt = p_inputs [ 0 ] + " * " + p_inputs [ 1 ] + " ; " ; break ;
case VEC_SCALAR_OP_DIV : optxt = p_inputs [ 0 ] + " / " + p_inputs [ 1 ] + " ; " ; break ;
case VEC_SCALAR_OP_POW : optxt = " pow( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " ); " ; break ;
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}
code + = OUTNAME ( p_node - > id , 0 ) + " = " + optxt + " \n " ;
} break ;
case NODE_RGB_OP : {
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DEF_COLOR ( 0 ) ;
DEF_COLOR ( 1 ) ;
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int op = p_node - > param1 ;
static const char * axisn [ 3 ] = { " x " , " y " , " z " } ;
switch ( op ) {
case RGB_OP_SCREEN : {
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code + = OUTNAME ( p_node - > id , 0 ) + " =vec3(1.0)-(vec3(1.0)- " + p_inputs [ 0 ] + " )*(vec3(1.0)- " + p_inputs [ 1 ] + " ); \n " ;
} break ;
case RGB_OP_DIFFERENCE : {
code + = OUTNAME ( p_node - > id , 0 ) + " =abs( " + p_inputs [ 0 ] + " - " + p_inputs [ 1 ] + " ); \n " ;
} break ;
case RGB_OP_DARKEN : {
code + = OUTNAME ( p_node - > id , 0 ) + " =min( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " ); \n " ;
} break ;
case RGB_OP_LIGHTEN : {
code + = OUTNAME ( p_node - > id , 0 ) + " =max( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " ); \n " ;
} break ;
case RGB_OP_OVERLAY : {
code + = OUTNAME ( p_node - > id , 0 ) + " ; \n " ;
for ( int i = 0 ; i < 3 ; i + + ) {
code + = " { \n " ;
code + = " \t float base= " + p_inputs [ 0 ] + " . " + axisn [ i ] + " ; \n " ;
code + = " \t float blend= " + p_inputs [ 1 ] + " . " + axisn [ i ] + " ; \n " ;
code + = " \t if (base < 0.5) { \n " ;
code + = " \t \t " + OUTVAR ( p_node - > id , 0 ) + " . " + axisn [ i ] + " = 2.0 * base * blend; \n " ;
code + = " \t } else { \n " ;
code + = " \t \t " + OUTVAR ( p_node - > id , 0 ) + " . " + axisn [ i ] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base); \n " ;
code + = " \t } \n " ;
code + = " } \n " ;
}
} break ;
case RGB_OP_DODGE : {
code + = OUTNAME ( p_node - > id , 0 ) + " =( " + p_inputs [ 0 ] + " )/(vec3(1.0)- " + p_inputs [ 1 ] + " ); \n " ;
} break ;
case RGB_OP_BURN : {
code + = OUTNAME ( p_node - > id , 0 ) + " =vec3(1.0)-(vec3(1.0)- " + p_inputs [ 0 ] + " )/( " + p_inputs [ 1 ] + " ); \n " ;
} break ;
case RGB_OP_SOFT_LIGHT : {
code + = OUTNAME ( p_node - > id , 0 ) + " ; \n " ;
for ( int i = 0 ; i < 3 ; i + + ) {
code + = " { \n " ;
code + = " \t float base= " + p_inputs [ 0 ] + " . " + axisn [ i ] + " ; \n " ;
code + = " \t float blend= " + p_inputs [ 1 ] + " . " + axisn [ i ] + " ; \n " ;
code + = " \t if (base < 0.5) { \n " ;
code + = " \t \t " + OUTVAR ( p_node - > id , 0 ) + " . " + axisn [ i ] + " = (base * (blend+0.5)); \n " ;
code + = " \t } else { \n " ;
code + = " \t \t " + OUTVAR ( p_node - > id , 0 ) + " . " + axisn [ i ] + " = (1 - (1-base) * (1-(blend-0.5))); \n " ;
code + = " \t } \n " ;
code + = " } \n " ;
}
} break ;
case RGB_OP_HARD_LIGHT : {
code + = OUTNAME ( p_node - > id , 0 ) + " ; \n " ;
for ( int i = 0 ; i < 3 ; i + + ) {
code + = " { \n " ;
code + = " \t float base= " + p_inputs [ 0 ] + " . " + axisn [ i ] + " ; \n " ;
code + = " \t float blend= " + p_inputs [ 1 ] + " . " + axisn [ i ] + " ; \n " ;
code + = " \t if (base < 0.5) { \n " ;
code + = " \t \t " + OUTVAR ( p_node - > id , 0 ) + " . " + axisn [ i ] + " = (base * (2*blend)); \n " ;
code + = " \t } else { \n " ;
code + = " \t \t " + OUTVAR ( p_node - > id , 0 ) + " . " + axisn [ i ] + " = (1 - (1-base) * (1-2*(blend-0.5))); \n " ;
code + = " \t } \n " ;
