godot/scene/resources/shader_graph.cpp
Juan Linietsky 549d344f0f Fixing Issues...
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows)
- #676 (draw both tiles and octants in order from top to bottom, left to right )
- #686 (unicode escape sequences work now)
- #702 (was not a bug, but a test was added to see if bodies went too far away)
2014-09-19 18:39:50 -03:00

1028 lines
34 KiB
C++

/*************************************************************************/
/* shader_graph.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "shader_graph.h"
# if 0
void ShaderGraph::_set(const String& p_name, const Variant& p_value) {
if (p_name.begins_with("nodes/")) {
int idx=p_name.get_slice("/",1).to_int();
Dictionary data=p_value;
ERR_FAIL_COND(!data.has("type"));
String type=data["type"];
VS::NodeType node_type=VS::NODE_TYPE_MAX;
for(int i=0;i<NODE_TYPE_MAX;i++) {
if (type==VisualServer::shader_node_get_type_info((VS::NodeType)i).name)
node_type=(VS::NodeType)i;
}
ERR_FAIL_COND(node_type==VS::NODE_TYPE_MAX);
node_add( (NodeType)node_type, idx );
if (data.has("param"))
node_set_param(idx,data["param"]);
if (data.has("pos"))
node_set_pos(idx,data["pos"]);
}
if (p_name.begins_with("conns/")) {
Dictionary data=p_value;
ERR_FAIL_COND( !data.has("src_id") );
ERR_FAIL_COND( !data.has("src_slot") );
ERR_FAIL_COND( !data.has("dst_id") );
ERR_FAIL_COND( !data.has("dst_slot") );
connect(data["src_id"],data["src_slot"],data["dst_id"],data["dst_slot"]);
}
return false;
}
Variant ShaderGraph::_get(const String& p_name) const {
if (p_name.begins_with("nodes/")) {
int idx=p_name.get_slice("/",1).to_int();
Dictionary data;
data["type"]=VisualServer::shader_node_get_type_info((VS::NodeType)node_get_type(idx)).name;
data["pos"]=node_get_pos(idx);
data["param"]=node_get_param(idx);
return data;
}
if (p_name.begins_with("conns/")) {
int idx=p_name.get_slice("/",1).to_int();
Dictionary data;
List<Connection> connections;
get_connections(&connections);
ERR_FAIL_INDEX_V( idx,connections.size(), Variant() );
Connection c = connections[idx];
data["src_id"]=c.src_id;
data["src_slot"]=c.src_slot;
data["dst_id"]=c.dst_id;
data["dst_slot"]=c.dst_slot;
return data;
}
return Variant();
}
void ShaderGraph::_get_property_list( List<PropertyInfo> *p_list) const {
List<int> nodes;
get_node_list(&nodes);
for(List<int>::Element *E=nodes.front();E;E=E->next()) {
int idx=E->get();
p_list->push_back(PropertyInfo( Variant::DICTIONARY , "nodes/"+itos(idx),PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NETWORK|PROPERTY_USAGE_STORAGE ) );
}
List<Connection> connections;
get_connections(&connections);
int idx=0;
for(List<Connection>::Element *E=connections.front();E;E=E->next()) {
p_list->push_back(PropertyInfo( Variant::DICTIONARY , "conns/"+itos(idx++),PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NETWORK|PROPERTY_USAGE_STORAGE ) );
}
}
#endif
#if 0
Array ShaderGraph::_get_connections_helper() const {
Array connections_ret;
List<Connection> connections;
get_connections(&connections);
connections_ret.resize(connections.size());
int idx=0;
for(List<Connection>::Element *E=connections.front();E;E=E->next()) {
Connection c = E->get();
Dictionary data;
data["src_id"]=c.src_id;
data["src_slot"]=c.src_slot;
data["dst_id"]=c.dst_id;
data["dst_slot"]=c.dst_slot;
connections_ret.set(idx++,data);
}
return connections_ret;
}
void ShaderGraph::_bind_methods() {
