godot/scene/resources/shader_graph.cpp
letheed 5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00

2596 lines
92 KiB
C++

/*************************************************************************/
/* shader_graph.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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"
#include "scene/scene_string_names.h"
// FIXME: Needs to be ported to the new 3.0 shader API
#if 0
Array ShaderGraph::_get_node_list(ShaderType p_type) const {
List<int> nodes;
get_node_list(p_type,&nodes);
Array arr(true);
for (List<int>::Element *E=nodes.front();E;E=E->next())
arr.push_back(E->get());
return arr;
}
Array ShaderGraph::_get_connections(ShaderType p_type) const {
List<Connection> connections;
get_node_connections(p_type,&connections);
Array arr(true);
for (List<Connection>::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<data.size();i+=6) {
Node n;
n.id=data[i+0];
n.type=NodeType(int(data[i+1]));
n.pos=data[i+2];
n.param1=data[i+3];
n.param2=data[i+4];
Array conns=data[i+5];
ERR_FAIL_COND((conns.size()%3)!=0);
for(int j=0;j<conns.size();j+=3) {
SourceSlot ss;
int ls=conns[j+0];
if (ls == SLOT_DEFAULT_VALUE) {
n.defaults[conns[j+1]]=conns[j+2];
} else {
ss.id=conns[j+1];
ss.slot=conns[j+2];
n.connections[ls]=ss;
}
}
shader[t].node_map[n.id]=n;
}
}
_pending_update_shader=true;
_update_shader();
}
Dictionary ShaderGraph::_get_data() const {
Array sh;
for(int i=0;i<3;i++) {
Array data;
int ec = shader[i].node_map.size();
data.resize(ec*6);
int idx=0;
for (Map<int,Node>::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+E->get().defaults.size()*3);
int idx2=0;
for(Map<int,SourceSlot>::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;
}
for(Map<int,Variant>::Element*F=E->get().defaults.front();F;F=F->next()) {
conns[idx2+0]=SLOT_DEFAULT_VALUE;
conns[idx2+1]=F->key();
conns[idx2+2]=F->get();
idx2+=3;
}
data[idx+5]=conns;
idx+=6;
}
sh.push_back(data);
}
Dictionary data;
data["shaders"]=sh;
return data;
}
ShaderGraph::GraphError ShaderGraph::get_graph_error(ShaderType p_type) const {
ERR_FAIL_INDEX_V(p_type,3,GRAPH_OK);
return shader[p_type].error;
}
int ShaderGraph::node_count(ShaderType p_which, int p_type)
{
int count=0;
for (Map<int,Node>::Element *E=shader[p_which].node_map.front();E;E=E->next())
if (E->get().type==p_type)
count++;
return count;
}
void ShaderGraph::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_shader"),&ShaderGraph::_update_shader);
ClassDB::bind_method(D_METHOD("node_add","shader_type","node_type","id"),&ShaderGraph::node_add);
ClassDB::bind_method(D_METHOD("node_remove","shader_type","id"),&ShaderGraph::node_remove);
ClassDB::bind_method(D_METHOD("node_set_position","shader_type","id","position"),&ShaderGraph::node_set_position);
ClassDB::bind_method(D_METHOD("node_get_position","shader_type","id"),&ShaderGraph::node_get_position);
ClassDB::bind_method(D_METHOD("node_get_type","shader_type","id"),&ShaderGraph::node_get_type);
ClassDB::bind_method(D_METHOD("get_node_list","shader_type"),&ShaderGraph::_get_node_list);
ClassDB::bind_method(D_METHOD("default_set_value","shader_type","id","param_id","value"), &ShaderGraph::default_set_value);
ClassDB::bind_method(D_METHOD("default_get_value","shader_type","id","param_id"), &ShaderGraph::default_get_value);
ClassDB::bind_method(D_METHOD("scalar_const_node_set_value","shader_type","id","value"),&ShaderGraph::scalar_const_node_set_value);
ClassDB::bind_method(D_METHOD("scalar_const_node_get_value","shader_type","id"),&ShaderGraph::scalar_const_node_get_value);
ClassDB::bind_method(D_METHOD("vec_const_node_set_value","shader_type","id","value"),&ShaderGraph::vec_const_node_set_value);
ClassDB::bind_method(D_METHOD("vec_const_node_get_value","shader_type","id"),&ShaderGraph::vec_const_node_get_value);
ClassDB::bind_method(D_METHOD("rgb_const_node_set_value","shader_type","id","value"),&ShaderGraph::rgb_const_node_set_value);
ClassDB::bind_method(D_METHOD("rgb_const_node_get_value","shader_type","id"),&ShaderGraph::rgb_const_node_get_value);
ClassDB::bind_method(D_METHOD("xform_const_node_set_value","shader_type","id","value"),&ShaderGraph::xform_const_node_set_value);
ClassDB::bind_method(D_METHOD("xform_const_node_get_value","shader_type","id"),&ShaderGraph::xform_const_node_get_value);
//void get_node_list(ShaderType p_which,List<int> *p_node_list) const;
ClassDB::bind_method(D_METHOD("texture_node_set_filter_size","shader_type","id","filter_size"),&ShaderGraph::texture_node_set_filter_size);
ClassDB::bind_method(D_METHOD("texture_node_get_filter_size","shader_type","id"),&ShaderGraph::texture_node_get_filter_size);
ClassDB::bind_method(D_METHOD("texture_node_set_filter_strength","shader_type","id","filter_strength"),&ShaderGraph::texture_node_set_filter_strength);
ClassDB::bind_method(D_METHOD("texture_node_get_filter_strength","shader_type","id"),&ShaderGraph::texture_node_get_filter_strength);
ClassDB::bind_method(D_METHOD("scalar_op_node_set_op","shader_type","id","op"),&ShaderGraph::scalar_op_node_set_op);
ClassDB::bind_method(D_METHOD("scalar_op_node_get_op","shader_type","id"),&ShaderGraph::scalar_op_node_get_op);
ClassDB::bind_method(D_METHOD("vec_op_node_set_op","shader_type","id","op"),&ShaderGraph::vec_op_node_set_op);
ClassDB::bind_method(D_METHOD("vec_op_node_get_op","shader_type","id"),&ShaderGraph::vec_op_node_get_op);
ClassDB::bind_method(D_METHOD("vec_scalar_op_node_set_op","shader_type","id","op"),&ShaderGraph::vec_scalar_op_node_set_op);
ClassDB::bind_method(D_METHOD("vec_scalar_op_node_get_op","shader_type","id"),&ShaderGraph::vec_scalar_op_node_get_op);
