/*************************************************************************/ /* shader_graph.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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 nodes; get_node_list(p_type,&nodes); Array arr(true); for (List::Element *E=nodes.front();E;E=E->next()) arr.push_back(E->get()); return arr; } Array ShaderGraph::_get_connections(ShaderType p_type) const { List connections; get_node_connections(p_type,&connections); Array arr(true); for (List::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::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::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::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::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 *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 | PROPERTY_USAGE_INTERNAL), "_set_data","_get_data"); //void get_connections(ShaderType p_which,List *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::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::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(); node.param2=PoolVector();} break; // vec3 interpolation (with optional curve) case NODE_CURVE_MAP: { node.param1=PoolVector();} 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::Element *E=shader[p_type].node_map.front();E;E=E->next()) { if (E->key()==p_id) continue; //no self for (Map::Element *F=E->get().connections.front();F;) { Map::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 *p_node_list) const { ERR_FAIL_INDEX(p_type,3); Map::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 *p_connections) const { ERR_FAIL_INDEX(p_type,3); for(const Map::Element *E=shader[p_type].node_map.front();E;E=E->next()) { for (const Map::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::Element *E=shader[p_type].node_map.front();E;E=E->next()) { for (const Map::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 &p_nodes) { //Create new node IDs Map duplicates = Map(); int i=1; for(List::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::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::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 ShaderGraph::generate_ids(ShaderType p_type, int count) { List ids = List(); 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& p_colors, const PoolVector& 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 ShaderGraph::color_ramp_node_get_colors(ShaderType p_type,int p_id) const{ ERR_FAIL_INDEX_V(p_type,3,PoolVector()); ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),PoolVector()); const Node& n = shader[p_type].node_map[p_id]; return n.param1; } PoolVector ShaderGraph::color_ramp_node_get_offsets(ShaderType p_type,int p_id) const{ ERR_FAIL_INDEX_V(p_type,3,PoolVector()); ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),PoolVector()); 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& 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 ShaderGraph::curve_map_node_get_points(ShaderType p_type,int p_id) const{ ERR_FAIL_INDEX_V(p_type,3,PoolVector()); ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),PoolVector()); 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& 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 ShaderGraph::texture_input_node_get_value(ShaderType p_type,int p_id) const{ ERR_FAIL_INDEX_V(p_type,3,Ref()); ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Ref()); const Node& n = shader[p_type].node_map[p_id]; ERR_FAIL_COND_V(n.type!=NODE_TEXTURE_INPUT,Ref()); return n.param2; } void ShaderGraph::cubemap_input_node_set_value(ShaderType p_type,int p_id,const Ref& 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 ShaderGraph::cubemap_input_node_get_value(ShaderType p_type,int p_id) const{ ERR_FAIL_INDEX_V(p_type,3,Ref()); ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Ref()); const Node& n = shader[p_type].node_map[p_id]; ERR_FAIL_COND_V(n.type!=NODE_CUBEMAP_INPUT,Ref()); 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::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;ishader_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 *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;iins[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;iouts[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;iins[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;iouts[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 names; get_default_texture_param_list(&names); for (List::Element *E=names.front();E;E=E->next()) { set_default_texture_param(E->get(),Ref()); } for(int i=0;i<3;i++) { int idx=0; for (Map::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::Element *E=shader[i].node_map.front();E;E=E->next()) { for(Map::Element *F=E->get().connections.front();F;F=F->next()) { //this is kinda slow, could be sped up Map::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 order; order.resize(shader[i].node_map.size()); for (Map::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 inputs_xlate; Map input_names_xlate; Set inputs_used; for(int j=0;jtype==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 inputs; int max = get_node_input_slot_count(get_mode(),ShaderType(i),n->type); for(int k=0;kconnections.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::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& 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 cramp; cramp.resize(color_ramp_len*4); { PoolVector colors=p_node->param1; PoolVector offsets=p_node->param2; int cc =colors.size(); PoolVector::Write crw = cramp.write(); PoolVector::Read cr = colors.read(); PoolVector::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 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 cmap; cmap.resize(curve_map_len); { PoolVector points=p_node->param1; int pc =points.size(); PoolVector::Write cmw = cmap.write(); PoolVector::Read pr = points.read(); Vector2 prev=Vector2(0,0); Vector2 prev2=Vector2(0,0); for(int i=-1;i=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 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