code + = " } \n " ;
}
} break ;
}
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} break ;
case NODE_XFORM_MULT : {
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DEF_MATRIX ( 0 ) ;
DEF_MATRIX ( 1 ) ;
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code + = OUTNAME ( p_node - > id , 0 ) + " = " + p_inputs [ 0 ] + " * " + p_inputs [ 1 ] + " ; \n " ;
} break ;
case NODE_XFORM_VEC_MULT : {
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DEF_MATRIX ( 0 ) ;
DEF_VEC ( 1 ) ;
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bool no_translation = p_node - > param1 ;
if ( no_translation ) {
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code + = OUTNAME ( p_node - > id , 0 ) + " =( " + p_inputs [ 0 ] + " *vec4( " + p_inputs [ 1 ] + " ,0)).xyz; \n " ;
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} else {
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code + = OUTNAME ( p_node - > id , 0 ) + " =( " + p_inputs [ 0 ] + " *vec4( " + p_inputs [ 1 ] + " ,1)).xyz; \n " ;
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}
} break ;
case NODE_XFORM_VEC_INV_MULT : {
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DEF_VEC ( 0 ) ;
DEF_MATRIX ( 1 ) ;
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bool no_translation = p_node - > param1 ;
if ( no_translation ) {
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code + = OUTNAME ( p_node - > id , 0 ) + " =( " + p_inputs [ 1 ] + " *vec4( " + p_inputs [ 0 ] + " ,0)).xyz; \n " ;
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} else {
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code + = OUTNAME ( p_node - > id , 0 ) + " =( " + p_inputs [ 1 ] + " *vec4( " + p_inputs [ 0 ] + " ,1)).xyz; \n " ;
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}
} break ;
case NODE_SCALAR_FUNC : {
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DEF_SCALAR ( 0 ) ;
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static const char * scalar_func_id [ SCALAR_MAX_FUNC ] = {
" sin($) " ,
" cos($) " ,
" tan($) " ,
" asin($) " ,
" acos($) " ,
" atan($) " ,
" sinh($) " ,
" cosh($) " ,
" tanh($) " ,
" log($) " ,
" exp($) " ,
" sqrt($) " ,
" abs($) " ,
" sign($) " ,
" floor($) " ,
" round($) " ,
" ceil($) " ,
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" fract($) " ,
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" min(max($,0),1) " ,
" -($) " ,
} ;
int func = p_node - > param1 ;
ERR_FAIL_INDEX ( func , SCALAR_MAX_FUNC ) ;
code + = OUTNAME ( p_node - > id , 0 ) + " = " + String ( scalar_func_id [ func ] ) . replace ( " $ " , p_inputs [ 0 ] ) + " ; \n " ;
} break ;
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case NODE_VEC_FUNC : {
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DEF_VEC ( 0 ) ;
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static const char * vec_func_id [ VEC_MAX_FUNC ] = {
" normalize($) " ,
" max(min($,vec3(1,1,1)),vec3(0,0,0)) " ,
" -($) " ,
" 1.0/($) " ,
" " ,
" " ,
} ;
int func = p_node - > param1 ;
ERR_FAIL_INDEX ( func , VEC_MAX_FUNC ) ;
if ( func = = VEC_FUNC_RGB2HSV ) {
code + = OUTNAME ( p_node - > id , 0 ) + " ; \n " ;
code + = " { \n " ;
code + = " \t vec3 c = " + p_inputs [ 0 ] + " ; \n " ;
code + = " \t vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); \n " ;
code + = " \t vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); \n " ;
code + = " \t vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); \n " ;
code + = " \t float d = q.x - min(q.w, q.y); \n " ;
code + = " \t float e = 1.0e-10; \n " ;
