-Visual Shader Editing Finished, PLEASE TEST!

This commit is contained in:
Juan Linietsky 2015-01-07 01:45:46 -03:00
parent bd03562076
commit 7a0e4c822c
40 changed files with 397 additions and 152 deletions

View file

@ -1545,13 +1545,15 @@ void RasterizerGLES2::shader_set_default_texture_param(RID p_shader, const Strin
Shader *shader=shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
ERR_FAIL_COND(!texture_owner.owns(p_texture));
ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
if (p_texture.is_valid())
shader->default_textures[p_name]=p_texture;
else
shader->default_textures.erase(p_name);
_shader_make_dirty(shader);
}
RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{
@ -1606,6 +1608,7 @@ void RasterizerGLES2::material_set_param(RID p_material, const StringName& p_par
material->shader_version=0; //get default!
} else {
E->get().value=p_value;
E->get().inuse=true;
}
} else {
@ -1613,6 +1616,7 @@ void RasterizerGLES2::material_set_param(RID p_material, const StringName& p_par
ud.index=-1;
ud.value=p_value;
ud.istexture=p_value.get_type()==Variant::_RID; /// cache it being texture
ud.inuse=true;
material->shader_params[p_param]=ud; //may be got at some point, or erased
}
@ -1644,7 +1648,7 @@ Variant RasterizerGLES2::material_get_param(RID p_material, const StringName& p_
}
if (material->shader_params.has(p_param))
if (material->shader_params.has(p_param) && material->shader_params[p_param].inuse)
return material->shader_params[p_param].value;
else
return Variant();
@ -4876,31 +4880,46 @@ _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_
Material::UniformData ud;
bool keep=true;
bool keep=true; //keep material value
bool has_old = old_mparams.has(E->key());
bool old_inuse=has_old && old_mparams[E->key()].inuse;
if (!old_mparams.has(E->key()))
if (!has_old || !old_inuse)
keep=false;
else if (old_mparams[E->key()].value.get_type()!=E->value().default_value.get_type()) {
if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
//type changed between old and new
/*if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
if (E->value().default_value.get_type()!=Variant::_RID) //hackfor textures
keep=false;
} else if (!old_mparams[E->key()].value.is_num() || !E->value().default_value.get_type())
keep=false;*/
//value is invalid because type differs and default is not null
if (E->value().default_value.get_type()!=Variant::NIL)
keep=false;
}
ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);
if (keep) {
ud.value=old_mparams[E->key()].value;
//print_line("KEEP: "+String(E->key()));
} else {
ud.value=E->value().default_value;
if (ud.istexture && p_material->shader_cache->default_textures.has(E->key()))
ud.value=p_material->shader_cache->default_textures[E->key()];
else
ud.value=E->value().default_value;
old_inuse=false; //if reverted to default, obviously did not work
//print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key())));
//if (old_mparams.has(E->key()))
// print_line(" told "+Variant::get_type_name(old_mparams[E->key()].value.get_type())+" tnew "+Variant::get_type_name(E->value().default_value.get_type()));
}
ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);
ud.index=idx++;
ud.inuse=old_inuse;
mparams[E->key()]=ud;
}
@ -5021,23 +5040,8 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
E->get().value=RID(); //nullify, invalid texture
rid=RID();
}
} else {
}
if (!rid.is_valid()) {
//use from default textures
Map<StringName,RID>::Element *F=p_material->shader_cache->default_textures.find(E->key());
if (F) {
t=texture_owner.get(F->get());
if (!t) {
p_material->shader_cache->default_textures.erase(E->key());
}
}
}
glActiveTexture(GL_TEXTURE0+texcoord);
glUniform1i(loc,texcoord); //TODO - this could happen automatically on compile...
if (t) {
@ -5061,12 +5065,6 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
}
for (Map<StringName,RID>::Element *E=p_material->shader_cache->default_textures.front();E;E=E->next()) {
if (p_material->shader_params.has(E->key()))
continue;
}
if (p_material->shader_cache->has_texscreen && framebuffer.active) {
material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));

