virtualx-engine/servers/visual/shader_graph.cpp
2016-03-09 00:00:52 +01:00

455 lines
11 KiB
C++

/*************************************************************************/
/* shader_graph.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "shader_graph.h"
#if 0
struct _ConnectionKey {
int node;
int slot;
_FORCE_INLINE_ _ConnectionKey(int p_node=0,int p_slot=0) { node=p_node; slot=p_slot; }
_FORCE_INLINE_ bool operator<(const _ConnectionKey& p_other) const {
if (node<p_other.node)
return true;
else if (node>p_other.node)
return false;
else
return slot<p_other.slot;
}
};
Error ShaderGraph::generate(ShaderCodeGenerator * p_generator) const {
Map<int,Node>::Element *E = node_map.front();
int i=0;
while(E) {
E->get().order=i++;
E->get().out_valid=false;
E->get().in_valid=false;
E=E->next();
}
int worst_case=connections.size() * connections.size(); // worst bubble case
int iterations=0;
int swaps;
do {
swaps=0;
const List<Connection>::Element *E=connections.front();
while(E) {
const Connection &c = E->get();
const Node *src = &node_map[c.src_id];
const Node *dst = &node_map[c.dst_id];
if (src->order > dst->order) {
SWAP(src->order, dst->order);
swaps++;
}
E=E->next();
}
iterations++;
} while (iterations<=worst_case && swaps>0);
ERR_FAIL_COND_V( swaps != 0 , ERR_CYCLIC_LINK );
//node array
Vector<const Node*> nodes;
nodes.resize(node_map.size());
E = node_map.front();
while(E) {
ERR_FAIL_INDEX_V( E->get().order, nodes.size(), ERR_BUG);
nodes[E->get().order]=&E->get();
E=E->next();
}
//connection set
Map<_ConnectionKey,int> in_connection_map;
Map<_ConnectionKey,List<int> > out_connection_map;
Map<_ConnectionKey,int> in_node_map;
Map<_ConnectionKey,List<int> > out_node_map;
const List<Connection>::Element *CE=connections.front();
i=0;
while(CE) {
const Connection &c = CE->get();
_ConnectionKey in_k;
in_k.node=node_map[c.dst_id].order;
in_k.slot=c.dst_slot;
in_connection_map[in_k]=i;
in_node_map[in_k]=node_map[c.src_id].order;
_ConnectionKey out_k;
out_k.node=node_map[c.src_id].order;
out_k.slot=c.src_slot;
if (!out_connection_map.has(out_k))
out_connection_map[out_k]=List<int>();
out_connection_map[out_k].push_back(i);
if(!out_node_map.has(out_k))
out_node_map[out_k]=List<int>();
out_node_map[out_k].push_back(node_map[c.dst_id].order);
i++;
CE=CE->next();
}
// validate nodes if they are connected to an output
for(int i=nodes.size()-1;i>=0;i--) {
if (VisualServer::shader_get_output_count(nodes[i]->type)==0) {
// an actual graph output
_ConnectionKey in_k;
in_k.node=nodes[i]->order;
in_k.slot=0;
if (in_node_map.has(in_k)) {
nodes[i]->out_valid=true;
}
} else {
// regular node
bool valid=false;
for(int j=0;j<VS::shader_get_output_count(nodes[i]->type);j++) {
_ConnectionKey key(nodes[i]->order,j);
if (out_node_map.has(key)) {
for(List<int>::Element *CE=out_node_map[key].front();CE;CE=CE->next()) {
int to_node=CE->get();
ERR_CONTINUE(to_node<0 || to_node >=nodes.size());
if (nodes[to_node]->out_valid) {
valid=true;
break;
}
}
}
if (valid)
break;
}
nodes[i]->out_valid=valid;
}
}
// validate nodes if they are connected to an input
for(int i=0;i<nodes.size();i++) {
if (VisualServer::shader_get_input_count(nodes[i]->type)==0) {
// an actual graph input
int out_count=VisualServer::shader_get_output_count(nodes[i]->type);
for(int j=0;j<out_count;j++) {
_ConnectionKey out_k;
out_k.node=nodes[i]->order;
out_k.slot=j;
if (out_node_map.has(out_k)) {
nodes[i]->in_valid=true;
break;
}
}
} else {
// regular node
// this is very important.. for a node to be valid, all its inputs need to be valid
bool valid=true;
for(int j=0;j<VS::shader_get_input_count(nodes[i]->type);j++) {
bool in_valid=false;
_ConnectionKey key(nodes[i]->order,j);
if (in_node_map.has(key)) {
int from_node=in_node_map[key];
ERR_CONTINUE(from_node<0 || from_node>=nodes.size());
if (nodes[from_node]->in_valid)
in_valid=true;
}
if (!in_valid) {
valid=false;
break;
}
}
nodes[i]->in_valid=valid;
}
}
// write code
p_generator->begin();
for(int i=0;i<nodes.size();i++) {
if (!nodes[i]->out_valid || !nodes[i]->in_valid) // valid in both ways
continue; // skip node
Vector<int> in_indices;
in_indices.resize(VS::shader_get_input_count(nodes[i]->type));
Vector<int> out_indices;
Vector<int> out_slot_indices;
for(int j=0;j<in_indices.size();j++) {
_ConnectionKey key(nodes[i]->order,j);