code + = " \t " + OUTVAR ( p_node - > id , 0 ) + " =vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); \n " ;
code + = " } \n " ;
} else if ( func = = VEC_FUNC_HSV2RGB ) {
code + = OUTNAME ( p_node - > id , 0 ) + " ; \n " ; ;
code + = " { \n " ;
code + = " \t vec3 c = " + p_inputs [ 0 ] + " ; \n " ;
code + = " \t vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); \n " ;
code + = " \t vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); \n " ;
code + = " \t " + OUTVAR ( p_node - > id , 0 ) + " =c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); \n " ;
code + = " } \n " ;
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} else {
code + = OUTNAME ( p_node - > id , 0 ) + " = " + String ( vec_func_id [ func ] ) . replace ( " $ " , p_inputs [ 0 ] ) + " ; \n " ;
}
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} break ;
case NODE_VEC_LEN : {
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DEF_VEC ( 0 ) ;
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code + = OUTNAME ( p_node - > id , 0 ) + " =length( " + p_inputs [ 0 ] + " ); \n " ;
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} break ;
case NODE_DOT_PROD : {
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DEF_VEC ( 0 ) ;
DEF_VEC ( 1 ) ;
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code + = OUTNAME ( p_node - > id , 0 ) + " =dot( " + p_inputs [ 1 ] + " , " + p_inputs [ 0 ] + " ); \n " ;
} break ;
case NODE_VEC_TO_SCALAR : {
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DEF_VEC ( 0 ) ;
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code + = OUTNAME ( p_node - > id , 0 ) + " = " + p_inputs [ 0 ] + " .x; \n " ;
code + = OUTNAME ( p_node - > id , 1 ) + " = " + p_inputs [ 0 ] + " .y; \n " ;
code + = OUTNAME ( p_node - > id , 2 ) + " = " + p_inputs [ 0 ] + " .z; \n " ;
} break ;
case NODE_SCALAR_TO_VEC : {
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DEF_SCALAR ( 0 ) ;
DEF_SCALAR ( 1 ) ;
DEF_SCALAR ( 2 ) ;
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code + = OUTNAME ( p_node - > id , 0 ) + " =vec3( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " , " + p_inputs [ 2 ] + " " + " ); \n " ;
} break ;
case NODE_VEC_TO_XFORM : {
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DEF_VEC ( 0 ) ;
DEF_VEC ( 1 ) ;
DEF_VEC ( 2 ) ;
DEF_VEC ( 3 ) ;
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code + = OUTNAME ( p_node - > id , 0 ) + " =mat4( " +
" vec4( " + p_inputs [ 0 ] + " .x, " + p_inputs [ 0 ] + " .y, " + p_inputs [ 0 ] + " .z, 0.0), "
" vec4( " + p_inputs [ 1 ] + " .x, " + p_inputs [ 1 ] + " .y, " + p_inputs [ 1 ] + " .z, 0.0), "
" vec4( " + p_inputs [ 2 ] + " .x, " + p_inputs [ 2 ] + " .y, " + p_inputs [ 2 ] + " .z, 0.0), "
" vec4( " + p_inputs [ 3 ] + " .x, " + p_inputs [ 3 ] + " .y, " + p_inputs [ 3 ] + " .z, 1.0)); \n " ;
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} break ;
case NODE_XFORM_TO_VEC : {
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DEF_MATRIX ( 0 ) ;
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code + = OUTNAME ( p_node - > id , 0 ) + " ; \n " ;
code + = OUTNAME ( p_node - > id , 1 ) + " ; \n " ;
code + = OUTNAME ( p_node - > id , 2 ) + " ; \n " ;
code + = OUTNAME ( p_node - > id , 3 ) + " ; \n " ;
code + = " { \n " ;
code + = " \t vec4 xform_row_01= " + p_inputs [ 0 ] + " .x; \n " ;
code + = " \t vec4 xform_row_02= " + p_inputs [ 0 ] + " .y; \n " ;
code + = " \t vec4 xform_row_03= " + p_inputs [ 0 ] + " .z; \n " ;
code + = " \t vec4 xform_row_04= " + p_inputs [ 0 ] + " .w; \n " ;
