c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
242 lines
7.8 KiB
C++
242 lines
7.8 KiB
C++
/*************************************************************************/
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/* shader_graph_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SHADER_GRAPH_EDITOR_PLUGIN_H
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#define SHADER_GRAPH_EDITOR_PLUGIN_H
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#include "tools/editor/editor_plugin.h"
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#include "tools/editor/editor_node.h"
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#include "scene/resources/shader.h"
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#include "scene/gui/tree.h"
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#include "scene/gui/button.h"
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#include "scene/gui/graph_edit.h"
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#include "scene/gui/popup.h"
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#include "tools/editor/property_editor.h"
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#include "scene/resources/shader_graph.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class GraphColorRampEdit : public Control {
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OBJ_TYPE(GraphColorRampEdit,Control);
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struct Point {
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float offset;
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Color color;
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bool operator<(const Point& p_ponit) const {
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return offset<p_ponit.offset;
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}
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};
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PopupPanel *popup;
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ColorPicker *picker;
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bool grabbing;
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int grabbed;
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float grabbed_at;
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Vector<Point> points;
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void _color_changed(const Color& p_color);
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protected:
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void _input_event(const InputEvent& p_event);
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_ramp(const Vector<float>& p_offsets,const Vector<Color>& p_colors);
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Vector<float> get_offsets() const;
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Vector<Color> get_colors() const;
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virtual Size2 get_minimum_size() const;
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GraphColorRampEdit();
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};
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class GraphCurveMapEdit : public Control {
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OBJ_TYPE(GraphCurveMapEdit,Control);
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struct Point {
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float offset;
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float height;
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bool operator<(const Point& p_ponit) const {
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return offset<p_ponit.offset;
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}
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};
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bool grabbing;
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int grabbed;
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Vector<Point> points;
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void _plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector2& p_c,const Vector2& p_d);
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protected:
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void _input_event(const InputEvent& p_event);
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_points(const Vector<Vector2>& p_points);
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Vector<Vector2> get_points() const;
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virtual Size2 get_minimum_size() const;
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GraphCurveMapEdit();
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};
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class ShaderGraphView : public Control {
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OBJ_TYPE(ShaderGraphView,Control);
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CustomPropertyEditor *ped_popup;
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bool block_update;
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Label *status;
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GraphEdit *graph_edit;
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Ref<ShaderGraph> graph;
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int edited_id;
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int edited_def;
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ShaderGraph::ShaderType type;
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void _update_graph();
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void _create_node(int p_id);
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ToolButton *make_label(String text, Variant::Type v_type = Variant::NIL);
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ToolButton *make_editor(String text, GraphNode* gn, int p_id, int param, Variant::Type type, String p_hint="");
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void _connection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot);
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void _disconnection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot);
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void _node_removed(int p_id);
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void _begin_node_move();
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void _node_moved(const Vector2& p_from, const Vector2& p_to,int p_id);
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void _end_node_move();
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void _move_node(int p_id,const Vector2& p_to);
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void _duplicate_nodes_request();
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void _duplicate_nodes(const Array &p_nodes);
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void _delete_nodes_request();
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void _default_changed(int p_id, Node* p_button, int p_param, int v_type, String p_hint);
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void _scalar_const_changed(double p_value,int p_id);
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void _vec_const_changed(double p_value, int p_id, Array p_arr);
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void _rgb_const_changed(const Color& p_color, int p_id);
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void _xform_const_changed(int p_id,Node* p_button);
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void _scalar_op_changed(int p_op, int p_id);
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void _vec_op_changed(int p_op, int p_id);
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void _vec_scalar_op_changed(int p_op, int p_id);
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void _rgb_op_changed(int p_op, int p_id);
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void _xform_inv_rev_changed(bool p_enabled, int p_id);
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void _scalar_func_changed(int p_func, int p_id);
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void _vec_func_changed(int p_func, int p_id);
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void _scalar_input_changed(double p_value,int p_id);
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void _vec_input_changed(double p_value, int p_id, Array p_arr);
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void _xform_input_changed(int p_id,Node* p_button);
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void _rgb_input_changed(const Color& p_color, int p_id);
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void _tex_input_change(int p_id,Node* p_button);
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void _cube_input_change(int p_id);
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void _input_name_changed(const String& p_name,int p_id,Node* p_line_edit);
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void _tex_edited(int p_id,Node* p_button);
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void _cube_edited(int p_id,Node* p_button);
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void _variant_edited();
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void _comment_edited(int p_id,Node* p_button);
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void _color_ramp_changed(int p_id,Node* p_ramp);
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void _curve_changed(int p_id,Node* p_curve);
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void _sg_updated();
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Map<int,GraphNode*> node_map;
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Variant get_drag_data_fw(const Point2& p_point,Control* p_from);
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bool can_drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from) const;
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void drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void add_node(int p_type, const Vector2 &location);
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GraphEdit *get_graph_edit() { return graph_edit; }
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void set_graph(Ref<ShaderGraph> p_graph);
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ShaderGraphView(ShaderGraph::ShaderType p_type=ShaderGraph::SHADER_TYPE_FRAGMENT);
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};
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class ShaderGraphEditor : public VBoxContainer {
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OBJ_TYPE(ShaderGraphEditor,VBoxContainer);
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PopupMenu *popup;
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TabContainer *tabs;
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ShaderGraphView *graph_edits[ShaderGraph::SHADER_TYPE_MAX];
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static const char* node_names[ShaderGraph::NODE_TYPE_MAX];
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Vector2 next_location;
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bool _2d;
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void _add_node(int p_type);
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void _popup_requested(const Vector2 &p_position);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void edit(Ref<ShaderGraph> p_shader);
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ShaderGraphEditor(bool p_2d);
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};
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class ShaderGraphEditorPlugin : public EditorPlugin {
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OBJ_TYPE( ShaderGraphEditorPlugin, EditorPlugin );
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bool _2d;
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ShaderGraphEditor *shader_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "ShaderGraph"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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ShaderGraphEditorPlugin(EditorNode *p_node,bool p_2d);
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~ShaderGraphEditorPlugin();
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};
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#endif
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