ClassDB::bind_method(D_METHOD("rgb_op_node_set_op","shader_type","id","op"),&ShaderGraph::rgb_op_node_set_op);
ClassDB::bind_method(D_METHOD("rgb_op_node_get_op","shader_type","id"),&ShaderGraph::rgb_op_node_get_op);
ClassDB::bind_method(D_METHOD("xform_vec_mult_node_set_no_translation","shader_type","id","disable"),&ShaderGraph::xform_vec_mult_node_set_no_translation);
ClassDB::bind_method(D_METHOD("xform_vec_mult_node_get_no_translation","shader_type","id"),&ShaderGraph::xform_vec_mult_node_get_no_translation);
ClassDB::bind_method(D_METHOD("scalar_func_node_set_function","shader_type","id","func"),&ShaderGraph::scalar_func_node_set_function);
ClassDB::bind_method(D_METHOD("scalar_func_node_get_function","shader_type","id"),&ShaderGraph::scalar_func_node_get_function);
ClassDB::bind_method(D_METHOD("vec_func_node_set_function","shader_type","id","func"),&ShaderGraph::vec_func_node_set_function);
ClassDB::bind_method(D_METHOD("vec_func_node_get_function","shader_type","id"),&ShaderGraph::vec_func_node_get_function);
ClassDB::bind_method(D_METHOD("input_node_set_name","shader_type","id","name"),&ShaderGraph::input_node_set_name);
ClassDB::bind_method(D_METHOD("input_node_get_name","shader_type","id"),&ShaderGraph::input_node_get_name);
ClassDB::bind_method(D_METHOD("scalar_input_node_set_value","shader_type","id","value"),&ShaderGraph::scalar_input_node_set_value);
ClassDB::bind_method(D_METHOD("scalar_input_node_get_value","shader_type","id"),&ShaderGraph::scalar_input_node_get_value);
ClassDB::bind_method(D_METHOD("vec_input_node_set_value","shader_type","id","value"),&ShaderGraph::vec_input_node_set_value);
ClassDB::bind_method(D_METHOD("vec_input_node_get_value","shader_type","id"),&ShaderGraph::vec_input_node_get_value);
ClassDB::bind_method(D_METHOD("rgb_input_node_set_value","shader_type","id","value"),&ShaderGraph::rgb_input_node_set_value);
ClassDB::bind_method(D_METHOD("rgb_input_node_get_value","shader_type","id"),&ShaderGraph::rgb_input_node_get_value);
ClassDB::bind_method(D_METHOD("xform_input_node_set_value","shader_type","id","value"),&ShaderGraph::xform_input_node_set_value);
ClassDB::bind_method(D_METHOD("xform_input_node_get_value","shader_type","id"),&ShaderGraph::xform_input_node_get_value);
ClassDB::bind_method(D_METHOD("texture_input_node_set_value","shader_type","id","value"),&ShaderGraph::texture_input_node_set_value);
ClassDB::bind_method(D_METHOD("texture_input_node_get_value","shader_type","id"),&ShaderGraph::texture_input_node_get_value);
ClassDB::bind_method(D_METHOD("cubemap_input_node_set_value","shader_type","id","value"),&ShaderGraph::cubemap_input_node_set_value);
ClassDB::bind_method(D_METHOD("cubemap_input_node_get_value","shader_type","id"),&ShaderGraph::cubemap_input_node_get_value);
ClassDB::bind_method(D_METHOD("comment_node_set_text","shader_type","id","text"),&ShaderGraph::comment_node_set_text);
ClassDB::bind_method(D_METHOD("comment_node_get_text","shader_type","id"),&ShaderGraph::comment_node_get_text);
ClassDB::bind_method(D_METHOD("color_ramp_node_set_ramp","shader_type","id","colors","offsets"),&ShaderGraph::color_ramp_node_set_ramp);
ClassDB::bind_method(D_METHOD("color_ramp_node_get_colors","shader_type","id"),&ShaderGraph::color_ramp_node_get_colors);
ClassDB::bind_method(D_METHOD("color_ramp_node_get_offsets","shader_type","id"),&ShaderGraph::color_ramp_node_get_offsets);
ClassDB::bind_method(D_METHOD("curve_map_node_set_points","shader_type","id","points"),&ShaderGraph::curve_map_node_set_points);
ClassDB::bind_method(D_METHOD("curve_map_node_get_points","shader_type","id"),&ShaderGraph::curve_map_node_get_points);
ClassDB::bind_method(D_METHOD("connect_node","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::connect_node);
ClassDB::bind_method(D_METHOD("is_node_connected","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::is_node_connected);
ClassDB::bind_method(D_METHOD("disconnect_node","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::disconnect_node);
ClassDB::bind_method(D_METHOD("get_node_connections","shader_type"),&ShaderGraph::_get_connections);
ClassDB::bind_method(D_METHOD("clear","shader_type"),&ShaderGraph::clear);
ClassDB::bind_method(D_METHOD("node_set_state","shader_type","id","state"),&ShaderGraph::node_set_state);
ClassDB::bind_method(D_METHOD("node_get_state","shader_type","id"),&ShaderGraph::node_get_state);
ClassDB::bind_method(D_METHOD("_set_data"),&ShaderGraph::_set_data);
ClassDB::bind_method(D_METHOD("_get_data"),&ShaderGraph::_get_data);
ADD_PROPERTY( PropertyInfo(Variant::DICTIONARY,"_data",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), "_set_data","_get_data");
//void get_connections(ShaderType p_which,List<Connection> *p_connections) const;
BIND_ENUM_CONSTANT( NODE_INPUT ); // all inputs (shader type dependent)
BIND_ENUM_CONSTANT( NODE_SCALAR_CONST ); //scalar constant
BIND_ENUM_CONSTANT( NODE_VEC_CONST ); //vec3 constant
BIND_ENUM_CONSTANT( NODE_RGB_CONST ); //rgb constant (shows a color picker instead)
BIND_ENUM_CONSTANT( NODE_XFORM_CONST ); // 4x4 matrix constant
BIND_ENUM_CONSTANT( NODE_TIME ); // time in seconds
BIND_ENUM_CONSTANT( NODE_SCREEN_TEX ); // screen texture sampler (takes UV) (only usable in fragment shader)
BIND_ENUM_CONSTANT( NODE_SCALAR_OP ); // scalar vs scalar op (mul ); add ); div ); etc)
BIND_ENUM_CONSTANT( NODE_VEC_OP ); // vec3 vs vec3 op (mul );ad );div );crossprod );etc)
BIND_ENUM_CONSTANT( NODE_VEC_SCALAR_OP ); // vec3 vs scalar op (mul ); add ); div ); etc)
BIND_ENUM_CONSTANT( NODE_RGB_OP ); // vec3 vs vec3 rgb op (with scalar amount) ); like brighten ); darken ); burn ); dodge ); multiply ); etc.