ObjectTypeDB::bind_method(_MD("node_add"),&ShaderGraph::node_add );
ObjectTypeDB::bind_method(_MD("node_remove"),&ShaderGraph::node_remove );
ObjectTypeDB::bind_method(_MD("node_set_param"),&ShaderGraph::node_set_param );
ObjectTypeDB::bind_method(_MD("node_set_pos"),&ShaderGraph::node_set_pos );
ObjectTypeDB::bind_method(_MD("node_get_pos"),&ShaderGraph::node_get_pos );
ObjectTypeDB::bind_method(_MD("node_get_param"),&ShaderGraph::node_get_type);
ObjectTypeDB::bind_method(_MD("node_get_type"),&ShaderGraph::node_get_param);
ObjectTypeDB::bind_method(_MD("connect"),&ShaderGraph::connect );
ObjectTypeDB::bind_method(_MD("disconnect"),&ShaderGraph::disconnect );
ObjectTypeDB::bind_method(_MD("get_connections"),&ShaderGraph::_get_connections_helper );
ObjectTypeDB::bind_method(_MD("clear"),&ShaderGraph::clear );
BIND_CONSTANT( NODE_IN ); ///< param 0: name
BIND_CONSTANT( NODE_OUT ); ///< param 0: name
BIND_CONSTANT( NODE_CONSTANT ); ///< param 0: value
BIND_CONSTANT( NODE_PARAMETER ); ///< param 0: name
BIND_CONSTANT( NODE_ADD );
BIND_CONSTANT( NODE_SUB );
BIND_CONSTANT( NODE_MUL );
BIND_CONSTANT( NODE_DIV );
BIND_CONSTANT( NODE_MOD );
BIND_CONSTANT( NODE_SIN );
BIND_CONSTANT( NODE_COS );
BIND_CONSTANT( NODE_TAN );
BIND_CONSTANT( NODE_ARCSIN );
BIND_CONSTANT( NODE_ARCCOS );
BIND_CONSTANT( NODE_ARCTAN );
BIND_CONSTANT( NODE_POW );
BIND_CONSTANT( NODE_LOG );
BIND_CONSTANT( NODE_MAX );
BIND_CONSTANT( NODE_MIN );
BIND_CONSTANT( NODE_COMPARE );
BIND_CONSTANT( NODE_TEXTURE ); ///< param 0: texture
BIND_CONSTANT( NODE_TIME ); ///< param 0: interval length
BIND_CONSTANT( NODE_NOISE );
BIND_CONSTANT( NODE_PASS );
BIND_CONSTANT( NODE_VEC_IN ); ///< param 0: name
BIND_CONSTANT( NODE_VEC_OUT ); ///< param 0: name
BIND_CONSTANT( NODE_VEC_CONSTANT ); ///< param 0: value
BIND_CONSTANT( NODE_VEC_PARAMETER ); ///< param 0: name
BIND_CONSTANT( NODE_VEC_ADD );
BIND_CONSTANT( NODE_VEC_SUB );
BIND_CONSTANT( NODE_VEC_MUL );
BIND_CONSTANT( NODE_VEC_DIV );
BIND_CONSTANT( NODE_VEC_MOD );
BIND_CONSTANT( NODE_VEC_CROSS );
BIND_CONSTANT( NODE_VEC_DOT );
BIND_CONSTANT( NODE_VEC_POW );
BIND_CONSTANT( NODE_VEC_NORMALIZE );
BIND_CONSTANT( NODE_VEC_TRANSFORM3 );
BIND_CONSTANT( NODE_VEC_TRANSFORM4 );
BIND_CONSTANT( NODE_VEC_COMPARE );
BIND_CONSTANT( NODE_VEC_TEXTURE_2D );
BIND_CONSTANT( NODE_VEC_TEXTURE_CUBE );
BIND_CONSTANT( NODE_VEC_NOISE );
BIND_CONSTANT( NODE_VEC_0 );
BIND_CONSTANT( NODE_VEC_1 );
BIND_CONSTANT( NODE_VEC_2 );
BIND_CONSTANT( NODE_VEC_BUILD );
BIND_CONSTANT( NODE_VEC_PASS );
BIND_CONSTANT( NODE_COLOR_CONSTANT );
BIND_CONSTANT( NODE_COLOR_PARAMETER );
BIND_CONSTANT( NODE_TEXTURE_PARAMETER );
BIND_CONSTANT( NODE_TEXTURE_2D_PARAMETER );
BIND_CONSTANT( NODE_TEXTURE_CUBE_PARAMETER );
BIND_CONSTANT( NODE_TYPE_MAX );
}
void ShaderGraph::node_add(NodeType p_type,int p_id) {
ERR_FAIL_COND( node_map.has(p_id ) );
ERR_FAIL_INDEX( p_type, NODE_TYPE_MAX );
Node node;
node.type=p_type;
node.id=p_id;
node.x=0;
node.y=0;
node_map[p_id]=node;
}
void ShaderGraph::node_set_pos(int p_id, const Vector2& p_pos) {
ERR_FAIL_COND(!node_map.has(p_id));
node_map[p_id].x=p_pos.x;
node_map[p_id].y=p_pos.y;
}
Vector2 ShaderGraph::node_get_pos(int p_id) const {
ERR_FAIL_COND_V(!node_map.has(p_id),Vector2());
return Vector2(node_map[p_id].x,node_map[p_id].y);
}
void ShaderGraph::node_remove(int p_id) {
ERR_FAIL_COND(!node_map.has(p_id));
//erase connections associated with node
List<Connection>::Element *N,*E=connections.front();
