/*************************************************************************/ /* shader_graph.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 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" //todo //-RGB ops //-mostrar error de conexion Array ShaderGraph::_get_node_list(ShaderType p_type) const { List nodes; get_node_list(p_type,&nodes); Array arr(true); for (List::Element *E=nodes.front();E;E=E->next()) arr.push_back(E->get()); return arr; } Array ShaderGraph::_get_connections(ShaderType p_type) const { List connections; get_node_connections(p_type,&connections); Array arr(true); for (List::Element *E=connections.front();E;E=E->next()) { 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); } return arr; } 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::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; conns.resize(E->get().connections.size()*3); int idx2=0; for(Map::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; } data[idx+5]=conns; idx+=6; } sh.push_back(data); } Dictionary data; data["shaders"]=sh; return data; } void ShaderGraph::_bind_methods() { ObjectTypeDB::bind_method(_MD("_update_shader"),&ShaderGraph::_update_shader); ObjectTypeDB::bind_method(_MD("node_add","shader_type","node_type","id"),&ShaderGraph::node_add); ObjectTypeDB::bind_method(_MD("node_remove","shader_type","id"),&ShaderGraph::node_remove); ObjectTypeDB::bind_method(_MD("node_set_pos","shader_type","id","pos"),&ShaderGraph::node_set_pos); ObjectTypeDB::bind_method(_MD("node_get_pos","shader_type","id"),&ShaderGraph::node_get_pos); ObjectTypeDB::bind_method(_MD("node_get_type","shader_type","id"),&ShaderGraph::node_get_type); ObjectTypeDB::bind_method(_MD("get_node_list","shader_type"),&ShaderGraph::_get_node_list); ObjectTypeDB::bind_method(_MD("scalar_const_node_set_value","shader_type","id","value"),&ShaderGraph::scalar_const_node_set_value); ObjectTypeDB::bind_method(_MD("scalar_const_node_get_value","shader_type","id"),&ShaderGraph::scalar_const_node_set_value); ObjectTypeDB::bind_method(_MD("vec_const_node_set_value","shader_type","id","value"),&ShaderGraph::vec_const_node_set_value); ObjectTypeDB::bind_method(_MD("vec_const_node_get_value","shader_type","id"),&ShaderGraph::vec_const_node_set_value); ObjectTypeDB::bind_method(_MD("rgb_const_node_set_value","shader_type","id","value"),&ShaderGraph::rgb_const_node_set_value); ObjectTypeDB::bind_method(_MD("rgb_const_node_get_value","shader_type","id"),&ShaderGraph::rgb_const_node_set_value); ObjectTypeDB::bind_method(_MD("xform_const_node_set_value","shader_type","id","value"),&ShaderGraph::xform_const_node_set_value); ObjectTypeDB::bind_method(_MD("xform_const_node_get_value","shader_type","id"),&ShaderGraph::xform_const_node_set_value); // void get_node_list(ShaderType p_which,List *p_node_list) const; ObjectTypeDB::bind_method(_MD("texture_node_set_filter_size","shader_type","id","filter_size"),&ShaderGraph::texture_node_set_filter_size); ObjectTypeDB::bind_method(_MD("texture_node_get_filter_size","shader_type","id"),&ShaderGraph::texture_node_set_filter_size); ObjectTypeDB::bind_method(_MD("texture_node_set_filter_strength","shader_type","id","filter_strength"),&ShaderGraph::texture_node_set_filter_strength); ObjectTypeDB::bind_method(_MD("texture_node_get_filter_strength","shader_type","id"),&ShaderGraph::texture_node_set_filter_strength); ObjectTypeDB::bind_method(_MD("scalar_op_node_set_op","shader_type","id","op"),&ShaderGraph::scalar_op_node_set_op); ObjectTypeDB::bind_method(_MD("scalar_op_node_get_op","shader_type","id"),&ShaderGraph::scalar_op_node_get_op); ObjectTypeDB::bind_method(_MD("vec_op_node_set_op","shader_type","id","op"),&ShaderGraph::vec_op_node_set_op); ObjectTypeDB::bind_method(_MD("vec_op_node_get_op","shader_type","id"),&ShaderGraph::vec_op_node_get_op); ObjectTypeDB::bind_method(_MD("vec_scalar_op_node_set_op","shader_type","id","op"),&ShaderGraph::vec_scalar_op_node_set_op); ObjectTypeDB::bind_method(_MD("vec_scalar_op_node_get_op","shader_type","id"),&ShaderGraph::vec_scalar_op_node_get_op); ObjectTypeDB::bind_method(_MD("rgb_op_node_set_op","shader_type","id","op","c"),&ShaderGraph::rgb_op_node_set_op); ObjectTypeDB::bind_method(_MD("rgb_op_node_get_op","shader_type","id"),&ShaderGraph::rgb_op_node_get_op); ObjectTypeDB::bind_method(_MD("rgb_op_node_get_c","shader_type","id"),&ShaderGraph::rgb_op_node_get_c); ObjectTypeDB::bind_method(_MD("xform_vec_mult_node_set_no_translation","shader_type","id","disable"),&ShaderGraph::xform_vec_mult_node_set_no_translation); ObjectTypeDB::bind_method(_MD("xform_vec_mult_node_get_no_translation","shader_type","id"),&ShaderGraph::xform_vec_mult_node_get_no_translation); ObjectTypeDB::bind_method(_MD("scalar_func_node_set_function","shader_type","id","func"),&ShaderGraph::scalar_func_node_set_function); ObjectTypeDB::bind_method(_MD("scalar_func_node_get_function","shader_type","id"),&ShaderGraph::scalar_func_node_get_function); ObjectTypeDB::bind_method(_MD("vec_func_node_set_function","shader_type","id","func"),&ShaderGraph::vec_func_node_set_function); ObjectTypeDB::bind_method(_MD("vec_func_node_get_function","shader_type","id"),&ShaderGraph::vec_func_node_get_function); ObjectTypeDB::bind_method(_MD("input_node_set_name","shader_type","id","name"),&ShaderGraph::input_node_set_name); ObjectTypeDB::bind_method(_MD("input_node_get_name","shader_type","id"),&ShaderGraph::input_node_get_name); ObjectTypeDB::bind_method(_MD("scalar_input_node_set_value","shader_type","id","value"),&ShaderGraph::scalar_input_node_set_value); ObjectTypeDB::bind_method(_MD("scalar_input_node_get_value","shader_type","id"),&ShaderGraph::scalar_input_node_get_value); ObjectTypeDB::bind_method(_MD("vec_input_node_set_value","shader_type","id","value"),&ShaderGraph::vec_input_node_set_value); ObjectTypeDB::bind_method(_MD("vec_input_node_get_value","shader_type","id"),&ShaderGraph::vec_input_node_get_value); ObjectTypeDB::bind_method(_MD("rgb_input_node_set_value","shader_type","id","value"),&ShaderGraph::rgb_input_node_set_value); ObjectTypeDB::bind_method(_MD("rgb_input_node_get_value","shader_type","id"),&ShaderGraph::rgb_input_node_get_value); ObjectTypeDB::bind_method(_MD("xform_input_node_set_value","shader_type","id","value"),&ShaderGraph::xform_input_node_set_value); ObjectTypeDB::bind_method(_MD("xform_input_node_get_value","shader_type","id"),&ShaderGraph::xform_input_node_get_value); ObjectTypeDB::bind_method(_MD("texture_input_node_set_value","shader_type","id","value:Texture"),&ShaderGraph::texture_input_node_set_value); ObjectTypeDB::bind_method(_MD("texture_input_node_get_value:Texture","shader_type","id"),&ShaderGraph::texture_input_node_get_value); ObjectTypeDB::bind_method(_MD("cubemap_input_node_set_value","shader_type","id","value:CubeMap"),&ShaderGraph::cubemap_input_node_set_value); ObjectTypeDB::bind_method(_MD("cubemap_input_node_get_value:CubeMap","shader_type","id"),&ShaderGraph::cubemap_input_node_get_value); ObjectTypeDB::bind_method(_MD("comment_node_set_text","shader_type","id","text"),&ShaderGraph::comment_node_set_text); ObjectTypeDB::bind_method(_MD("comment_node_get_text","shader_type","id"),&ShaderGraph::comment_node_get_text); ObjectTypeDB::bind_method(_MD("connect_node:Error","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::connect_node); ObjectTypeDB::bind_method(_MD("is_node_connected","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::is_node_connected); ObjectTypeDB::bind_method(_MD("disconnect_node","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::disconnect_node); ObjectTypeDB::bind_method(_MD("get_node_connections","shader_type"),&ShaderGraph::_get_connections); ObjectTypeDB::bind_method(_MD("clear","shader_type"),&ShaderGraph::clear); ObjectTypeDB::bind_method(_MD("node_set_state","shader_type","id","state"),&ShaderGraph::node_set_state); ObjectTypeDB::bind_method(_MD("node_get_state:var","shader_type","id"),&ShaderGraph::node_get_state); ObjectTypeDB::bind_method(_MD("_set_data"),&ShaderGraph::_set_data); ObjectTypeDB::bind_method(_MD("_get_data"),&ShaderGraph::_get_data); ADD_PROPERTY( PropertyInfo(Variant::DICTIONARY,"_data",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), _SCS("_set_data"),_SCS("_get_data")); //void get_connections(ShaderType p_which,List *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) 