View file

@ -241,8 +241,9 @@ class RasterizerGLES2 : public Rasterizer {
struct UniformData {
bool inuse;
bool istexture;
Variant value;
Variant value;
int index;
};

View file

@ -265,6 +265,37 @@ void GraphEdit::_top_layer_input(const InputEvent& p_ev) {
Vector2 pos = gn->get_connection_input_pos(j)+gn->get_pos();
if (pos.distance_to(mpos)<grab_r) {
if (right_disconnects) {
//check disconnect
for (List<Connection>::Element*E=connections.front();E;E=E->next()) {
if (E->get().to==gn->get_name() && E->get().to_port==j) {
Node*fr = get_node(String(E->get().from));
if (fr && fr->cast_to<GraphNode>()) {
connecting_from=E->get().from;
connecting_index=E->get().from_port;
connecting_out=true;
connecting_type=fr->cast_to<GraphNode>()->get_connection_output_type(E->get().from_port);
connecting_color=fr->cast_to<GraphNode>()->get_connection_output_color(E->get().from_port);
connecting_target=false;
connecting_to=pos;
emit_signal("disconnection_request",E->get().from,E->get().from_port,E->get().to,E->get().to_port);
fr = get_node(String(connecting_from)); //maybe it was erased
if (fr && fr->cast_to<GraphNode>()) {
connecting=true;
}
return;
}
}
}
}
connecting=true;
connecting_from=gn->get_name();
connecting_index=j;
@ -474,11 +505,26 @@ void GraphEdit::clear_connections() {
}
void GraphEdit::set_right_disconnects(bool p_enable) {
right_disconnects=p_enable;
}
bool GraphEdit::is_right_disconnects_enabled() const{
return right_disconnects;
}
void GraphEdit::_bind_methods() {
ObjectTypeDB::bind_method(_MD("connect_node:Error","from","from_port","to","to_port"),&GraphEdit::connect_node);
ObjectTypeDB::bind_method(_MD("is_node_connected","from","from_port","to","to_port"),&GraphEdit::is_node_connected);
ObjectTypeDB::bind_method(_MD("disconnect_node","from","from_port","to","to_port"),&GraphEdit::disconnect_node);
ObjectTypeDB::bind_method(_MD("set_right_disconnects","enable"),&GraphEdit::set_right_disconnects);
ObjectTypeDB::bind_method(_MD("is_right_disconnects_enabled"),&GraphEdit::is_right_disconnects_enabled);
ObjectTypeDB::bind_method(_MD("_graph_node_moved"),&GraphEdit::_graph_node_moved);
ObjectTypeDB::bind_method(_MD("_graph_node_raised"),&GraphEdit::_graph_node_raised);
@ -489,9 +535,12 @@ void GraphEdit::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_input_event"),&GraphEdit::_input_event);
ADD_SIGNAL(MethodInfo("connection_request",PropertyInfo(Variant::STRING,"from"),PropertyInfo(Variant::INT,"from_slot"),PropertyInfo(Variant::STRING,"to"),PropertyInfo(Variant::INT,"to_slot")));
ADD_SIGNAL(MethodInfo("disconnection_request",PropertyInfo(Variant::STRING,"from"),PropertyInfo(Variant::INT,"from_slot"),PropertyInfo(Variant::STRING,"to"),PropertyInfo(Variant::INT,"to_slot")));
}
GraphEdit::GraphEdit() {
top_layer=NULL;
top_layer=memnew(GraphEditFilter(this));
@ -511,6 +560,7 @@ GraphEdit::GraphEdit() {
top_layer->add_child(v_scroll);
updating=false;
connecting=false;
right_disconnects=false;
h_scroll->connect("value_changed", this,"_scroll_moved");
v_scroll->connect("value_changed", this,"_scroll_moved");

View file

@ -51,6 +51,7 @@ private:
bool right_disconnects;
bool updating;
List<Connection> connections;
@ -86,6 +87,9 @@ public:
void get_connection_list(List<Connection> *r_connections);
void set_right_disconnects(bool p_enable);
bool is_right_disconnects_enabled() const;
GraphEdit();
};