while(E) {
N=E->next();
const Connection &c = E->get();
if (c.src_id==p_id || c.dst_id==p_id) {
connections.erase(E);
}
E=N;
}
node_map.erase(p_id);
}
void ShaderGraph::node_change_type(int p_id, NodeType p_type) {
ERR_FAIL_COND(!node_map.has(p_id));
node_map[p_id].type=p_type;
node_map[p_id].param=Variant();
}
void ShaderGraph::node_set_param(int p_id, const Variant& p_value) {
ERR_FAIL_COND(!node_map.has(p_id));
node_map[p_id].param=p_value;
}
void ShaderGraph::get_node_list(List<int> *p_node_list) const {
Map<int,Node>::Element *E = node_map.front();
while(E) {
p_node_list->push_back(E->key());
E=E->next();
}
}
ShaderGraph::NodeType ShaderGraph::node_get_type(int p_id) const {
ERR_FAIL_COND_V(!node_map.has(p_id),NODE_TYPE_MAX);
return node_map[p_id].type;
}
Variant ShaderGraph::node_get_param(int p_id) const {
ERR_FAIL_COND_V(!node_map.has(p_id),Variant());
return node_map[p_id].param;
}
Error ShaderGraph::connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
ERR_FAIL_COND_V(p_src_id==p_dst_id, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(!node_map.has(p_src_id), ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(!node_map.has(p_dst_id), ERR_INVALID_PARAMETER);
NodeType type_src=node_map[p_src_id].type;
NodeType type_dst=node_map[p_dst_id].type;
//ERR_FAIL_INDEX_V( p_src_slot, VisualServer::shader_get_output_count(type_src), ERR_INVALID_PARAMETER );
//ERR_FAIL_INDEX_V( p_dst_slot, VisualServer::shader_get_input_count(type_dst), ERR_INVALID_PARAMETER );
//ERR_FAIL_COND_V(VisualServer::shader_is_output_vector(type_src,p_src_slot) != VisualServer::shader_is_input_vector(type_dst,p_dst_slot), ERR_INVALID_PARAMETER );
List<Connection>::Element *E=connections.front();
while(E) {
const Connection &c = E->get();
ERR_FAIL_COND_V(c.dst_slot==p_dst_slot && c.dst_id == p_dst_id, ERR_ALREADY_EXISTS);
E=E->next();
}
Connection c;
c.src_slot=p_src_slot;
c.src_id=p_src_id;
c.dst_slot=p_dst_slot;
c.dst_id=p_dst_id;
connections.push_back(c);
return OK;
}
bool ShaderGraph::is_connected(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const {
const List<Connection>::Element *E=connections.front();
while(E) {
const Connection &c = E->get();
if (c.dst_slot==p_dst_slot && c.dst_id == p_dst_id && c.src_slot==p_src_slot && c.src_id == p_src_id)
return true;
E=E->next();
}
return false;
}
void ShaderGraph::disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
List<Connection>::Element *N,*E=connections.front();
while(E) {
N=E->next();
const Connection &c = E->get();
if (c.src_slot==p_src_slot && c.src_id==p_src_id && c.dst_slot==p_dst_slot && c.dst_id == p_dst_id) {
connections.erase(E);
}
E=N;
}
}
void ShaderGraph::get_connections(List<Connection> *p_connections) const {
const List<Connection>::Element*E=connections.front();
while(E) {
p_connections->push_back(E->get());
E=E->next();
}
}
void ShaderGraph::clear() {
connections.clear();
node_map.clear();
}
#if 0
void ShaderGraph::node_add(NodeType p_type,int p_id) {
ShaderNode sn;
sn.type=p_type;
nodes[p_id]=sn;
version++;
}
void ShaderGraph::node_remove(int p_id) {
nodes.erase(p_id);
}
void ShaderGraph::node_set_param( int p_id, const Variant& p_value) {
VisualServer::get_singleton()->shader_node_set_param(shader,p_id,p_value);
version++;
}
void ShaderGraph::get_node_list(List<int> *p_node_list) const {
VisualServer::get_singleton()->shader_get_node_list(shader,p_node_list);
