/*************************************************************************/ /* shader_graph.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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. */ /*************************************************************************/ #if 0 /** @author Juan Linietsky */ #include "servers/visual_server.h" #include "map.h" class ShaderCodeGenerator { public: virtual void begin()=0; virtual Error add_node(VS::ShaderNodeType p_type,int p_node_pos,int p_id,const Variant& p_param,const Vector& p_in_connections,const Vector& p_out_connections,const Vector& p_out_connection_outputs)=0; virtual void end()=0; virtual ~ShaderCodeGenerator() {} }; class ShaderGraph { public: struct Connection { int src_id; int src_slot; int dst_id; int dst_slot; }; private: struct Node { int16_t x,y; VS::ShaderNodeType type; Variant param; int id; mutable int order; // used for sorting mutable bool out_valid; mutable bool in_valid; }; Map node_map; List connections; public: Error generate(ShaderCodeGenerator * p_generator) const; void node_add(VS::ShaderNodeType p_type,int p_id); void node_remove(int p_id); void node_change_type(int p_id, VS::ShaderNodeType p_type); void node_set_param(int p_id, const Variant& p_value); void node_set_pos(int p_id, int p_x,int p_y); int node_get_pos_x(int p_id) const; int node_get_pos_y(int p_id) const; void get_node_list(List *p_node_list) const; void get_sorted_node_list(List *p_node_list) const; VS::ShaderNodeType node_get_type(int p_id) const; Variant node_get_param(int p_id) const; Error connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot); bool is_connected(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const; void disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot); void clear(); List get_connection_list() const; ShaderGraph(); ~ShaderGraph(); }; #endif