View file

@ -144,10 +144,13 @@ void Shader::_set_code(const Dictionary& p_string) {
void Shader::set_default_texture_param(const StringName& p_param,const Ref<Texture>& p_texture) {
if (p_texture.is_valid())
if (p_texture.is_valid()) {
default_textures[p_param]=p_texture;
else
VS::get_singleton()->shader_set_default_texture_param(shader,p_param,p_texture->get_rid());
} else {
default_textures.erase(p_param);
VS::get_singleton()->shader_set_default_texture_param(shader,p_param,RID());
}
}
Ref<Texture> Shader::get_default_texture_param(const StringName& p_param) const{

View file

@ -57,6 +57,84 @@ Array ShaderGraph::_get_connections(ShaderType p_type) const {
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];
ss.id=conns[j+1];
ss.slot=conns[j+2];
n.connections[ls]=ss;
}
shader[t].node_map[n.id]=n;
}
}
_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);
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;
}
data[idx+5]=conns;
idx+=6;
}
sh.push_back(data);
}
Dictionary data;
data["shaders"]=sh;
return data;
}
void ShaderGraph::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_update_shader"),&ShaderGraph::_update_shader);
@ -147,6 +225,11 @@ void ShaderGraph::_bind_methods() {
ObjectTypeDB::bind_method(_MD("node_set_state","shader_type","id","state"),&ShaderGraph::node_set_state);
ObjectTypeDB::bind_method(_MD("node_get_state:var","shader_type","id"),&ShaderGraph::node_get_state);
ObjectTypeDB::bind_method(_MD("_set_data"),&ShaderGraph::_set_data);
ObjectTypeDB::bind_method(_MD("_get_data"),&ShaderGraph::_get_data);
ADD_PROPERTY( PropertyInfo(Variant::DICTIONARY,"_data",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), _SCS("_set_data"),_SCS("_get_data"));
//void get_connections(ShaderType p_which,List<Connection> *p_connections) const;
@ -347,7 +430,7 @@ void ShaderGraph::_bind_methods() {
}
String ShaderGraph::_find_unique_name(ShaderType p_which, const String& p_base) {
String ShaderGraph::_find_unique_name(const String& p_base) {
@ -358,15 +441,19 @@ String ShaderGraph::_find_unique_name(ShaderType p_which, const String& p_base)
tocmp+="_"+itos(idx);
}
bool valid=true;
for (Map<int,Node>::Element *E=shader[p_which].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;
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) {
@ -424,12 +511,12 @@ void ShaderGraph::node_add(ShaderType p_type, NodeType p_node_type,int p_id) {
case NODE_XFORM_TO_VEC: {} break; // 3 scalar input: {} break; 1 vec3 output
case NODE_SCALAR_INTERP: {} break; // scalar interpolation (with optional curve)
case NODE_VEC_INTERP: {} break; // vec3 interpolation (with optional curve)
case NODE_SCALAR_INPUT: {node.param1=_find_unique_name(p_type,"Scalar"); node.param2=0;} break; // scalar uniform (assignable in material)
case NODE_VEC_INPUT: {node.param1=_find_unique_name(p_type,"Vec3");node.param2=Vector3();} break; // vec3 uniform (assignable in material)
case NODE_RGB_INPUT: {node.param1=_find_unique_name(p_type,"Color");node.param2=Color();} break; // color uniform (assignable in material)
case NODE_XFORM_INPUT: {node.param1=_find_unique_name(p_type,"XForm"); node.param2=Transform();} break; // mat4 uniform (assignable in material)
case NODE_TEXTURE_INPUT: {node.param1=_find_unique_name(p_type,"Tex"); } break; // texture input (assignable in material)
case NODE_CUBEMAP_INPUT: {node.param1=_find_unique_name(p_type,"Cube"); } break; // cubemap input (assignable in material)
case NODE_SCALAR_INPUT: {node.param1=_find_unique_name("Scalar"); node.param2=0;} break; // scalar uniform (assignable in material)
case NODE_VEC_INPUT: {node.param1=_find_unique_name("Vec3");node.param2=Vector3();} break; // vec3 uniform (assignable in material)
case NODE_RGB_INPUT: {node.param1=_find_unique_name("Color");node.param2=Color();} break; // color uniform (assignable in material)
case NODE_XFORM_INPUT: {node.param1=_find_unique_name("XForm"); node.param2=Transform();} break; // mat4 uniform (assignable in material)
case NODE_TEXTURE_INPUT: {node.param1=_find_unique_name("Tex"); } break; // texture input (assignable in material)
case NODE_CUBEMAP_INPUT: {node.param1=_find_unique_name("Cube"); } break; // cubemap input (assignable in material)
case NODE_OUTPUT: {} break; // output (shader type dependent)
case NODE_COMMENT: {} break; // comment
case NODE_TYPE_MAX: {};
@ -881,8 +968,9 @@ void ShaderGraph::input_node_set_name(ShaderType p_type,int p_id,const String& p
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_type,p_name);
n.param1=_find_unique_name(p_name);
_request_update();
}
@ -1097,59 +1185,74 @@ ShaderGraph::~ShaderGraph() {
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,"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},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Time","TIME",SLOT_TYPE_SCALAR,SLOT_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",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","UV2",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},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","VERTEX","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","TANGENT","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV","UV",".xy",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","UV2",".xy",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"SpecExp","SPEC_EXP","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"PointSize","POINT_SIZE","",SLOT_TYPE_SCALAR,SLOT_OUT},
//pixel vertex in