}
ShaderGraph::NodeType ShaderGraph::node_get_type(int p_id) const {
return (NodeType)VisualServer::get_singleton()->shader_node_get_type(shader,p_id);
}
Variant ShaderGraph::node_get_param(int p_id) const {
return VisualServer::get_singleton()->shader_node_get_param(shader,p_id);
}
void ShaderGraph::connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
VisualServer::get_singleton()->shader_connect(shader,p_src_id,p_src_slot,p_dst_id,p_dst_slot);
version++;
}
void ShaderGraph::disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
VisualServer::get_singleton()->shader_disconnect(shader,p_src_id,p_src_slot,p_dst_id,p_dst_slot);
version++;
}
void ShaderGraph::get_connections(List<Connection> *p_connections) const {
List<VS::ShaderGraphConnection> connections;
VisualServer::get_singleton()->shader_get_connections(shader,&connections);
for( List<VS::ShaderGraphConnection>::Element *E=connections.front();E;E=E->next()) {
Connection c;
c.src_id=E->get().src_id;
c.src_slot=E->get().src_slot;
c.dst_id=E->get().dst_id;
c.dst_slot=E->get().dst_slot;
p_connections->push_back(c);
}
}
void ShaderGraph::node_set_pos(int p_id,const Point2& p_pos) {
#ifdef TOOLS_ENABLED
ERR_FAIL_COND(!positions.has(p_id));
positions[p_id]=p_pos;
#endif
}
Point2 ShaderGraph::node_get_pos(int p_id) const {
#ifdef TOOLS_ENABLED
ERR_FAIL_COND_V(!positions.has(p_id),Point2());
return positions[p_id];
#endif
}
void ShaderGraph::clear() {
VisualServer::get_singleton()->shader_clear(shader);
version++;
}
#endif
ShaderGraph::ShaderGraph() {
//shader = VisualServer::get_singleton()->shader_create();
version = 1;
}
ShaderGraph::~ShaderGraph() {
//VisualServer::get_singleton()->free(shader);
}
#if 0
void ShaderGraph::shader_get_default_input_nodes(Mode p_type,List<PropertyInfo> *p_inputs) {
switch(p_type) {
case SHADER_VERTEX: {
p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"vertex") );
p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"normal") );
p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"binormal") );
p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"tangent") );
p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"uv") );
p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
p_inputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
} break;
case SHADER_FRAGMENT: {
p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"position") );
p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"normal") );
p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"binormal") );
p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"tangent") );
p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"uv") );
p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
p_inputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
} break;
case SHADER_POST_PROCESS: {
p_inputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
p_inputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
} break;
}
}
void ShaderGraph::shader_get_default_output_nodes(ShaderGraphType p_type,List<PropertyInfo> *p_outputs) {
switch(p_type) {
case SHADER_VERTEX: {
p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"vertex") );
p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"normal") );
p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"binormal") );
p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"tangent") );
p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"uv") );
