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- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
198 lines
5.9 KiB
C++
198 lines
5.9 KiB
C++
/*************************************************************************/
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/* shader_graph.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) 2007-2014 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_H
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#define SHADER_GRAPH_H
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#if 0
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#include "map.h"
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#include "scene/resources/shader.h"
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class ShaderGraph : public Resource {
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OBJ_TYPE( ShaderGraph, Resource );
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RES_BASE_EXTENSION("sgp");
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public:
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enum NodeType {
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NODE_IN, ///< param 0: name
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NODE_OUT, ///< param 0: name
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NODE_CONSTANT, ///< param 0: value
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NODE_PARAMETER, ///< param 0: name
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NODE_ADD,
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NODE_SUB,
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NODE_MUL,
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NODE_DIV,
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NODE_MOD,
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NODE_SIN,
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NODE_COS,
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NODE_TAN,
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NODE_ARCSIN,
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NODE_ARCCOS,
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NODE_ARCTAN,
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NODE_POW,
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NODE_LOG,
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NODE_MAX,
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NODE_MIN,
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NODE_COMPARE,
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NODE_TEXTURE, ///< param 0: texture
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NODE_TIME, ///< param 0: interval length
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NODE_NOISE,
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NODE_PASS,
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NODE_VEC_IN, ///< param 0: name
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NODE_VEC_OUT, ///< param 0: name
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NODE_VEC_CONSTANT, ///< param 0: value
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NODE_VEC_PARAMETER, ///< param 0: name
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NODE_VEC_ADD,
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NODE_VEC_SUB,
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NODE_VEC_MUL,
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NODE_VEC_DIV,
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NODE_VEC_MOD,
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NODE_VEC_CROSS,
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NODE_VEC_DOT,
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NODE_VEC_POW,
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NODE_VEC_NORMALIZE,
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NODE_VEC_INTERPOLATE,
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NODE_VEC_SCREEN_TO_UV,
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NODE_VEC_TRANSFORM3,
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NODE_VEC_TRANSFORM4,
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NODE_VEC_COMPARE,
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NODE_VEC_TEXTURE_2D,
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NODE_VEC_TEXTURE_CUBE,
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NODE_VEC_NOISE,
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NODE_VEC_0,
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NODE_VEC_1,
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NODE_VEC_2,
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NODE_VEC_BUILD,
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NODE_VEC_PASS,
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NODE_COLOR_CONSTANT,
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NODE_COLOR_PARAMETER,
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NODE_TEXTURE_PARAMETER,
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NODE_TEXTURE_2D_PARAMETER,
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NODE_TEXTURE_CUBE_PARAMETER,
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NODE_TRANSFORM_CONSTANT,
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NODE_TRANSFORM_PARAMETER,
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NODE_LABEL,
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NODE_TYPE_MAX
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};
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enum ShaderType {
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SHADER_VERTEX,
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SHADER_FRAGMENT,
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SHADER_LIGHT
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};
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private:
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struct Connection {
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int src_id;
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int src_slot;
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int dst_id;
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int dst_slot;
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};
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struct Node {
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int16_t x,y;
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NodeType type;
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Variant param;
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int id;
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mutable int order; // used for sorting
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mutable bool out_valid;
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mutable bool in_valid;
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};
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struct ShaderData {
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Map<int,Node> node_map;
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List<Connection> connections;
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} shader[3];
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uint64_t version;
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protected:
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/* bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;*/
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static void _bind_methods();
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Array _get_connections_helper() const;
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public:
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void node_add(ShaderType p_which, NodeType p_type,int p_id);
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void node_remove(ShaderType p_which,int p_id);
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void node_set_param(ShaderType p_which, int p_id, const Variant& p_value);
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void node_set_pos(ShaderType p_which,int p_id,const Point2& p_pos);
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void node_change_type(ShaderType p_which,int p_id, NodeType p_type);
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Point2 node_get_pos(ShaderType p_which,int p_id) const;
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void get_node_list(ShaderType p_which,List<int> *p_node_list) const;
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NodeType node_get_type(ShaderType p_which,int p_id) const;
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Variant node_get_param(ShaderType p_which,int p_id) const;
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Error connect(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
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bool is_connected(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
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void disconnect(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
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void get_connections(ShaderType p_which,List<Connection> *p_connections) const;
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void clear();
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uint64_t get_version() const { return version; }
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static void get_default_input_nodes(Mode p_type,List<PropertyInfo> *p_inputs);
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static void get_default_output_nodes(Mode p_type,List<PropertyInfo> *p_outputs);
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static PropertyInfo node_get_type_info(NodeType p_type);
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static int get_input_count(NodeType p_type);
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static int get_output_count(NodeType p_type);
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static String get_input_name(NodeType p_type,int p_input);
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static String get_output_name(NodeType p_type,int p_output);
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static bool is_input_vector(NodeType p_type,int p_input);
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static bool is_output_vector(NodeType p_type,int p_input);
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ShaderGraph();
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~ShaderGraph();
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};
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//helper functions
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VARIANT_ENUM_CAST( ShaderGraph::NodeType );
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#endif
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#endif // SHADER_GRAPH_H
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