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Vertex","VERTEX",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Position","POSITION",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","IN_NORMAL",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Tangent","TANGENT",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","UV",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","SCREEN_UV",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"InvCameraMatrix","INV_CAMERA_MATRIX",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Time","TIME",SLOT_TYPE_SCALAR,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},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Vertex","VERTEX","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Position","POSITION","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","IN_NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Tangent","TANGENT","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0);","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","SCREEN_UV","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"InvCameraMatrix","INV_CAMERA_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN},
//pixel vertex out
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Diffuse","DIFFUSE_OUT",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"DiffuseAlpha","ALPHA_OUT",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Specular","SPECULAR",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"SpecularExp","SPECULAR",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Emission","EMISSION",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Glow","GLOW",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"ShadeParam","SHADE_PARAM",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","NORMAL",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMap","NORMALMAP",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMapDepth","NORMALMAP_DEPTH",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Discard","DISCARD",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Diffuse","DIFFUSE_OUT","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"DiffuseAlpha","ALPHA_OUT","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Specular","SPECULAR","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"SpecularExp","SPECULAR","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Emission","EMISSION","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Glow","GLOW","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMap","NORMALMAP","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMapDepth","NORMALMAP_DEPTH","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Discard","DISCARD",">0.5",SLOT_TYPE_SCALAR,SLOT_OUT},
//light in
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightDir","LIGHT_DIR","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightDiffuse","LIGHT_DIFFUSE","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightSpecular","LIGHT_SPECULAR","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"EyeVec","EYE_VEC","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Diffuse","DIFFUSE","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Specular","SPECULAR","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"SpecExp","SPECULAR_EXP","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_IN},
//light out
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Light","LIGHT","",SLOT_TYPE_VEC,SLOT_OUT},
//end
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT},
};
@ -1174,7 +1277,7 @@ 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_MAX}}, //rgb constant (shows a color picker instead)
{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)
@ -1381,6 +1484,14 @@ 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;
@ -1437,11 +1548,13 @@ void ShaderGraph::_update_shader() {
bool failed=false;
if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) {
code[i]+="vec3 DIFFUSE_OUT=vec3(0,0,0);";
code[i]+="float ALPHA_OUT=0;";
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++) {
@ -1458,6 +1571,7 @@ void ShaderGraph::_update_shader() {
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++;
@ -1476,7 +1590,7 @@ void ShaderGraph::_update_shader() {
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+";\n";
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;
}
@ -1488,8 +1602,7 @@ void ShaderGraph::_update_shader() {
if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) {
if (use_alpha) {
code[i]+="DIFFUSE_ALPHA.rgb=DIFFUSE_OUT;\n";
code[i]+="DIFFUSE_ALPHA.a=ALPHA_OUT;\n";
code[i]+="DIFFUSE_ALPHA=vec4(DIFFUSE_OUT,ALPHA_OUT);\n";
} else {
code[i]+="DIFFUSE=DIFFUSE_OUT;\n";
}
@ -1506,13 +1619,19 @@ void ShaderGraph::_update_shader() {
}
String iname="nd"+itos(n->connections[k].id)+"sl"+itos(n->connections[k].slot);
inputs.push_back(iname);
if (node_get_type(ShaderType(i),n->connections[k].id)==NODE_INPUT)
if (node_get_type(ShaderType(i),n->connections[k].id)==NODE_INPUT) {
inputs_used.insert(iname);
}
}
if (failed)
break;
if (n->type==NODE_TEXTURE_INPUT || n->type==NODE_CUBEMAP_INPUT) {
set_default_texture_param(n->param1,n->param2);
}
_add_node_code(ShaderType(i),n,inputs,code[i]);
}
@ -1521,11 +1640,31 @@ void ShaderGraph::_update_shader() {
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];
}
}
shader[i].error=GRAPH_OK;
print_line("ShADER: "+code[i]);
}
@ -1568,6 +1707,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
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: {
@ -1744,7 +1884,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
}break;
case NODE_TEXTURE_INPUT: {
String name = p_node->param1;
String rname="_read_tex"+itos(p_node->id);
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";
@ -1755,7 +1895,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
String name = p_node->param1;
code +="uniform cubemap "+name+";";
String rname="_read_tex"+itos(p_node->id);
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";

