godot/scene/resources/shader_graph.h

198 lines
5.9 KiB
C++

/*************************************************************************/
/* shader_graph.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef SHADER_GRAPH_H
#define SHADER_GRAPH_H
#if 0
#include "map.h"
#include "scene/resources/shader.h"
class ShaderGraph : public Resource {
OBJ_TYPE( ShaderGraph, Resource );
RES_BASE_EXTENSION("sgp");
public:
enum NodeType {
NODE_IN, ///< param 0: name
NODE_OUT, ///< param 0: name
NODE_CONSTANT, ///< param 0: value
NODE_PARAMETER, ///< param 0: name
NODE_ADD,
NODE_SUB,
NODE_MUL,
NODE_DIV,
NODE_MOD,
NODE_SIN,
NODE_COS,
NODE_TAN,
NODE_ARCSIN,
NODE_ARCCOS,
NODE_ARCTAN,
NODE_POW,
NODE_LOG,
NODE_MAX,
NODE_MIN,
NODE_COMPARE,
NODE_TEXTURE, ///< param 0: texture
NODE_TIME, ///< param 0: interval length
NODE_NOISE,
NODE_PASS,
NODE_VEC_IN, ///< param 0: name
NODE_VEC_OUT, ///< param 0: name
NODE_VEC_CONSTANT, ///< param 0: value
NODE_VEC_PARAMETER, ///< param 0: name
NODE_VEC_ADD,
NODE_VEC_SUB,
NODE_VEC_MUL,
NODE_VEC_DIV,
NODE_VEC_MOD,
NODE_VEC_CROSS,
NODE_VEC_DOT,
NODE_VEC_POW,
NODE_VEC_NORMALIZE,
NODE_VEC_INTERPOLATE,
NODE_VEC_SCREEN_TO_UV,
NODE_VEC_TRANSFORM3,
NODE_VEC_TRANSFORM4,
NODE_VEC_COMPARE,
NODE_VEC_TEXTURE_2D,
NODE_VEC_TEXTURE_CUBE,
NODE_VEC_NOISE,
NODE_VEC_0,
NODE_VEC_1,
NODE_VEC_2,
NODE_VEC_BUILD,
NODE_VEC_PASS,
NODE_COLOR_CONSTANT,
NODE_COLOR_PARAMETER,
NODE_TEXTURE_PARAMETER,
NODE_TEXTURE_2D_PARAMETER,
NODE_TEXTURE_CUBE_PARAMETER,
NODE_TRANSFORM_CONSTANT,
NODE_TRANSFORM_PARAMETER,
NODE_LABEL,
NODE_TYPE_MAX
};
enum ShaderType {
SHADER_VERTEX,
SHADER_FRAGMENT,
SHADER_LIGHT
};
private:
struct Connection {
int src_id;
int src_slot;
int dst_id;
int dst_slot;
};
struct Node {
int16_t x,y;
NodeType type;
Variant param;
int id;
mutable int order; // used for sorting
mutable bool out_valid;
mutable bool in_valid;
};
struct ShaderData {
Map<int,Node> node_map;
List<Connection> connections;
} shader[3];
uint64_t version;
protected:
/* bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;*/
static void _bind_methods();
Array _get_connections_helper() const;
public:
void node_add(ShaderType p_which, NodeType p_type,int p_id);
void node_remove(ShaderType p_which,int p_id);
void node_set_param(ShaderType p_which, int p_id, const Variant& p_value);
void node_set_pos(ShaderType p_which,int p_id,const Point2& p_pos);
void node_change_type(ShaderType p_which,int p_id, NodeType p_type);
Point2 node_get_pos(ShaderType p_which,int p_id) const;
void get_node_list(ShaderType p_which,List<int> *p_node_list) const;
NodeType node_get_type(ShaderType p_which,int p_id) const;
Variant node_get_param(ShaderType p_which,int p_id) const;
Error connect(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
bool is_connected(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
void disconnect(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
void get_connections(ShaderType p_which,List<Connection> *p_connections) const;
void clear();
uint64_t get_version() const { return version; }
static void get_default_input_nodes(Mode p_type,List<PropertyInfo> *p_inputs);
static void get_default_output_nodes(Mode p_type,List<PropertyInfo> *p_outputs);
static PropertyInfo node_get_type_info(NodeType p_type);
static int get_input_count(NodeType p_type);
static int get_output_count(NodeType p_type);
static String get_input_name(NodeType p_type,int p_input);
static String get_output_name(NodeType p_type,int p_output);
static bool is_input_vector(NodeType p_type,int p_input);
static bool is_output_vector(NodeType p_type,int p_input);
ShaderGraph();
~ShaderGraph();
};
//helper functions
VARIANT_ENUM_CAST( ShaderGraph::NodeType );
#endif
#endif // SHADER_GRAPH_H