BIND_ENUM_CONSTANT( NODE_XFORM_MULT ); // mat4 x mat4
BIND_ENUM_CONSTANT( NODE_XFORM_VEC_MULT ); // mat4 x vec3 mult (with no-translation option)
BIND_ENUM_CONSTANT( NODE_XFORM_VEC_INV_MULT ); // mat4 x vec3 inverse mult (with no-translation option)
BIND_ENUM_CONSTANT( NODE_SCALAR_FUNC ); // scalar function (sin ); cos ); etc)
BIND_ENUM_CONSTANT( NODE_VEC_FUNC ); // vector function (normalize ); negate ); reciprocal ); rgb2hsv ); hsv2rgb ); etc ); etc)
BIND_ENUM_CONSTANT( NODE_VEC_LEN ); // vec3 length
BIND_ENUM_CONSTANT( NODE_DOT_PROD ); // vec3 . vec3 (dot product -> scalar output)
BIND_ENUM_CONSTANT( NODE_VEC_TO_SCALAR ); // 1 vec3 input ); 3 scalar outputs
BIND_ENUM_CONSTANT( NODE_SCALAR_TO_VEC ); // 3 scalar input ); 1 vec3 output
BIND_ENUM_CONSTANT( NODE_VEC_TO_XFORM ); // 3 vec input ); 1 xform output
BIND_ENUM_CONSTANT( NODE_XFORM_TO_VEC ); // 3 vec input ); 1 xform output
BIND_ENUM_CONSTANT( NODE_SCALAR_INTERP ); // scalar interpolation (with optional curve)
BIND_ENUM_CONSTANT( NODE_VEC_INTERP ); // vec3 interpolation (with optional curve)
BIND_ENUM_CONSTANT( NODE_COLOR_RAMP );
BIND_ENUM_CONSTANT( NODE_CURVE_MAP );
BIND_ENUM_CONSTANT( NODE_SCALAR_INPUT ); // scalar uniform (assignable in material)
BIND_ENUM_CONSTANT( NODE_VEC_INPUT ); // vec3 uniform (assignable in material)
BIND_ENUM_CONSTANT( NODE_RGB_INPUT ); // color uniform (assignable in material)
BIND_ENUM_CONSTANT( NODE_XFORM_INPUT ); // mat4 uniform (assignable in material)
BIND_ENUM_CONSTANT( NODE_TEXTURE_INPUT ); // texture input (assignable in material)
BIND_ENUM_CONSTANT( NODE_CUBEMAP_INPUT ); // cubemap input (assignable in material)
BIND_ENUM_CONSTANT( NODE_DEFAULT_TEXTURE );
BIND_ENUM_CONSTANT( NODE_OUTPUT ); // output (shader type dependent)
BIND_ENUM_CONSTANT( NODE_COMMENT ); // comment
BIND_ENUM_CONSTANT( NODE_TYPE_MAX );
BIND_ENUM_CONSTANT( SLOT_TYPE_SCALAR );
BIND_ENUM_CONSTANT( SLOT_TYPE_VEC );
BIND_ENUM_CONSTANT( SLOT_TYPE_XFORM );
BIND_ENUM_CONSTANT( SLOT_TYPE_TEXTURE );
BIND_ENUM_CONSTANT( SLOT_MAX );
BIND_ENUM_CONSTANT( SHADER_TYPE_VERTEX );
BIND_ENUM_CONSTANT( SHADER_TYPE_FRAGMENT );
BIND_ENUM_CONSTANT( SHADER_TYPE_LIGHT );
BIND_ENUM_CONSTANT( SHADER_TYPE_MAX );
BIND_ENUM_CONSTANT( SLOT_IN );
BIND_ENUM_CONSTANT( SLOT_OUT );
BIND_ENUM_CONSTANT( GRAPH_OK );
BIND_ENUM_CONSTANT( GRAPH_ERROR_CYCLIC );
BIND_ENUM_CONSTANT( GRAPH_ERROR_MISSING_CONNECTIONS );
BIND_ENUM_CONSTANT( SCALAR_OP_ADD );
BIND_ENUM_CONSTANT( SCALAR_OP_SUB );
BIND_ENUM_CONSTANT( SCALAR_OP_MUL );
BIND_ENUM_CONSTANT( SCALAR_OP_DIV );
BIND_ENUM_CONSTANT( SCALAR_OP_MOD );
BIND_ENUM_CONSTANT( SCALAR_OP_POW );
BIND_ENUM_CONSTANT( SCALAR_OP_MAX );
BIND_ENUM_CONSTANT( SCALAR_OP_MIN );
BIND_ENUM_CONSTANT( SCALAR_OP_ATAN2 );
BIND_ENUM_CONSTANT( SCALAR_MAX_OP );
BIND_ENUM_CONSTANT( VEC_OP_ADD );
BIND_ENUM_CONSTANT( VEC_OP_SUB );
BIND_ENUM_CONSTANT( VEC_OP_MUL );
BIND_ENUM_CONSTANT( VEC_OP_DIV );
BIND_ENUM_CONSTANT( VEC_OP_MOD );
BIND_ENUM_CONSTANT( VEC_OP_POW );
BIND_ENUM_CONSTANT( VEC_OP_MAX );
BIND_ENUM_CONSTANT( VEC_OP_MIN );
BIND_ENUM_CONSTANT( VEC_OP_CROSS );
BIND_ENUM_CONSTANT( VEC_MAX_OP );
BIND_ENUM_CONSTANT( VEC_SCALAR_OP_MUL );
BIND_ENUM_CONSTANT( VEC_SCALAR_OP_DIV );
BIND_ENUM_CONSTANT( VEC_SCALAR_OP_POW );
BIND_ENUM_CONSTANT( VEC_SCALAR_MAX_OP );
BIND_ENUM_CONSTANT( RGB_OP_SCREEN );
BIND_ENUM_CONSTANT( RGB_OP_DIFFERENCE );
BIND_ENUM_CONSTANT( RGB_OP_DARKEN );
BIND_ENUM_CONSTANT( RGB_OP_LIGHTEN );
BIND_ENUM_CONSTANT( RGB_OP_OVERLAY );
BIND_ENUM_CONSTANT( RGB_OP_DODGE );
BIND_ENUM_CONSTANT( RGB_OP_BURN );
BIND_ENUM_CONSTANT( RGB_OP_SOFT_LIGHT );
BIND_ENUM_CONSTANT( RGB_OP_HARD_LIGHT );
BIND_ENUM_CONSTANT( RGB_MAX_OP );
BIND_ENUM_CONSTANT( SCALAR_FUNC_SIN );
BIND_ENUM_CONSTANT( SCALAR_FUNC_COS );
BIND_ENUM_CONSTANT( SCALAR_FUNC_TAN );
BIND_ENUM_CONSTANT( SCALAR_FUNC_ASIN );
BIND_ENUM_CONSTANT( SCALAR_FUNC_ACOS );
BIND_ENUM_CONSTANT( SCALAR_FUNC_ATAN );
BIND_ENUM_CONSTANT( SCALAR_FUNC_SINH );
BIND_ENUM_CONSTANT( SCALAR_FUNC_COSH );
BIND_ENUM_CONSTANT( SCALAR_FUNC_TANH );
BIND_ENUM_CONSTANT( SCALAR_FUNC_LOG );
BIND_ENUM_CONSTANT( SCALAR_FUNC_EXP );
BIND_ENUM_CONSTANT( SCALAR_FUNC_SQRT );
BIND_ENUM_CONSTANT( SCALAR_FUNC_ABS );
BIND_ENUM_CONSTANT( SCALAR_FUNC_SIGN );
BIND_ENUM_CONSTANT( SCALAR_FUNC_FLOOR );
BIND_ENUM_CONSTANT( SCALAR_FUNC_ROUND );
BIND_ENUM_CONSTANT( SCALAR_FUNC_CEIL );
BIND_ENUM_CONSTANT( SCALAR_FUNC_FRAC );
BIND_ENUM_CONSTANT( SCALAR_FUNC_SATURATE );
BIND_ENUM_CONSTANT( SCALAR_FUNC_NEGATE );
BIND_ENUM_CONSTANT( SCALAR_MAX_FUNC );
BIND_ENUM_CONSTANT( VEC_FUNC_NORMALIZE );
BIND_ENUM_CONSTANT( VEC_FUNC_SATURATE );
BIND_ENUM_CONSTANT( VEC_FUNC_NEGATE );
BIND_ENUM_CONSTANT( VEC_FUNC_RECIPROCAL );
BIND_ENUM_CONSTANT( VEC_FUNC_RGB2HSV );
BIND_ENUM_CONSTANT( VEC_FUNC_HSV2RGB );
BIND_ENUM_CONSTANT( VEC_MAX_FUNC );
ADD_SIGNAL(MethodInfo("updated"));
}
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<int,Node>::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<int,Node>::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_COLOR_RAMP: { node.param1=PoolVector<Color>(); node.param2=PoolVector<real_t>();} break; // vec3 interpolation (with optional curve)
case NODE_CURVE_MAP: { node.param1=PoolVector<Vector2>();} 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_DEFAULT_TEXTURE: {}; break;