View file

@ -115,7 +115,7 @@ public:
private:
String _find_unique_name(ShaderType p_which, const String& p_base);
String _find_unique_name(const String& p_base);
struct SourceSlot {
@ -151,6 +151,7 @@ private:
ShaderType shader_type;
const char *name;
const char *variable;
const char *postfix;
SlotType slot_type;
SlotDir dir;
};
@ -175,6 +176,9 @@ private:
Array _get_node_list(ShaderType p_type) const;
Array _get_connections(ShaderType p_type) const;
void _set_data(const Dictionary& p_data);
Dictionary _get_data() const;
protected:
static void _bind_methods();

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@ -383,6 +383,41 @@ void ShaderGraphView::_connection_request(const String& p_from, int p_from_slot,
ur->commit_action();
}
void ShaderGraphView::_disconnection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot) {
UndoRedo *ur=EditorNode::get_singleton()->get_undo_redo();
int from_idx=-1;
int to_idx=-1;
for (Map<int,GraphNode*>::Element *E=node_map.front();E;E=E->next()) {
if (p_from==E->get()->get_name())
from_idx=E->key();
if (p_to==E->get()->get_name())
to_idx=E->key();
}
ERR_FAIL_COND(from_idx==-1);
ERR_FAIL_COND(to_idx==-1);
if (!graph->is_node_connected(type,from_idx,p_from_slot,to_idx,p_to_slot))
return; //nothing to disconnect
ur->create_action("Disconnect Graph Nodes");
List<ShaderGraph::Connection> conns;
graph->get_node_connections(type,&conns);
//disconnect/reconnect dependencies
ur->add_do_method(graph.ptr(),"disconnect_node",type,from_idx,p_from_slot,to_idx,p_to_slot);
ur->add_undo_method(graph.ptr(),"connect_node",type,from_idx,p_from_slot,to_idx,p_to_slot);
ur->add_do_method(this,"_update_graph");
ur->add_undo_method(this,"_update_graph");
ur->commit_action();
}
void ShaderGraphView::_node_removed(int p_id) {
@ -433,8 +468,8 @@ void ShaderGraphView::_create_node(int p_id) {
GraphNode *gn = memnew( GraphNode );
gn->set_show_close_button(true);
Color typecol[4]={
Color(0.2,1,0.2),
Color(0.7,0.1,1),
Color(0.9,0.4,1),
Color(0.8,1,0.2),
Color(1,0.2,0.2),
Color(0,1,1)
};
@ -1262,6 +1297,7 @@ void ShaderGraphView::_bind_methods() {
ObjectTypeDB::bind_method("_move_node",&ShaderGraphView::_move_node);
ObjectTypeDB::bind_method("_node_removed",&ShaderGraphView::_node_removed);
ObjectTypeDB::bind_method("_connection_request",&ShaderGraphView::_connection_request);
ObjectTypeDB::bind_method("_disconnection_request",&ShaderGraphView::_disconnection_request);
ObjectTypeDB::bind_method("_scalar_const_changed",&ShaderGraphView::_scalar_const_changed);
ObjectTypeDB::bind_method("_vec_const_changed",&ShaderGraphView::_vec_const_changed);
@ -1318,6 +1354,22 @@ void ShaderGraphEditor::_add_node(int p_type) {
void ShaderGraphEditor::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_TREE) {
for(int i=0;i<ShaderGraph::NODE_TYPE_MAX;i++) {
if (i==ShaderGraph::NODE_OUTPUT)
continue;
String nn = node_names[i];
String ic = nn.get_slice(":",0);
String v = nn.get_slice(":",1);
bool addsep=false;