code + = " \t " + OUTVAR ( p_node - > id , 0 ) + " =vec3(xform_row_01.x, xform_row_01.y, xform_row_01.z); \n " ;
code + = " \t " + OUTVAR ( p_node - > id , 1 ) + " =vec3(xform_row_02.x, xform_row_02.y, xform_row_02.z); \n " ;
code + = " \t " + OUTVAR ( p_node - > id , 2 ) + " =vec3(xform_row_03.x, xform_row_03.y, xform_row_03.z); \n " ;
code + = " \t " + OUTVAR ( p_node - > id , 3 ) + " =vec3(xform_row_04.x, xform_row_04.y, xform_row_04.z); \n " ;
code + = " } \n " ;
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} break ;
case NODE_SCALAR_INTERP : {
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DEF_SCALAR ( 0 ) ;
DEF_SCALAR ( 1 ) ;
DEF_SCALAR ( 2 ) ;
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code + = OUTNAME ( p_node - > id , 0 ) + " =mix( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " , " + p_inputs [ 2 ] + " ); \n " ;
} break ;
case NODE_VEC_INTERP : {
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DEF_VEC ( 0 ) ;
DEF_VEC ( 1 ) ;
DEF_SCALAR ( 2 ) ;
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code + = OUTNAME ( p_node - > id , 0 ) + " =mix( " + p_inputs [ 0 ] + " , " + p_inputs [ 1 ] + " , " + p_inputs [ 2 ] + " ); \n " ;
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} break ;
case NODE_COLOR_RAMP : {
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DEF_SCALAR ( 0 ) ;
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static const int color_ramp_len = 512 ;
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PoolVector < uint8_t > cramp ;
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cramp . resize ( color_ramp_len * 4 ) ;
{
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PoolVector < Color > colors = p_node - > param1 ;
PoolVector < real_t > offsets = p_node - > param2 ;
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int cc = colors . size ( ) ;
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PoolVector < uint8_t > : : Write crw = cramp . write ( ) ;
PoolVector < Color > : : Read cr = colors . read ( ) ;
PoolVector < real_t > : : Read ofr = offsets . read ( ) ;
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int at = 0 ;
Color color_at ( 0 , 0 , 0 , 1 ) ;
for ( int i = 0 ; i < = cc ; i + + ) {
int pos ;
Color to ;
if ( i = = cc ) {
if ( at = = color_ramp_len )
break ;
pos = color_ramp_len ;
to = Color ( 1 , 1 , 1 , 1 ) ;
} else {
to = cr [ i ] ;
pos = MIN ( ofr [ i ] * color_ramp_len , color_ramp_len ) ;
}
for ( int j = at ; j < pos ; j + + ) {
float t = ( j - at ) / float ( pos - at ) ;
Color c = color_at . linear_interpolate ( to , t ) ;
crw [ j * 4 + 0 ] = Math : : fast_ftoi ( CLAMP ( c . r * 255.0 , 0 , 255 ) ) ;
crw [ j * 4 + 1 ] = Math : : fast_ftoi ( CLAMP ( c . g * 255.0 , 0 , 255 ) ) ;
crw [ j * 4 + 2 ] = Math : : fast_ftoi ( CLAMP ( c . b * 255.0 , 0 , 255 ) ) ;
crw [ j * 4 + 3 ] = Math : : fast_ftoi ( CLAMP ( c . a * 255.0 , 0 , 255 ) ) ;
}
at = pos ;
color_at = to ;
}
}
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Image gradient ( color_ramp_len , 1 , 0 , Image : : FORMAT_RGBA8 , cramp ) ;
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Ref < ImageTexture > it = memnew ( ImageTexture ) ;
it - > create_from_image ( gradient , Texture : : FLAG_FILTER | Texture : : FLAG_MIPMAPS ) ;
String crampname = " cramp_ " + itos ( p_node - > id ) ;
set_default_texture_param ( crampname , it ) ;
code + = " uniform texture " + crampname + " ; \n " ;
code + = " vec4 " + crampname + " _r=tex( " + crampname + " ,vec2( " + p_inputs [ 0 ] + " ,0)); \n " ;
code + = OUTNAME ( p_node - > id , 0 ) + " = " + crampname + " _r.rgb; \n " ;