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_position(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_position(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<int,Node>::Element *E=shader[p_type].node_map.front();E;E=E->next()) {
if (E->key()==p_id)
continue; //no self
for (Map<int,SourceSlot>::Element *F=E->get().connections.front();F;) {
Map<int,SourceSlot>::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);
_request_update();
}
void ShaderGraph::get_node_list(ShaderType p_type,List<int> *p_node_list) const {
ERR_FAIL_INDEX(p_type,3);
Map<int,Node>::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);
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<Connection> *p_connections) const {
ERR_FAIL_INDEX(p_type,3);
for(const Map<int,Node>::Element *E=shader[p_type].node_map.front();E;E=E->next()) {
for (const Map<int,SourceSlot>::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);
}
}
}
bool ShaderGraph::is_slot_connected(ShaderGraph::ShaderType p_type, int p_dst_id, int slot_id)
{
for(const Map<int,Node>::Element *E=shader[p_type].node_map.front();E;E=E->next()) {
for (const Map<int,SourceSlot>::Element *F=E->get().connections.front();F;F=F->next()) {
if (p_dst_id == E->key() && slot_id==F->key())
return true;
}
}
return false;
}
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::duplicate_nodes(ShaderType p_which, List<int> &p_nodes)
{
//Create new node IDs
Map<int,int> duplicates = Map<int,int>();
int i=1;
for(List<int>::Element *E=p_nodes.front();E; E=E->next()) {
while (shader[p_which].node_map.has(i))
i++;
duplicates.insert(E->get(), i);
i++;
}
for(List<int>::Element *E = p_nodes.front();E; E=E->next()) {
const Node &n=shader[p_which].node_map[E->get()];
Node nn=n;
nn.id=duplicates.find(n.id)->get();
nn.pos += Vector2(0,100);
for (Map<int,SourceSlot>::Element *C=nn.connections.front();C;C=C->next()) {
SourceSlot &c=C->get();
if (p_nodes.find(c.id))
c.id=duplicates.find(c.id)->get();
}
shader[p_which].node_map[nn.id]=nn;
}
_request_update();
}
List<int> ShaderGraph::generate_ids(ShaderType p_type, int count)
{
List<int> ids = List<int>();
int i=1;
while (ids.size() < count) {
while (shader[p_type].node_map.has(i))
i++;
ids.push_back(i);
i++;
}
return ids;
}
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){
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;
_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);
}
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);
int func = p_func;
ERR_FAIL_INDEX(func,SCALAR_MAX_FUNC);
n.param1=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::default_set_value(ShaderGraph::ShaderType p_which, int p_id, int p_param, const Variant &p_value)
{
ERR_FAIL_INDEX(p_which,3);
ERR_FAIL_COND(!shader[p_which].node_map.has(p_id));
Node& n = shader[p_which].node_map[p_id];
if(p_value.get_type()==Variant::NIL)
n.defaults.erase(n.defaults.find(p_param));
else
n.defaults[p_param]=p_value;
_request_update();
}
Variant ShaderGraph::default_get_value(ShaderGraph::ShaderType p_which, int p_id, int p_param)
{
ERR_FAIL_INDEX_V(p_which,3,Variant());
ERR_FAIL_COND_V(!shader[p_which].node_map.has(p_id),Variant());
const Node& n = shader[p_which].node_map[p_id];
if (!n.defaults.has(p_param))
return Variant();
return n.defaults[p_param];
}
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);
int func = p_func;
ERR_FAIL_INDEX(func,VEC_MAX_FUNC);
n.param1=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::color_ramp_node_set_ramp(ShaderType p_type,int p_id,const PoolVector<Color>& p_colors, const PoolVector<real_t>& p_offsets){
ERR_FAIL_INDEX(p_type,3);
ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
ERR_FAIL_COND(p_colors.size()!=p_offsets.size());
Node& n = shader[p_type].node_map[p_id];
n.param1=p_colors;
n.param2=p_offsets;
_request_update();
}
PoolVector<Color> ShaderGraph::color_ramp_node_get_colors(ShaderType p_type,int p_id) const{
ERR_FAIL_INDEX_V(p_type,3,PoolVector<Color>());
ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),PoolVector<Color>());
const Node& n = shader[p_type].node_map[p_id];
return n.param1;
}
PoolVector<real_t> ShaderGraph::color_ramp_node_get_offsets(ShaderType p_type,int p_id) const{
ERR_FAIL_INDEX_V(p_type,3,PoolVector<real_t>());
ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),PoolVector<real_t>());
const Node& n = shader[p_type].node_map[p_id];
return n.param2;
}
void ShaderGraph::curve_map_node_set_points(ShaderType p_type,int p_id,const PoolVector<Vector2>& p_points) {
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];
n.param1=p_points;
_request_update();
}
PoolVector<Vector2> ShaderGraph::curve_map_node_get_points(ShaderType p_type,int p_id) const{
ERR_FAIL_INDEX_V(p_type,3,PoolVector<Vector2>());
ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),PoolVector<Vector2>());
const Node& n = shader[p_type].node_map[p_id];
return n.param1;
}
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<Texture>& 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<Texture> ShaderGraph::texture_input_node_get_value(ShaderType p_type,int p_id) const{
ERR_FAIL_INDEX_V(p_type,3,Ref<Texture>());
ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Ref<Texture>());
const Node& n = shader[p_type].node_map[p_id];
ERR_FAIL_COND_V(n.type!=NODE_TEXTURE_INPUT,Ref<Texture>());
return n.param2;
}
void ShaderGraph::cubemap_input_node_set_value(ShaderType p_type,int p_id,const Ref<CubeMap>& 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<CubeMap> ShaderGraph::cubemap_input_node_get_value(ShaderType p_type,int p_id) const{
