/*************************************************************************/ /* shader_graph_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2015 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. */ /*************************************************************************/ #ifndef SHADER_GRAPH_EDITOR_PLUGIN_H #define SHADER_GRAPH_EDITOR_PLUGIN_H #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" #include "scene/gui/popup.h" #include "tools/editor/property_editor.h" #include "scene/resources/shader_graph.h" /** @author Juan Linietsky */ class GraphColorRampEdit : public Control { OBJ_TYPE(GraphColorRampEdit,Control); struct Point { float offset; Color color; bool operator<(const Point& p_ponit) const { return offset points; void _color_changed(const Color& p_color); protected: void _input_event(const InputEvent& p_event); void _notification(int p_what); static void _bind_methods(); public: void set_ramp(const Vector& p_offsets,const Vector& p_colors); Vector get_offsets() const; Vector get_colors() const; virtual Size2 get_minimum_size() const; GraphColorRampEdit(); }; class GraphCurveMapEdit : public Control { OBJ_TYPE(GraphCurveMapEdit,Control); struct Point { float offset; float height; bool operator<(const Point& p_ponit) const { return offset points; void _plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector2& p_c,const Vector2& p_d); protected: void _input_event(const InputEvent& p_event); void _notification(int p_what); static void _bind_methods(); public: void set_points(const Vector& p_points); Vector get_points() const; virtual Size2 get_minimum_size() const; GraphCurveMapEdit(); }; class ShaderGraphView : public Node { OBJ_TYPE(ShaderGraphView,Node); CustomPropertyEditor *ped_popup; bool block_update; Label *status; GraphEdit *graph_edit; Ref graph; int edited_id; int edited_def; ShaderGraph::ShaderType type; void _update_graph(); void _create_node(int p_id); ToolButton *make_label(String text, Variant::Type v_type = Variant::NIL); ToolButton *make_editor(String text, GraphNode* gn, int p_id, int param, Variant::Type type, String p_hint=""); 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 _duplicate_nodes_request(); void _duplicate_nodes(const Array &p_nodes); void _delete_nodes_request(); void _default_changed(int p_id, Node* p_button, int p_param, int v_type, String p_hint); 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 node_map; protected: void _notification(int p_what); static void _bind_methods(); public: void add_node(int p_type, const Vector2 &location); GraphEdit *get_graph_edit() { return graph_edit; } void set_graph(Ref p_graph); ShaderGraphView(ShaderGraph::ShaderType p_type=ShaderGraph::SHADER_TYPE_FRAGMENT); }; class ShaderGraphEditor : public VBoxContainer { OBJ_TYPE(ShaderGraphEditor,VBoxContainer); PopupMenu *popup; TabContainer *tabs; ShaderGraphView *graph_edits[ShaderGraph::SHADER_TYPE_MAX]; static const char* node_names[ShaderGraph::NODE_TYPE_MAX]; Vector2 next_location; bool _2d; void _add_node(int p_type); void _popup_requested(const Vector2 &p_position); protected: void _notification(int p_what); static void _bind_methods(); public: void edit(Ref p_shader); ShaderGraphEditor(bool p_2d); }; class ShaderGraphEditorPlugin : public EditorPlugin { OBJ_TYPE( ShaderGraphEditorPlugin, EditorPlugin ); bool _2d; ShaderGraphEditor *shader_editor; EditorNode *editor; public: 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); ShaderGraphEditorPlugin(EditorNode *p_node,bool p_2d); ~ShaderGraphEditorPlugin(); }; #endif