godot/tools/editor/plugins/shader_graph_editor_plugin.h

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/*************************************************************************/
/* shader_graph_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2015 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. */
/*************************************************************************/
#ifndef SHADER_GRAPH_EDITOR_PLUGIN_H
#define SHADER_GRAPH_EDITOR_PLUGIN_H
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#include "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "scene/resources/shader.h"
#include "servers/visual/shader_graph.h"
#include "scene/gui/tree.h"
#include "scene/gui/button.h"
#include "scene/gui/graph_edit.h"
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#include "scene/gui/popup.h"
#include "tools/editor/property_editor.h"
#include "scene/resources/shader_graph.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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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;
Color color;
bool operator<(const Point& p_ponit) const {
return offset<p_ponit.offset;
}
};
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PopupPanel *popup;
ColorPicker *picker;
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bool grabbing;
int grabbed;
float grabbed_at;
Vector<Point> points;
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void _color_changed(const Color& p_color);
protected:
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void _input_event(const InputEvent& p_event);
void _notification(int p_what);
static void _bind_methods();
public:
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void set_ramp(const Vector<float>& p_offsets,const Vector<Color>& p_colors);
Vector<float> get_offsets() const;
Vector<Color> get_colors() const;
virtual Size2 get_minimum_size() const;
GraphColorRampEdit();
};
class GraphCurveMapEdit : public Control {
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OBJ_TYPE(GraphCurveMapEdit,Control);
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struct Point {
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float offset;
float height;
bool operator<(const Point& p_ponit) const {
return offset<p_ponit.offset;
}
};
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bool grabbing;
int grabbed;
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);
protected:
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void _input_event(const InputEvent& p_event);
void _notification(int p_what);
static void _bind_methods();
public:
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void set_points(const Vector<Vector2>& p_points);
Vector<Vector2> get_points() const;
virtual Size2 get_minimum_size() const;
GraphCurveMapEdit();
};
class ShaderGraphView : public Node {
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OBJ_TYPE(ShaderGraphView,Node);
CustomPropertyEditor *ped_popup;
bool block_update;
Label *status;
GraphEdit *graph_edit;
Ref<ShaderGraph> graph;
int edited_id;
ShaderGraph::ShaderType type;
void _update_graph();
void _create_node(int p_id);
void _connection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot);
void _disconnection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot);
void _node_removed(int p_id);
void _begin_node_move();
void _node_moved(const Vector2& p_from, const Vector2& p_to,int p_id);
void _end_node_move();
void _move_node(int p_id,const Vector2& p_to);
void _scalar_const_changed(double p_value,int p_id);
void _vec_const_changed(double p_value, int p_id, Array p_arr);
void _rgb_const_changed(const Color& p_color, int p_id);
void _xform_const_changed(int p_id,Node* p_button);
void _scalar_op_changed(int p_op, int p_id);
void _vec_op_changed(int p_op, int p_id);
void _vec_scalar_op_changed(int p_op, int p_id);
void _rgb_op_changed(int p_op, int p_id);
void _xform_inv_rev_changed(bool p_enabled, int p_id);
void _scalar_func_changed(int p_func, int p_id);
void _vec_func_changed(int p_func, int p_id);
void _scalar_input_changed(double p_value,int p_id);
void _vec_input_changed(double p_value, int p_id, Array p_arr);
void _xform_input_changed(int p_id,Node* p_button);
void _rgb_input_changed(const Color& p_color, int p_id);
void _tex_input_change(int p_id,Node* p_button);
void _cube_input_change(int p_id);
void _input_name_changed(const String& p_name,int p_id,Node* p_line_edit);
void _tex_edited(int p_id,Node* p_button);
void _cube_edited(int p_id,Node* p_button);
void _variant_edited();
void _comment_edited(int p_id,Node* p_button);
void _color_ramp_changed(int p_id,Node* p_ramp);
void _curve_changed(int p_id,Node* p_curve);
void _sg_updated();
Map<int,GraphNode*> node_map;
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protected:
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void _notification(int p_what);
static void _bind_methods();
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public:
void add_node(int p_type, const Vector2 &location);
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GraphEdit *get_graph_edit() { return graph_edit; }
void set_graph(Ref<ShaderGraph> p_graph);
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ShaderGraphView(ShaderGraph::ShaderType p_type=ShaderGraph::SHADER_TYPE_FRAGMENT);
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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;
ShaderGraphView *graph_edits[ShaderGraph::SHADER_TYPE_MAX];
static const char* node_names[ShaderGraph::NODE_TYPE_MAX];
Vector2 next_location;
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bool _2d;
void _add_node(int p_type);
void _popup_requested(const Vector2 &p_position);
protected:
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void _notification(int p_what);
static void _bind_methods();
public:
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void edit(Ref<ShaderGraph> p_shader);
ShaderGraphEditor(bool p_2d);
};
class ShaderGraphEditorPlugin : public EditorPlugin {
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OBJ_TYPE( ShaderGraphEditorPlugin, EditorPlugin );
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bool _2d;
ShaderGraphEditor *shader_editor;
EditorNode *editor;
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public:
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virtual String get_name() const { return "ShaderGraph"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
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ShaderGraphEditorPlugin(EditorNode *p_node,bool p_2d);
~ShaderGraphEditorPlugin();
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};
#endif