ERR_FAIL_INDEX_V(p_type,3,Ref<CubeMap>());
ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Ref<CubeMap>());
const Node& n = shader[p_type].node_map[p_id];
ERR_FAIL_COND_V(n.type!=NODE_CUBEMAP_INPUT,Ref<CubeMap>());
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["position"]=n.pos;
s["param1"]=n.param1;
s["param2"]=n.param2;
Array keys;
for (Map<int,Variant>::Element *E=n.defaults.front();E;E=E->next()) {
keys.append(E->key());
s[E->key()]=E->get();
}
s["default_keys"]=keys;
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("position"));
ERR_FAIL_COND(!d.has("param1"));
ERR_FAIL_COND(!d.has("param2"));
ERR_FAIL_COND(!d.has("default_keys"));
n.pos=d["position"];
n.param1=d["param1"];
n.param2=d["param2"];
Array keys = d["default_keys"];
for(int i=0;i<keys.size();i++) {
n.defaults[keys[i]]=d[keys[i]];
}
}
ShaderGraph::ShaderGraph(Mode p_mode) : Shader(p_mode) {
//shader = VisualServer::get_singleton()->shader_create();
_pending_update_shader=false;
Node input;
input.id=1;
input.pos=Vector2(50,40);
input.type=NODE_INPUT;
Node output;
output.id=0;
output.pos=Vector2(350,40);
output.type=NODE_OUTPUT;
for(int i=0;i<3;i++) {
shader[i].node_map.insert(0,output);
shader[i].node_map.insert(1,input);
}
}
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.xyz","",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","vec3(UV2,0)","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","vec3(SCREEN_UV,0)","",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","SPEC_EXP","",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},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Shadow", "SHADOW", "",SLOT_TYPE_VEC, SLOT_OUT },
//canvas item vertex in
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Vertex","vec3(SRC_VERTEX,0)","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"UV","SRC_UV","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Color","SRC_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Alpha","SRC_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"WorldMatrix","WORLD_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"ExtraMatrix","EXTRA_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"ProjectionMatrix","PROJECTION_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
//canvas item vertex out
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Vertex","VERTEX",".xy",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"UV","UV",".xy",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"PointSize","POINT_SIZE","",SLOT_TYPE_SCALAR,SLOT_OUT},
//canvas item fragment in
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Color","SRC_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Alpha","SRC_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"UVScreen","vec3(SCREEN_UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"TexPixelSize","vec3(TEXTURE_PIXEL_SIZE,0)","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Position","POSITION","",SLOT_TYPE_VEC,SLOT_IN},
//canvas item fragment out
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"NormalMap","NORMALMAP","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"NormalMapDepth","NORMALMAP_DEPTH","",SLOT_TYPE_SCALAR,SLOT_OUT},
//canvas item light in
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"UV","vec3(UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightColor","LIGHT_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightAlpha","LIGHT_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightHeight","LIGHT_HEIGHT","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowColor","LIGHT_SHADOW.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowAlpha","LIGHT_SHADOW.a","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"TexPixelSize","vec3(TEXTURE_PIXEL_SIZE,0)","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Position","POSITION","",SLOT_TYPE_VEC,SLOT_IN},
//canvas item light out
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightColor","LIGHT.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightAlpha","LIGHT.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowColor","SHADOW.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowAlpha","SHADOW.a","",SLOT_TYPE_SCALAR,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<SlotInfo> *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_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_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_COLOR_RAMP,{SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // vec3 interpolation (with optional curve)
{NODE_CURVE_MAP,{SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_SCALAR,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_TYPE_SCALAR,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_DEFAULT_TEXTURE,{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;i<NodeSlotInfo::MAX_INS;i++) {
if (nsi->ins[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;i<NodeSlotInfo::MAX_OUTS;i++) {
if (nsi->outs[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;i<NodeSlotInfo::MAX_INS;i++) {
if (nsi->ins[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;i<NodeSlotInfo::MAX_OUTS;i++) {
if (nsi->outs[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<StringName> names;
get_default_texture_param_list(&names);
for (List<StringName>::Element *E=names.front();E;E=E->next()) {