code + = OUTNAME ( p_node - > id , 1 ) + " = " + crampname + " _r.a; \n " ;
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} break ;
case NODE_CURVE_MAP : {
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DEF_SCALAR ( 0 ) ;
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static const int curve_map_len = 256 ;
bool mapped [ 256 ] ;
zeromem ( mapped , sizeof ( mapped ) ) ;
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PoolVector < uint8_t > cmap ;
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cmap . resize ( curve_map_len ) ;
{
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PoolVector < Point2 > points = p_node - > param1 ;
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int pc = points . size ( ) ;
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PoolVector < uint8_t > : : Write cmw = cmap . write ( ) ;
PoolVector < Point2 > : : Read pr = points . read ( ) ;
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Vector2 prev = Vector2 ( 0 , 0 ) ;
Vector2 prev2 = Vector2 ( 0 , 0 ) ;
for ( int i = - 1 ; i < pc ; i + + ) {
Vector2 next ;
Vector2 next2 ;
if ( i + 1 > = pc ) {
next = Vector2 ( 1 , 1 ) ;
} else {
next = Vector2 ( pr [ i + 1 ] . x , pr [ i + 1 ] . y ) ;
}
if ( i + 2 > = pc ) {
next2 = Vector2 ( 1 , 1 ) ;
} else {
next2 = Vector2 ( pr [ i + 2 ] . x , pr [ i + 2 ] . y ) ;
}
/*if (i==-1 && prev.offset==next.offset) {
prev = next ;
continue ;
} */
_plot_curve ( prev2 , prev , next , next2 , cmw . ptr ( ) , mapped ) ;
prev2 = prev ;
prev = next ;
}
uint8_t pp = 0 ;
for ( int i = 0 ; i < curve_map_len ; i + + ) {
if ( ! mapped [ i ] ) {
cmw [ i ] = pp ;
} else {
pp = cmw [ i ] ;
}
}
}
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Image gradient ( curve_map_len , 1 , 0 , Image : : FORMAT_L8 , cmap ) ;
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Ref < ImageTexture > it = memnew ( ImageTexture ) ;
it - > create_from_image ( gradient , Texture : : FLAG_FILTER | Texture : : FLAG_MIPMAPS ) ;
String cmapname = " cmap_ " + itos ( p_node - > id ) ;
set_default_texture_param ( cmapname , it ) ;
code + = " uniform texture " + cmapname + " ; \n " ;
code + = OUTNAME ( p_node - > id , 0 ) + " =tex( " + cmapname + " ,vec2( " + p_inputs [ 0 ] + " ,0)).r; \n " ;
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} break ;
case NODE_SCALAR_INPUT : {
String name = p_node - > param1 ;
float dv = p_node - > param2 ;
code + = " uniform float " + name + " = " + rtos ( dv ) + " ; \n " ;
code + = OUTNAME ( p_node - > id , 0 ) + " = " + name + " ; \n " ;
} break ;
case NODE_VEC_INPUT : {
String name = p_node - > param1 ;
Vector3 dv = p_node - > param2 ;
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code + = " uniform vec3 " + name + " =vec3( " + rtos ( dv . x ) + " , " + rtos ( dv . y ) + " , " + rtos ( dv . z ) + " ); \n " ;
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code + = OUTNAME ( p_node - > id , 0 ) + " = " + name + " ; \n " ;
} break ;
case NODE_RGB_INPUT : {
String name = p_node - > param1 ;
Color dv = p_node - > param2 ;
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code + = " uniform color " + name + " =vec4( " + rtos ( dv . r ) + " , " + rtos ( dv . g ) + " , " + rtos ( dv . b ) + " , " + rtos ( dv . a ) + " ); \n " ;
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code + = OUTNAME ( p_node - > id , 0 ) + " = " + name + " .rgb; \n " ;
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code + = OUTNAME ( p_node - > id , 1 ) + " = " + name + " .a; \n " ;
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} break ;