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) 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 ); #if 0 ObjectTypeDB::bind_method(_MD("node_add"),&ShaderGraph::node_add ); ObjectTypeDB::bind_method(_MD("node_remove"),&ShaderGraph::node_remove ); ObjectTypeDB::bind_method(_MD("node_set_param"),&ShaderGraph::node_set_param ); ObjectTypeDB::bind_method(_MD("node_set_pos"),&ShaderGraph::node_set_pos ); ObjectTypeDB::bind_method(_MD("node_get_pos"),&ShaderGraph::node_get_pos ); ObjectTypeDB::bind_method(_MD("node_get_param"),&ShaderGraph::node_get_param); ObjectTypeDB::bind_method(_MD("node_get_type"),&ShaderGraph::node_get_type); ObjectTypeDB::bind_method(_MD("connect"),&ShaderGraph::connect ); ObjectTypeDB::bind_method(_MD("disconnect"),&ShaderGraph::disconnect ); ObjectTypeDB::bind_method(_MD("get_connections"),&ShaderGraph::_get_connections_helper ); ObjectTypeDB::bind_method(_MD("clear"),&ShaderGraph::clear ); 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 ); #endif } String ShaderGraph::_find_unique_name(const String& p_base) { int idx=1; while(true) { String tocmp=p_base; if (idx>1) { tocmp+="_"+itos(idx); } bool valid=true; for(int i=0;i<3;i++) { if (!valid) break; for (Map::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; } } } if (!valid) { idx++; continue; } return tocmp; } return String(); } 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 ); Node node; if (p_node_type==NODE_INPUT) { //see if it already exists for(Map::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; node.id=p_id; 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) 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) case NODE_CUBEMAP_INPUT: {node.param1=_find_unique_name("Cube"); } break; // cubemap input (assignable in material) case NODE_OUTPUT: {} break; // output (shader type dependent) case NODE_COMMENT: {} break; // comment case NODE_TYPE_MAX: {}; } shader[p_type].node_map[p_id]=node; _request_update(); } 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(); } Vector2 ShaderGraph::node_get_pos(ShaderType p_type,int p_id) const { ERR_FAIL_INDEX_V(p_type,3,Vector2()); ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Vector2()); return shader[p_type].node_map[p_id].pos; } void ShaderGraph::node_remove(ShaderType p_type,int p_id) { ERR_FAIL_COND(p_id==0); ERR_FAIL_INDEX(p_type,3); ERR_FAIL_COND(!shader[p_type].node_map.has(p_id)); //erase connections associated with node for(Map::Element *E=shader[p_type].node_map.front();E;E=E->next()) { if (E->key()==p_id) continue; //no self for (Map::Element *F=E->get().connections.front();F;) { Map::Element *N=F->next(); if (F->get().id==p_id) { E->get().connections.erase(F); } F=N; } } shader[p_type].node_map.erase(p_id); print_line("erased node, amount left: "+itos(shader[p_type].node_map.size())); _request_update(); } void ShaderGraph::get_node_list(ShaderType p_type,List *p_node_list) const { ERR_FAIL_INDEX(p_type,3); Map::Element *E = shader[p_type].node_map.front(); while(E) { p_node_list->push_back(E->key()); E=E->next(); } } ShaderGraph::NodeType ShaderGraph::node_get_type(ShaderType p_type,int p_id) const { ERR_FAIL_INDEX_V(p_type,3,NODE_TYPE_MAX); ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),NODE_TYPE_MAX); return shader[p_type].node_map[p_id].type; } 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); ERR_FAIL_COND_V(p_src_id==p_dst_id, ERR_INVALID_PARAMETER); 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 ); 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(); return OK; } 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 { ERR_FAIL_INDEX_V(p_type,3,false); 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; } 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); print_line("** dsisconnect"); 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); } _request_update(); } void ShaderGraph::get_node_connections(ShaderType p_type,List *p_connections) const { ERR_FAIL_INDEX(p_type,3); for(const Map::Element *E=shader[p_type].node_map.front();E;E=E->next()) { for (const Map::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); } } } void ShaderGraph::clear(ShaderType p_type) { 