set_default_texture_param(E->get(),Ref<Texture>());
}
for(int i=0;i<3;i++) {
int idx=0;
for (Map<int,Node>::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<int,Node>::Element *E=shader[i].node_map.front();E;E=E->next()) {
for(Map<int,SourceSlot>::Element *F=E->get().connections.front();F;F=F->next()) {
//this is kinda slow, could be sped up
Map<int,Node>::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<Node*> order;
order.resize(shader[i].node_map.size());
for (Map<int,Node>::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<String,String> inputs_xlate;
Map<String,String> input_names_xlate;
Set<String> inputs_used;
for(int j=0;j<order.size();j++) {
Node *n=order[j];
if (n->type==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<String> inputs;
int max = get_node_input_slot_count(get_mode(),ShaderType(i),n->type);
for(int k=0;k<max;k++) {
String iname;
if (!n->connections.has(k)) {
iname="nd"+itos(n->id)+"sl"+itos(k)+"def";
} else {
iname="nd"+itos(n->connections[k].id)+"sl"+itos(n->connections[k].slot);
if (node_get_type(ShaderType(i),n->connections[k].id)==NODE_INPUT) {
inputs_used.insert(iname);
}
}
inputs.push_back(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<String>::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];
} else if (i==SHADER_TYPE_VERTEX && get_mode()==MODE_CANVAS_ITEM) {
if (name==("SRC_COLOR"))
code[i]="vec3 SRC_COLOR=COLOR.rgb;\n"+code[i];
if (name==("SRC_UV"))
code[i]="vec3 SRC_UV=vec3(UV,0);\n"+code[i];
}
}
shader[i].error=GRAPH_OK;
}
bool all_ok=true;
for(int i=0;i<3;i++) {
if (shader[i].error!=GRAPH_OK)
all_ok=false;
}
/*print_line("VERTEX: \n"+code[0]);
print_line("FRAGMENT: \n"+code[1]);
print_line("LIGHT: \n"+code[2]);*/
if (all_ok) {
set_code(code[0],code[1],code[2]);
}
//do shader here
_pending_update_shader=false;
emit_signal(SceneStringNames::get_singleton()->updated);
}
void ShaderGraph::_plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector2& p_c,const Vector2& p_d,uint8_t* p_heights,bool *p_useds) {
float geometry[4][4];
float tmp1[4][4];
float tmp2[4][4];
float deltas[4][4];
double x, dx, dx2, dx3;
double y, dy, dy2, dy3;
double d, d2, d3;
int lastx, lasty;
int newx, newy;
int ntimes;
int i,j;
int xmax=255;
int ymax=255;
/* construct the geometry matrix from the segment */
for (i = 0; i < 4; i++) {
geometry[i][2] = 0;
geometry[i][3] = 0;
}
geometry[0][0] = (p_a[0] * xmax);
geometry[1][0] = (p_b[0] * xmax);
geometry[2][0] = (p_c[0] * xmax);
geometry[3][0] = (p_d[0] * xmax);
geometry[0][1] = (p_a[1] * ymax);
geometry[1][1] = (p_b[1] * ymax);
geometry[2][1] = (p_c[1] * ymax);
geometry[3][1] = (p_d[1] * ymax);
/* subdivide the curve ntimes (1000) times */
ntimes = 4 * xmax;
/* ntimes can be adjusted to give a finer or coarser curve */
d = 1.0 / ntimes;
d2 = d * d;
d3 = d * d * d;
/* construct a temporary matrix for determining the forward differencing deltas */
tmp2[0][0] = 0; tmp2[0][1] = 0; tmp2[0][2] = 0; tmp2[0][3] = 1;
tmp2[1][0] = d3; tmp2[1][1] = d2; tmp2[1][2] = d; tmp2[1][3] = 0;
tmp2[2][0] = 6*d3; tmp2[2][1] = 2*d2; tmp2[2][2] = 0; tmp2[2][3] = 0;
tmp2[3][0] = 6*d3; tmp2[3][1] = 0; tmp2[3][2] = 0; tmp2[3][3] = 0;
/* compose the basis and geometry matrices */
static const float CR_basis[4][4] = {
{ -0.5, 1.5, -1.5, 0.5 },
{ 1.0, -2.5, 2.0, -0.5 },
{ -0.5, 0.0, 0.5, 0.0 },
{ 0.0, 1.0, 0.0, 0.0 },
};
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
{
tmp1[i][j] = (CR_basis[i][0] * geometry[0][j] +
CR_basis[i][1] * geometry[1][j] +
CR_basis[i][2] * geometry[2][j] +
CR_basis[i][3] * geometry[3][j]);
}
}
/* compose the above results to get the deltas matrix */
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
{
deltas[i][j] = (tmp2[i][0] * tmp1[0][j] +
tmp2[i][1] * tmp1[1][j] +
tmp2[i][2] * tmp1[2][j] +
tmp2[i][3] * tmp1[3][j]);
}
}
/* extract the x deltas */
x = deltas[0][0];
dx = deltas[1][0];
dx2 = deltas[2][0];
dx3 = deltas[3][0];
/* extract the y deltas */
y = deltas[0][1];
dy = deltas[1][1];
dy2 = deltas[2][1];
dy3 = deltas[3][1];
lastx = CLAMP (x, 0, xmax);
lasty = CLAMP (y, 0, ymax);
p_heights[lastx] = lasty;
p_useds[lastx] = true;
/* loop over the curve */
for (i = 0; i < ntimes; i++)
{
/* increment the x values */
x += dx;
dx += dx2;
dx2 += dx3;
/* increment the y values */
y += dy;
dy += dy2;
dy2 += dy3;
newx = CLAMP ((Math::round (x)), 0, xmax);
newy = CLAMP ((Math::round (y)), 0, ymax);
/* if this point is different than the last one...then draw it */
if ((lastx != newx) || (lasty != newy))
{
p_useds[newx]=true;
p_heights[newx]=newy;
}
lastx = newx;
lasty = newy;
}
}
void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<String>& 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)))
#define OUTVAR(id, slot) ("nd" + itos(id) + "sl" + itos(slot))
#define DEF_VEC(slot) \
if (p_inputs[slot].ends_with("def")) { \
Vector3 v = p_node->defaults[slot]; \
code += String(typestr[1]) + " " + p_inputs[slot] + "=vec3(" + v + ");\n"; \
}
#define DEF_SCALAR(slot) \
if (p_inputs[slot].ends_with("def")) { \
double v = p_node->defaults[slot]; \
code += String(typestr[0]) + " " + p_inputs[slot] + "=" + rtos(v) + ";\n"; \
}
#define DEF_COLOR(slot) \
if (p_inputs[slot].ends_with("def")) { \
Color col = p_node->defaults[slot]; \
code += String(typestr[1]) + " " + p_inputs[slot] + "=vec3(" + rtos(col.r) + "," + rtos(col.g) + "," + rtos(col.b) + ");\n"; \
}
#define DEF_MATRIX(slot) \
