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- /*************************************************************************/
- /* 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
- #include "map.h"
- #if 0
- class Shader : public Resource {
- OBJ_TYPE( Shader, Resource );
- RES_BASE_EXTENSION("sgp");
- RID shader;
- Map<int,Point2> positions;
- 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:
- 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
- };
- void node_add(NodeType p_type,int p_id);
- void node_remove(int p_id);
- void node_set_param( int p_id, const Variant& p_value);
- void node_set_pos(int p_id,const Point2& p_pos);
- Point2 node_get_pos(int p_id) const;
- void get_node_list(List<int> *p_node_list) const;
- NodeType node_get_type(int p_id) const;
- Variant node_get_param(int p_id) const;
- void connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
- void disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
- struct Connection {
- int src_id;
- int src_slot;
- int dst_id;
- int dst_slot;
- };
- void get_connections(List<Connection> *p_connections) const;
- void clear();
- virtual RID get_rid() const { return shader; }
- uint64_t get_version() const { return version; }
- Shader();
- ~Shader();
- };
- enum ShaderType {
- SHADER_VERTEX,
- SHADER_FRAGMENT,
- SHADER_POST_PROCESS
- };
- //helper functions
- static void shader_get_default_input_nodes(ShaderType p_type,List<PropertyInfo> *p_inputs);
- static void shader_get_default_output_nodes(ShaderType p_type,List<PropertyInfo> *p_outputs);
- static PropertyInfo shader_node_get_type_info(ShaderNodeType p_type);
- static int shader_get_input_count(ShaderNodeType p_type);
- static int shader_get_output_count(ShaderNodeType p_type);
- static String shader_get_input_name(ShaderNodeType p_type,int p_input);
- static String shader_get_output_name(ShaderNodeType p_type,int p_output);
- static bool shader_is_input_vector(ShaderNodeType p_type,int p_input);
- static bool shader_is_output_vector(ShaderNodeType p_type,int p_input);
- VARIANT_ENUM_CAST( Shader::NodeType );
- #endif
- #endif // SHADER_GRAPH_H
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