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(); } void ShaderGraph::scalar_const_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_CONST); n.param1=p_value; _request_update(); } 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(); } Vector3 ShaderGraph::vec_const_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_CONST,Vector3()); return n.param1; } 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; } 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(); } 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; } 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(); } 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]; } 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]; } 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(); } 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); } 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(); } ShaderGraph::VecOp ShaderGraph::vec_op_node_get_op(ShaderType p_type,float p_id) const{ 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); } 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(); } ShaderGraph::VecScalarOp ShaderGraph::vec_scalar_op_node_get_op(ShaderType p_type,float p_id) const{ 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); } void ShaderGraph::rgb_op_node_set_op(ShaderType p_type,float p_id,RGBOp p_op,float p_c){ 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; n.param2=p_c; _request_update(); } ShaderGraph::RGBOp ShaderGraph::rgb_op_node_get_op(ShaderType p_type,float p_id) const{ 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); } float ShaderGraph::rgb_op_node_get_c(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_RGB_OP,0); return n.param2; } 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(); } bool ShaderGraph::xform_vec_mult_node_get_no_translation(ShaderType p_type,int p_id) const{ 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; } void ShaderGraph::scalar_func_node_set_function(ShaderType p_type,int p_id,ScalarFunc 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_SCALAR_FUNC); n.param1=p_func; _request_update(); } 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); } 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); n.param1=p_func; _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); } 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); n.param1=""; n.param1=_find_unique_name(p_name); _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(); } float ShaderGraph::scalar_input_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_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& 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(); } Ref ShaderGraph::texture_input_node_get_value(ShaderType p_type,int p_id) const{ ERR_FAIL_INDEX_V(p_type,3,Ref()); ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Ref()); const Node& n = shader[p_type].node_map[p_id]; ERR_FAIL_COND_V(n.type!=NODE_TEXTURE_INPUT,Ref()); return n.param2; } void ShaderGraph::cubemap_input_node_set_value(ShaderType p_type,int p_id,const Ref& 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 ShaderGraph::cubemap_input_node_get_value(ShaderType p_type,int p_id) const{ ERR_FAIL_INDEX_V(p_type,3,Ref()); ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Ref()); const Node& n = shader[p_type].node_map[p_id]; ERR_FAIL_COND_V(n.type!=NODE_CUBEMAP_INPUT,Ref()); 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; 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")); n.pos=d["pos"]; n.param1=d["param1"]; n.param2=d["param2"]; } ShaderGraph::ShaderGraph(Mode p_mode) : Shader(p_mode) { //shader = VisualServer::get_singleton()->shader_create(); _pending_update_shader=false; Node out; out.id=0; out.pos=Vector2(250,20); out.type=NODE_OUTPUT; for(int i=0;i<3;i++) { shader[i].node_map.insert(0,out); } } ShaderGraph::~ShaderGraph() { //VisualServer::get_singleton()->free(shader); } const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={ //material vertex in {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}, //material vertex out {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}, //pixel vertex in {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Vertex","VERTEX","",SLOT_TYPE_VEC,SLOT_IN}, {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Position","POSITION","",SLOT_TYPE_VEC,SLOT_IN}, {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}, {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0);","",SLOT_TYPE_VEC,SLOT_IN}, {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2","",SLOT_TYPE_VEC,SLOT_IN}, {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","SCREEN_UV","",SLOT_TYPE_VEC,SLOT_IN}, {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}, //pixel vertex out {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}, {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"SpecularExp","SPECULAR","",SLOT_TYPE_SCALAR,SLOT_OUT}, {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}, //end {MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT}, }; void ShaderGraph::get_input_output_node_slot_info(Mode p_mode, ShaderType p_type, List *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++; } } 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 {NODE_RGB_CONST,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, //rgb constant (shows a color picker instead) {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) {NODE_RGB_OP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_TYPE_SCALAR},{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) {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) {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) {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) {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) {NODE_RGB_INPUT,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // color uniform (assignable in material) {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) {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;iins[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;iouts[i]==SLOT_MAX) break; pc++; } return pc; } nsi++; } return 0; } } 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;iins[i]==SLOT_MAX) break; if (i==p_idx) return nsi->ins[i]; } } nsi++; } ERR_FAIL_V(SLOT_MAX); } } 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;iouts[i]==SLOT_MAX) break; if (i==p_idx) return nsi->outs[i]; } } nsi++; } ERR_FAIL_V(SLOT_MAX); } } void ShaderGraph::_update_shader() { String code[3]; List names; get_default_texture_param_list(&names); for (List::Element *E=names.front();E;E=E->next()) { set_default_texture_param(E->get(),Ref()); } for(int i=0;i<3;i++) { int idx=0; for (Map::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::Element *E=shader[i].node_map.front();E;E=E->next()) { for(Map::Element *F=E->get().connections.front();F;F=F->next()) { //this is kinda slow, could be sped up Map::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 order; order.resize(shader[i].node_map.size()); for (Map::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) { code[i]+="vec3 DIFFUSE_OUT=vec3(0,0,0);\n"; code[i]+="float ALPHA_OUT=0;\n"; } Map inputs_xlate; Map input_names_xlate; Set inputs_used; for(int j=0;jtype==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"; input_names_xlate[vname]=iop->variable; 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); code[i]+=String(iop->variable)+"="+iname+String(iop->postfix)+";\n"; 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) { code[i]+="DIFFUSE_ALPHA=vec4(DIFFUSE_OUT,ALPHA_OUT);\n"; } else { code[i]+="DIFFUSE=DIFFUSE_OUT;\n"; } } } else { Vector inputs; int max = get_node_input_slot_count(get_mode(),ShaderType(i),n->type); for(int k=0;kconnections.has(k)) { shader[i].error=GRAPH_ERROR_MISSING_CONNECTIONS; failed=true; break; } String iname="nd"+itos(n->connections[k].id)+"sl"+itos(n->connections[k].slot); inputs.push_back(iname); if (node_get_type(ShaderType(i),n->connections[k].id)==NODE_INPUT) { inputs_used.insert(iname); } } if (failed) break; if (n->type==NODE_TEXTURE_INPUT || n->type==NODE_CUBEMAP_INPUT) { set_default_texture_param(n->param1,n->param2); } _add_node_code(ShaderType(i),n,inputs,code[i]); } } if (failed) continue; for(Set::Element *E=inputs_used.front();E;E=E->next()) { ERR_CONTINUE( !inputs_xlate.has(E->get())); code[i]=inputs_xlate[E->get()]+code[i]; 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]; } } shader[i].error=GRAPH_OK; print_line("ShADER: "+code[i]); } bool all_ok=true; for(int i=0;i<3;i++) { if (shader[i].error!