if (p_inputs[slot].ends_with("def")) { \
Transform xf = p_node->defaults[slot]; \
code += String(typestr[2]) + " " + p_inputs[slot] + "=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 += ");\n"; \
}
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: {
DEF_VEC(0);
code+=OUTNAME(p_node->id,0)+"=texscreen("+p_inputs[0]+".xy);\n";
}break;
case NODE_SCALAR_OP: {
DEF_SCALAR(0);
DEF_SCALAR(1);
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: {
DEF_VEC(0);
DEF_VEC(1);
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: {
DEF_VEC(0);
DEF_SCALAR(1);
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: {
DEF_COLOR(0);
DEF_COLOR(1);
int op = p_node->param1;
static const char*axisn[3]={"x","y","z"};
switch(op) {
case RGB_OP_SCREEN: {
code += OUTNAME(p_node->id,0)+"=vec3(1.0)-(vec3(1.0)-"+p_inputs[0]+")*(vec3(1.0)-"+p_inputs[1]+");\n";
} break;
case RGB_OP_DIFFERENCE: {
code += OUTNAME(p_node->id,0)+"=abs("+p_inputs[0]+"-"+p_inputs[1]+");\n";
} break;
case RGB_OP_DARKEN: {
code += OUTNAME(p_node->id,0)+"=min("+p_inputs[0]+","+p_inputs[1]+");\n";
} break;
case RGB_OP_LIGHTEN: {
code += OUTNAME(p_node->id,0)+"=max("+p_inputs[0]+","+p_inputs[1]+");\n";
} break;
case RGB_OP_OVERLAY: {
code += OUTNAME(p_node->id,0)+";\n";
for(int i=0;i<3;i++) {
code += "{\n";
code += "\tfloat base="+p_inputs[0]+"."+axisn[i]+";\n";
code += "\tfloat blend="+p_inputs[1]+"."+axisn[i]+";\n";
code += "\tif (base < 0.5) {\n";
code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = 2.0 * base * blend;\n";
code += "\t} else {\n";
code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
code += "\t}\n";
code += "}\n";
}
} break;
case RGB_OP_DODGE: {
code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+")/(vec3(1.0)-"+p_inputs[1]+");\n";
} break;
case RGB_OP_BURN: {
code += OUTNAME(p_node->id,0)+"=vec3(1.0)-(vec3(1.0)-"+p_inputs[0]+")/("+p_inputs[1]+");\n";
} break;
case RGB_OP_SOFT_LIGHT: {
code += OUTNAME(p_node->id,0)+";\n";
for(int i=0;i<3;i++) {
code += "{\n";
code += "\tfloat base="+p_inputs[0]+"."+axisn[i]+";\n";
code += "\tfloat blend="+p_inputs[1]+"."+axisn[i]+";\n";
code += "\tif (base < 0.5) {\n";
code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (base * (blend+0.5));\n";
code += "\t} else {\n";
code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (1 - (1-base) * (1-(blend-0.5)));\n";
code += "\t}\n";
code += "}\n";
}
} break;
case RGB_OP_HARD_LIGHT: {
code += OUTNAME(p_node->id,0)+";\n";
for(int i=0;i<3;i++) {
code += "{\n";
code += "\tfloat base="+p_inputs[0]+"."+axisn[i]+";\n";
code += "\tfloat blend="+p_inputs[1]+"."+axisn[i]+";\n";
code += "\tif (base < 0.5) {\n";
code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (base * (2*blend));\n";
code += "\t} else {\n";
code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (1 - (1-base) * (1-2*(blend-0.5)));\n";
code += "\t}\n";
code += "}\n";
}
} break;
}
}break;
case NODE_XFORM_MULT: {
DEF_MATRIX(0);
DEF_MATRIX(1);
code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*"+p_inputs[1]+";\n";
}break;
case NODE_XFORM_VEC_MULT: {
DEF_MATRIX(0);
DEF_VEC(1);
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: {
DEF_VEC(0);
DEF_MATRIX(1);
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: {
DEF_SCALAR(0);
static const char*scalar_func_id[SCALAR_MAX_FUNC]={
"sin($)",
"cos($)",
"tan($)",
"asin($)",
"acos($)",
"atan($)",
"sinh($)",
"cosh($)",
"tanh($)",
"log($)",
"exp($)",
"sqrt($)",
"abs($)",
"sign($)",
"floor($)",
"round($)",
"ceil($)",
"fract($)",
"min(max($,0),1)",
"-($)",
};
int func = p_node->param1;
ERR_FAIL_INDEX(func,SCALAR_MAX_FUNC);
code += OUTNAME(p_node->id,0)+"="+String(scalar_func_id[func]).replace("$",p_inputs[0])+";\n";
} break;
case NODE_VEC_FUNC: {
DEF_VEC(0);
static const char*vec_func_id[VEC_MAX_FUNC]={
"normalize($)",
"max(min($,vec3(1,1,1)),vec3(0,0,0))",
"-($)",
"1.0/($)",
"",
"",
};
int func = p_node->param1;
ERR_FAIL_INDEX(func,VEC_MAX_FUNC);
if (func==VEC_FUNC_RGB2HSV) {
code += OUTNAME(p_node->id,0)+";\n";
code+="{\n";
code+="\tvec3 c = "+p_inputs[0]+";\n";
code+="\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
code+="\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
code+="\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
code+="\tfloat d = q.x - min(q.w, q.y);\n";
code+="\tfloat e = 1.0e-10;\n";
code+="\t"+OUTVAR(p_node->id,0)+"=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
code+="}\n";
} else if (func==VEC_FUNC_HSV2RGB) {
code += OUTNAME(p_node->id,0)+";\n";
code+="{\n";
code+="\tvec3 c = "+p_inputs[0]+";\n";
code+="\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
code+="\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
code+="\t"+OUTVAR(p_node->id,0)+"=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
code+="}\n";
} else {
code += OUTNAME(p_node->id,0)+"="+String(vec_func_id[func]).replace("$",p_inputs[0])+";\n";
}
}break;
case NODE_VEC_LEN: {
DEF_VEC(0);
code += OUTNAME(p_node->id,0)+"=length("+p_inputs[0]+");\n";
}break;
case NODE_DOT_PROD: {
DEF_VEC(0);
DEF_VEC(1);
code += OUTNAME(p_node->id,0)+"=dot("+p_inputs[1]+","+p_inputs[0]+");\n";
}break;
case NODE_VEC_TO_SCALAR: {
DEF_VEC(0);
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: {
DEF_SCALAR(0);
DEF_SCALAR(1);
DEF_SCALAR(2);
code += OUTNAME(p_node->id,0)+"=vec3("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+""+");\n";
}break;
case NODE_VEC_TO_XFORM: {
