/*************************************************************************/ /* 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 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 *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 *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 *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 *p_inputs); static void shader_get_default_output_nodes(ShaderType p_type,List *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