=GRAPH_OK) all_ok=false; } if (all_ok) { set_code(code[0],code[1],code[2]); } //do shader here print_line("UPDATING SHADER"); _pending_update_shader=false; } void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector& 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))) 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"; code+=OUTNAME(p_node->id,1)+"="+rtos(col.a)+";\n"; }break; case NODE_XFORM_CONST: { Transform xf = p_node->param1; code+=OUTNAME(p_node->id,0)+"=mat4(\n"; code+="\tvec4(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+="\tvec4(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+="\tvec4(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+="\tvec4(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: { code+=OUTNAME(p_node->id,0)+"=texscreen("+p_inputs[0]+");\n"; }break; case NODE_SCALAR_OP: { 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: { 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: { int op = p_node->param1; String optxt; switch(op) { 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; } code+=OUTNAME(p_node->id,0)+"="+optxt+"\n"; }break; case NODE_RGB_OP: { }break; case NODE_XFORM_MULT: { code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*"+p_inputs[1]+";\n"; }break; case NODE_XFORM_VEC_MULT: { bool no_translation = p_node->param1; if (no_translation) { code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+"*vec4("+p_inputs[1]+",0)).xyz;\n"; } else { code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+"*vec4("+p_inputs[1]+",1)).xyz;\n"; } }break; case NODE_XFORM_VEC_INV_MULT: { bool no_translation = p_node->param1; if (no_translation) { code += OUTNAME(p_node->id,0)+"=("+p_inputs[1]+"*vec4("+p_inputs[0]+",0)).xyz;\n"; } else { code += OUTNAME(p_node->id,0)+"=("+p_inputs[1]+"*vec4("+p_inputs[0]+",1)).xyz;\n"; } }break; case NODE_SCALAR_FUNC: { }break; case NODE_VEC_FUNC: { }break; case NODE_VEC_LEN: { code += OUTNAME(p_node->id,0)+"=length("+p_inputs[1]+");\n"; }break; case NODE_DOT_PROD: { code += OUTNAME(p_node->id,0)+"=dot("+p_inputs[1]+","+p_inputs[0]+");\n"; }break; case NODE_VEC_TO_SCALAR: { 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: { code += OUTNAME(p_node->id,0)+"=vec3("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+""+");\n"; }break; case NODE_VEC_TO_XFORM: { code += OUTNAME(p_node->id,0)+"=xform("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+","+","+p_inputs[3]+");\n"; }break; case NODE_XFORM_TO_VEC: { 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"; code += OUTNAME(p_node->id,3)+"="+p_inputs[0]+".o;\n"; }break; case NODE_SCALAR_INTERP: { code += OUTNAME(p_node->id,0)+"=mix("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+");\n"; }break; case NODE_VEC_INTERP: { code += OUTNAME(p_node->id,0)+"=mix("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+");\n"; }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; code +="uniform float "+name+"=vec3("+rtos(dv.x)+","+rtos(dv.y)+","+rtos(dv.z)+");\n"; code += OUTNAME(p_node->id,0)+"="+name+";\n"; }break; case NODE_RGB_INPUT: { String name = p_node->param1; Color dv= p_node->param2; code +="uniform color "+name+"=vec4("+rtos(dv.r)+","+rtos(dv.g)+","+rtos(dv.g)+","+rtos(dv.a)+");\n"; code += OUTNAME(p_node->id,0)+"="+name+".rgb;\n"; }break; case NODE_XFORM_INPUT: { String name = p_node->param1; Transform dv= p_node->param2; code +="uniform mat4 "+name+"=mat4(\n"; code+="\tvec4(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+="\tvec4(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+="\tvec4(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+="\tvec4(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: { String name = p_node->param1; String rname="rt_read_tex"+itos(p_node->id); 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: { String name = p_node->param1; code +="uniform cubemap "+name+";"; String rname="rt_read_tex"+itos(p_node->id); 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; case NODE_OUTPUT: { }break; case NODE_COMMENT: { }break; case NODE_TYPE_MAX: { } } }