if (nn.ends_with(":")) {
addsep=true;
}
menu->get_popup()->add_icon_item(get_icon(ic,"EditorIcons"),v,i);
if (addsep)
menu->get_popup()->add_separator();
}
menu->get_popup()->connect("item_pressed",this,"_add_node");
@ -1332,38 +1384,38 @@ void ShaderGraphEditor::_bind_methods() {
const char* ShaderGraphEditor::node_names[ShaderGraph::NODE_TYPE_MAX]={
"Input", // all inputs (shader type dependent)
"Scalar Constant", //scalar constant
"Vector Constant", //vec3 constant
"RGB Constant", //rgb constant (shows a color picker instead)
"XForm Constant", // 4x4 matrix constant
"Time:", // time in seconds
"Screen Sample", // screen texture sampler (takes uv) (only usable in fragment shader)
"Scalar Operator", // scalar vs scalar op (mul", add", div", etc)
"Vector Operator", // vec3 vs vec3 op (mul",ad",div",crossprod",etc)
"Scalar+Vector Operator", // vec3 vs scalar op (mul", add", div", etc)
"RGB Operator:", // vec3 vs vec3 rgb op (with scalar amount)", like brighten", darken", burn", dodge", multiply", etc.
"XForm Multiply", // mat4 x mat4
"XForm+Vector Multiply", // mat4 x vec3 mult (with no-translation option)
"XForm+Vector InvMultiply:", // mat4 x vec3 inverse mult (with no-translation option)
"Scalar Function", // scalar function (sin", cos", etc)
"Vector Function", // vector function (normalize", negate", reciprocal", rgb2hsv", hsv2rgb", etc", etc)
"Vector Length", // vec3 length
"Dot Product:", // vec3 . vec3 (dot product -> scalar output)
"Vector -> Scalars", // 1 vec3 input", 3 scalar outputs
"Scalars -> Vector", // 3 scalar input", 1 vec3 output
"XForm -> Vectors", // 3 vec input", 1 xform output
"Vectors -> XForm:", // 3 vec input", 1 xform output
"Scalar Interpolate", // scalar interpolation (with optional curve)
"Vector Interpolate:", // vec3 interpolation (with optional curve)
"Scalar Uniform", // scalar uniform (assignable in material)
"Vector Uniform", // vec3 uniform (assignable in material)
"RGB Uniform", // color uniform (assignable in material)
"XForm Uniform", // mat4 uniform (assignable in material)
"Texture Uniform", // texture input (assignable in material)
"CubeMap Uniform:", // cubemap input (assignable in material)
"GraphInput:Input", // all inputs (shader type dependent)
"GraphScalar:Scalar Constant", //scalar constant
"GraphVector:Vector Constant", //vec3 constant
"GraphRgb:RGB Constant", //rgb constant (shows a color picker instead)
"GraphXform:XForm Constant", // 4x4 matrix constant
"GraphTime:Time:", // time in seconds
"GraphTexscreen:Screen Sample", // screen texture sampler (takes uv) (only usable in fragment shader)
"GraphScalarOp:Scalar Operator", // scalar vs scalar op (mul", add", div", etc)
"GraphVecOp:Vector Operator", // vec3 vs vec3 op (mul",ad",div",crossprod",etc)
"GraphVecScalarOp:Scalar+Vector Operator", // vec3 vs scalar op (mul", add", div", etc)
"GraphRgbOp:RGB Operator:", // vec3 vs vec3 rgb op (with scalar amount)", like brighten", darken", burn", dodge", multiply", etc.