DEF_VEC(0);
DEF_VEC(1);
DEF_VEC(2);
DEF_VEC(3);
code += OUTNAME(p_node->id, 0) + "=mat4(" +
"vec4(" + p_inputs[0] + ".x," + p_inputs[0] + ".y," + p_inputs[0] + ".z, 0.0),"
"vec4(" + p_inputs[1] + ".x," + p_inputs[1] + ".y," + p_inputs[1] + ".z, 0.0),"
"vec4(" + p_inputs[2] + ".x," + p_inputs[2] + ".y," + p_inputs[2] + ".z, 0.0),"
"vec4(" + p_inputs[3] + ".x," + p_inputs[3] + ".y," + p_inputs[3] + ".z, 1.0));\n";
}break;
case NODE_XFORM_TO_VEC: {
DEF_MATRIX(0);
code += OUTNAME(p_node->id, 0) + ";\n";
code += OUTNAME(p_node->id, 1) + ";\n";
code += OUTNAME(p_node->id, 2) + ";\n";
code += OUTNAME(p_node->id, 3) + ";\n";
code += "{\n";
code += "\tvec4 xform_row_01=" + p_inputs[0] + ".x;\n";
code += "\tvec4 xform_row_02=" + p_inputs[0] + ".y;\n";
code += "\tvec4 xform_row_03=" + p_inputs[0] + ".z;\n";
code += "\tvec4 xform_row_04=" + p_inputs[0] + ".w;\n";
code += "\t" + OUTVAR(p_node->id, 0) + "=vec3(xform_row_01.x, xform_row_01.y, xform_row_01.z);\n";
code += "\t" + OUTVAR(p_node->id, 1) + "=vec3(xform_row_02.x, xform_row_02.y, xform_row_02.z);\n";
code += "\t" + OUTVAR(p_node->id, 2) + "=vec3(xform_row_03.x, xform_row_03.y, xform_row_03.z);\n";
code += "\t" + OUTVAR(p_node->id, 3) + "=vec3(xform_row_04.x, xform_row_04.y, xform_row_04.z);\n";
code += "}\n";
}break;
case NODE_SCALAR_INTERP: {
DEF_SCALAR(0);
DEF_SCALAR(1);
DEF_SCALAR(2);
code += OUTNAME(p_node->id,0)+"=mix("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+");\n";
}break;
case NODE_VEC_INTERP: {
DEF_VEC(0);
DEF_VEC(1);
DEF_SCALAR(2);
code += OUTNAME(p_node->id,0)+"=mix("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+");\n";
}break;
case NODE_COLOR_RAMP: {
DEF_SCALAR(0);
static const int color_ramp_len=512;
PoolVector<uint8_t> cramp;
cramp.resize(color_ramp_len*4);
{
PoolVector<Color> colors=p_node->param1;
PoolVector<real_t> offsets=p_node->param2;
int cc =colors.size();
PoolVector<uint8_t>::Write crw = cramp.write();
PoolVector<Color>::Read cr = colors.read();
PoolVector<real_t>::Read ofr = offsets.read();
int at=0;
Color color_at(0,0,0,1);
for(int i=0;i<=cc;i++) {
int pos;
Color to;
if (i==cc) {
if (at==color_ramp_len)
break;
pos=color_ramp_len;
to=Color(1,1,1,1);
} else {
to=cr[i];
pos= MIN(ofr[i]*color_ramp_len,color_ramp_len);
}
for(int j=at;j<pos;j++) {
float t = (j-at)/float(pos-at);
Color c = color_at.linear_interpolate(to,t);
crw[j*4+0]=Math::fast_ftoi( CLAMP(c.r*255.0,0,255) );
crw[j*4+1]=Math::fast_ftoi( CLAMP(c.g*255.0,0,255) );
crw[j*4+2]=Math::fast_ftoi( CLAMP(c.b*255.0,0,255) );
crw[j*4+3]=Math::fast_ftoi( CLAMP(c.a*255.0,0,255) );
}
at=pos;
color_at=to;
}
}
Image gradient(color_ramp_len,1,0,Image::FORMAT_RGBA8,cramp);
Ref<ImageTexture> it = memnew( ImageTexture );
it->create_from_image(gradient,Texture::FLAG_FILTER|Texture::FLAG_MIPMAPS);
String crampname= "cramp_"+itos(p_node->id);
set_default_texture_param(crampname,it);
code +="uniform texture "+crampname+";\n";
code +="vec4 "+crampname+"_r=tex("+crampname+",vec2("+p_inputs[0]+",0));\n";
code += OUTNAME(p_node->id,0)+"="+crampname+"_r.rgb;\n";
code += OUTNAME(p_node->id,1)+"="+crampname+"_r.a;\n";
}break;
case NODE_CURVE_MAP: {
DEF_SCALAR(0);
static const int curve_map_len=256;
bool mapped[256];
zeromem(mapped,sizeof(mapped));
PoolVector<uint8_t> cmap;
cmap.resize(curve_map_len);
{
PoolVector<Point2> points=p_node->param1;
int pc =points.size();
PoolVector<uint8_t>::Write cmw = cmap.write();
PoolVector<Point2>::Read pr = points.read();
Vector2 prev=Vector2(0,0);
Vector2 prev2=Vector2(0,0);
for(int i=-1;i<pc;i++) {
Vector2 next;
Vector2 next2;
if (i+1>=pc) {
next=Vector2(1,1);
} else {
next=Vector2(pr[i+1].x,pr[i+1].y);
}
if (i+2>=pc) {
next2=Vector2(1,1);
} else {
next2=Vector2(pr[i+2].x,pr[i+2].y);
}
/*if (i==-1 && prev.offset==next.offset) {
prev=next;
continue;
}*/
_plot_curve(prev2,prev,next,next2,cmw.ptr(),mapped);
prev2=prev;
prev=next;
}
uint8_t pp=0;
for(int i=0;i<curve_map_len;i++) {
if (!mapped[i]) {
cmw[i]=pp;
} else {
pp=cmw[i];
}
}
}
Image gradient(curve_map_len,1,0,Image::FORMAT_L8,cmap);
Ref<ImageTexture> it = memnew( ImageTexture );
it->create_from_image(gradient,Texture::FLAG_FILTER|Texture::FLAG_MIPMAPS);
String cmapname= "cmap_"+itos(p_node->id);
set_default_texture_param(cmapname,it);
code +="uniform texture "+cmapname+";\n";
code += OUTNAME(p_node->id,0)+"=tex("+cmapname+",vec2("+p_inputs[0]+",0)).r;\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 vec3 "+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.b)+","+rtos(dv.a)+");\n";
code += OUTNAME(p_node->id,0)+"="+name+".rgb;\n";
code += OUTNAME(p_node->id,1)+"="+name+".a;\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: {
DEF_VEC(0);
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: {
DEF_VEC(0);
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_DEFAULT_TEXTURE: {
DEF_VEC(0);
if (get_mode()==MODE_CANVAS_ITEM && p_type==SHADER_TYPE_FRAGMENT) {
String rname="rt_default_tex"+itos(p_node->id);
code +="vec4 "+rname+"=tex(TEXTURE,"+p_inputs[0]+".xy);\n";
code += OUTNAME(p_node->id,0)+"="+rname+".rgb;\n";
code += OUTNAME(p_node->id,1)+"="+rname+".a;\n";
} else {
//not supported
code += OUTNAME(p_node->id,0)+"=vec3(0,0,0);\n";
code += OUTNAME(p_node->id,1)+"=1.0;\n";
}
} break;
case NODE_OUTPUT: {
}break;
case NODE_COMMENT: {
}break;
case NODE_TYPE_MAX: {
}
}
#undef DEF_SCALAR
#undef DEF_COLOR
#undef DEF_MATRIX
#undef DEF_VEC
}
#endif