case NODE_XFORM_INPUT : {
String name = p_node - > param1 ;
Transform dv = p_node - > param2 ;
code + = " uniform mat4 " + name + " =mat4( \n " ;
code + = " \t vec4(vec3( " + rtos ( dv . basis . get_axis ( 0 ) . x ) + " , " + rtos ( dv . basis . get_axis ( 0 ) . y ) + " , " + rtos ( dv . basis . get_axis ( 0 ) . z ) + " ),0), \n " ;
code + = " \t vec4(vec3( " + rtos ( dv . basis . get_axis ( 1 ) . x ) + " , " + rtos ( dv . basis . get_axis ( 1 ) . y ) + " , " + rtos ( dv . basis . get_axis ( 1 ) . z ) + " ),0), \n " ;
code + = " \t vec4(vec3( " + rtos ( dv . basis . get_axis ( 2 ) . x ) + " , " + rtos ( dv . basis . get_axis ( 2 ) . y ) + " , " + rtos ( dv . basis . get_axis ( 2 ) . z ) + " ),0), \n " ;
code + = " \t vec4(vec3( " + rtos ( dv . origin . x ) + " , " + rtos ( dv . origin . y ) + " , " + rtos ( dv . origin . z ) + " ),1) \n " ;
code + = " ); " ;
code + = OUTNAME ( p_node - > id , 0 ) + " = " + name + " ; \n " ;
} break ;
case NODE_TEXTURE_INPUT : {
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DEF_VEC ( 0 ) ;
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String name = p_node - > param1 ;
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String rname = " rt_read_tex " + itos ( p_node - > id ) ;
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code + = " uniform texture " + name + " ; " ;
code + = " vec4 " + rname + " =tex( " + name + " , " + p_inputs [ 0 ] + " .xy); \n " ;
code + = OUTNAME ( p_node - > id , 0 ) + " = " + rname + " .rgb; \n " ;
code + = OUTNAME ( p_node - > id , 1 ) + " = " + rname + " .a; \n " ;
} break ;
case NODE_CUBEMAP_INPUT : {
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DEF_VEC ( 0 ) ;
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String name = p_node - > param1 ;
code + = " uniform cubemap " + name + " ; " ;
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String rname = " rt_read_tex " + itos ( p_node - > id ) ;
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code + = " vec4 " + rname + " =texcube( " + name + " , " + p_inputs [ 0 ] + " .xy); \n " ;
code + = OUTNAME ( p_node - > id , 0 ) + " = " + rname + " .rgb; \n " ;
code + = OUTNAME ( p_node - > id , 1 ) + " = " + rname + " .a; \n " ;
} break ;
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case NODE_DEFAULT_TEXTURE : {
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DEF_VEC ( 0 ) ;
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if ( get_mode ( ) = = MODE_CANVAS_ITEM & & p_type = = SHADER_TYPE_FRAGMENT ) {
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String rname = " rt_default_tex " + itos ( p_node - > id ) ;
code + = " vec4 " + rname + " =tex(TEXTURE, " + p_inputs [ 0 ] + " .xy); \n " ;
code + = OUTNAME ( p_node - > id , 0 ) + " = " + rname + " .rgb; \n " ;
code + = OUTNAME ( p_node - > id , 1 ) + " = " + rname + " .a; \n " ;
} else {
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//not supported
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code + = OUTNAME ( p_node - > id , 0 ) + " =vec3(0,0,0); \n " ;
code + = OUTNAME ( p_node - > id , 1 ) + " =1.0; \n " ;
}
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} break ;
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case NODE_OUTPUT : {
} break ;
case NODE_COMMENT : {
} break ;
case NODE_TYPE_MAX : {
}
}
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# undef DEF_SCALAR
# undef DEF_COLOR
# undef DEF_MATRIX
# undef DEF_VEC
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}
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# endif