"GraphXformMult:XForm Multiply", // mat4 x mat4
"GraphXformVecMult:XForm+Vector Multiply", // mat4 x vec3 mult (with no-translation option)
"GraphXformVecImult:Form+Vector InvMultiply:", // mat4 x vec3 inverse mult (with no-translation option)
"GraphXformScalarFunc:Scalar Function", // scalar function (sin", cos", etc)
"GraphXformVecFunc:Vector Function", // vector function (normalize", negate", reciprocal", rgb2hsv", hsv2rgb", etc", etc)
"GraphVecLength:Vector Length", // vec3 length
"GraphVecDp:Dot Product:", // vec3 . vec3 (dot product -> scalar output)
"GraphVecToScalars:Vector -> Scalars", // 1 vec3 input", 3 scalar outputs
"GraphScalarsToVec:Scalars -> Vector", // 3 scalar input", 1 vec3 output
"GraphXformToVecs:XForm -> Vectors", // 3 vec input", 1 xform output
"GraphVecsToXform:Vectors -> XForm:", // 3 vec input", 1 xform output
"GraphScalarInterp:Scalar Interpolate", // scalar interpolation (with optional curve)
"GraphVecInterp:Vector Interpolate:", // vec3 interpolation (with optional curve)
"GraphScalarUniform:Scalar Uniform", // scalar uniform (assignable in material)
"GraphVectorUniform:Vector Uniform", // vec3 uniform (assignable in material)
"GraphRgbUniform:RGB Uniform", // color uniform (assignable in material)
"GraphXformUniform:XForm Uniform", // mat4 uniform (assignable in material)
"GraphTextureUniform:Texture Uniform", // texture input (assignable in material)
"GraphCubeUniform:CubeMap Uniform:", // cubemap input (assignable in material)
"Output", // output (shader type dependent)
"Comment", // comment
"GraphComment:Comment", // comment
};
@ -1374,20 +1426,7 @@ ShaderGraphEditor::ShaderGraphEditor() {
menu->set_text("Add..");
hbc->add_child(menu);
add_child(hbc);
for(int i=0;i<ShaderGraph::NODE_TYPE_MAX;i++) {
if (i==ShaderGraph::NODE_OUTPUT)
continue;
String v = node_names[i];
bool addsep=false;
if (v.ends_with(":")) {
addsep=true;
v=v.substr(0,v.length()-1);
}
menu->get_popup()->add_item(v,i);
if (addsep)
menu->get_popup()->add_separator();
}
tabs = memnew(TabContainer);
tabs->set_v_size_flags(SIZE_EXPAND_FILL);
@ -1404,8 +1443,12 @@ ShaderGraphEditor::ShaderGraphEditor() {
graph_edits[i]->get_graph_edit()->set_name(sname[i]);
tabs->add_child(graph_edits[i]->get_graph_edit());
graph_edits[i]->get_graph_edit()->connect("connection_request",graph_edits[i],"_connection_request");
graph_edits[i]->get_graph_edit()->connect("disconnection_request",graph_edits[i],"_disconnection_request");
graph_edits[i]->get_graph_edit()->set_right_disconnects(true);
}
tabs->set_current_tab(1);
set_custom_minimum_size(Size2(100,300));
}

View file

@ -66,6 +66,8 @@ class ShaderGraphView : public Node {
void _connection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot);
void _disconnection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot);
void _node_removed(int p_id);
void _node_moved(const Vector2& p_from, const Vector2& p_to,int p_id);
void _move_node(int p_id,const Vector2& p_to);