if (in_connection_map.has(key))
in_indices[j]=in_connection_map[key];
else
in_indices[j]=-1;
}
for(int j=0;j<VS::shader_get_output_count(nodes[i]->type);j++) {
_ConnectionKey key(nodes[i]->order,j);
if (out_connection_map.has(key)) {
for(List<int>::Element *CE=out_connection_map[key].front();CE;CE=CE->next()) {
out_indices.push_back(CE->get());
out_slot_indices.push_back(j);
}
}
}
Error err = p_generator->add_node(nodes[i]->type,i,nodes[i]->id,nodes[i]->param,in_indices,out_indices,out_slot_indices);
ERR_FAIL_COND_V( err, err );
}
p_generator->end();
return OK;
}
void ShaderGraph::node_add(VS::ShaderNodeType p_type,int p_id) {
ERR_FAIL_COND( node_map.has(p_id ) );
ERR_FAIL_INDEX( p_type, VS::NODE_TYPE_MAX );
Node node;
node.type=p_type;
node.id=p_id;
node.x=0;
node.y=0;
node_map[p_id]=node;
}
void ShaderGraph::node_set_pos(int p_id, int p_x,int p_y) {
ERR_FAIL_COND(!node_map.has(p_id));
node_map[p_id].x=p_x;
node_map[p_id].y=p_y;
}
int ShaderGraph::node_get_pos_x(int p_id) const {
ERR_FAIL_COND_V(!node_map.has(p_id),-1);
return node_map[p_id].x;
}
int ShaderGraph::node_get_pos_y(int p_id) const {
ERR_FAIL_COND_V(!node_map.has(p_id),-1);
return node_map[p_id].y;
}
void ShaderGraph::node_remove(int p_id) {
ERR_FAIL_COND(!node_map.has(p_id));
//erase connections associated with node
List<Connection>::Element *N,*E=connections.front();
while(E) {
N=E->next();
const Connection &c = E->get();
if (c.src_id==p_id || c.dst_id==p_id) {
connections.erase(E);
}
E=N;
}
node_map.erase(p_id);
}
void ShaderGraph::node_change_type(int p_id, VS::ShaderNodeType p_type) {
ERR_FAIL_COND(!node_map.has(p_id));
node_map[p_id].type=p_type;
node_map[p_id].param=Variant();
}
void ShaderGraph::node_set_param(int p_id, const Variant& p_value) {
ERR_FAIL_COND(!node_map.has(p_id));
node_map[p_id].param=p_value;
}
void ShaderGraph::get_node_list(List<int> *p_node_list) const {
Map<int,Node>::Element *E = node_map.front();
while(E) {
p_node_list->push_back(E->key());
E=E->next();
}
}
VS::ShaderNodeType ShaderGraph::node_get_type(int p_id) const {
ERR_FAIL_COND_V(!node_map.has(p_id),VS::NODE_TYPE_MAX);
return node_map[p_id].type;
}
Variant ShaderGraph::node_get_param(int p_id) const {
ERR_FAIL_COND_V(!node_map.has(p_id),Variant());
return node_map[p_id].param;
}
Error ShaderGraph::connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
ERR_FAIL_COND_V(p_src_id==p_dst_id, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(!node_map.has(p_src_id), ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(!node_map.has(p_dst_id), ERR_INVALID_PARAMETER);
VisualServer::ShaderNodeType type_src=node_map[p_src_id].type;
VisualServer::ShaderNodeType type_dst=node_map[p_dst_id].type;
ERR_FAIL_INDEX_V( p_src_slot, VisualServer::shader_get_output_count(type_src), ERR_INVALID_PARAMETER );
ERR_FAIL_INDEX_V( p_dst_slot, VisualServer::shader_get_input_count(type_dst), ERR_INVALID_PARAMETER );
ERR_FAIL_COND_V(VisualServer::shader_is_output_vector(type_src,p_src_slot) != VisualServer::shader_is_input_vector(type_dst,p_dst_slot), ERR_INVALID_PARAMETER );
List<Connection>::Element *E=connections.front();
while(E) {
const Connection &c = E->get();
ERR_FAIL_COND_V(c.dst_slot==p_dst_slot && c.dst_id == p_dst_id, ERR_ALREADY_EXISTS);
E=E->next();
}
Connection c;
c.src_slot=p_src_slot;
c.src_id=p_src_id;
c.dst_slot=p_dst_slot;
c.dst_id=p_dst_id;
connections.push_back(c);
return OK;
}
bool ShaderGraph::is_connected(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const {
const List<Connection>::Element *E=connections.front();
while(E) {
const Connection &c = E->get();
if (c.dst_slot==p_dst_slot && c.dst_id == p_dst_id && c.src_slot==p_src_slot && c.src_id == p_src_id)
return true;
E=E->next();
}
return false;
}
void ShaderGraph::disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
List<Connection>::Element *N,*E=connections.front();
while(E) {
N=E->next();
const Connection &c = E->get();
if (c.src_slot==p_src_slot && c.src_id==p_src_id && c.dst_slot==p_dst_slot && c.dst_id == p_dst_id) {
connections.erase(E);
}
E=N;
}
}
void ShaderGraph::clear() {
connections.clear();
node_map.clear();
}
List<ShaderGraph::Connection> ShaderGraph::get_connection_list() const {
return connections;
}
ShaderGraph::ShaderGraph() {
}
ShaderGraph::~ShaderGraph() {
}
#endif