p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
p_outputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
} break;
case SHADER_FRAGMENT: {
p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"normal") );
p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"diffuse") );
p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"specular") );
p_outputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
p_outputs->push_back( PropertyInfo( Variant::REAL,"emission") );
p_outputs->push_back( PropertyInfo( Variant::REAL,"spec_exp") );
p_outputs->push_back( PropertyInfo( Variant::REAL,"glow") );
p_outputs->push_back( PropertyInfo( Variant::REAL,"alpha_discard") );
} break;
case SHADER_POST_PROCESS: {
p_outputs->push_back( PropertyInfo( Variant::VECTOR3,"color") );
p_outputs->push_back( PropertyInfo( Variant::REAL,"alpha") );
} break;
}
}
PropertyInfo ShaderGraph::shader_node_get_type_info(NodeType p_type) {
switch(p_type) {
case NODE_IN: return PropertyInfo(Variant::STRING,"in");
case NODE_OUT: return PropertyInfo(Variant::STRING,"out");
case NODE_CONSTANT: return PropertyInfo(Variant::REAL,"const");
case NODE_PARAMETER: return PropertyInfo(Variant::STRING,"param");
case NODE_ADD: return PropertyInfo(Variant::NIL,"add");
case NODE_SUB: return PropertyInfo(Variant::NIL,"sub");
case NODE_MUL: return PropertyInfo(Variant::NIL,"mul");
case NODE_DIV: return PropertyInfo(Variant::NIL,"div");
case NODE_MOD: return PropertyInfo(Variant::NIL,"rem");
case NODE_SIN: return PropertyInfo(Variant::NIL,"sin");
case NODE_COS: return PropertyInfo(Variant::NIL,"cos");
case NODE_TAN: return PropertyInfo(Variant::NIL,"tan");
case NODE_ARCSIN: return PropertyInfo(Variant::NIL,"arcsin");
case NODE_ARCCOS: return PropertyInfo(Variant::NIL,"arccos");
case NODE_ARCTAN: return PropertyInfo(Variant::NIL,"arctan");
case NODE_POW: return PropertyInfo(Variant::NIL,"pow");
case NODE_LOG: return PropertyInfo(Variant::NIL,"log");
case NODE_MAX: return PropertyInfo(Variant::NIL,"max");
case NODE_MIN: return PropertyInfo(Variant::NIL,"min");
case NODE_COMPARE: return PropertyInfo(Variant::NIL,"cmp");
case NODE_TEXTURE: return PropertyInfo(Variant::_RID,"texture1D",PROPERTY_HINT_RESOURCE_TYPE,"Texture");
case NODE_TIME: return PropertyInfo(Variant::NIL,"time");
case NODE_NOISE: return PropertyInfo(Variant::NIL,"noise");
case NODE_PASS: return PropertyInfo(Variant::NIL,"pass");
case NODE_VEC_IN: return PropertyInfo(Variant::STRING,"vin");
case NODE_VEC_OUT: return PropertyInfo(Variant::STRING,"vout");
case NODE_VEC_CONSTANT: return PropertyInfo(Variant::VECTOR3,"vconst");
case NODE_VEC_PARAMETER: return PropertyInfo(Variant::STRING,"vparam");
case NODE_VEC_ADD: return PropertyInfo(Variant::NIL,"vadd");
case NODE_VEC_SUB: return PropertyInfo(Variant::NIL,"vsub");
case NODE_VEC_MUL: return PropertyInfo(Variant::NIL,"vmul");
case NODE_VEC_DIV: return PropertyInfo(Variant::NIL,"vdiv");
case NODE_VEC_MOD: return PropertyInfo(Variant::NIL,"vrem");
case NODE_VEC_CROSS: return PropertyInfo(Variant::NIL,"cross");
case NODE_VEC_DOT: return PropertyInfo(Variant::NIL,"dot");
case NODE_VEC_POW: return PropertyInfo(Variant::NIL,"vpow");
case NODE_VEC_NORMALIZE: return PropertyInfo(Variant::NIL,"normalize");
case NODE_VEC_INTERPOLATE: return PropertyInfo(Variant::NIL,"mix");
case NODE_VEC_SCREEN_TO_UV: return PropertyInfo(Variant::NIL,"scrn2uv");
case NODE_VEC_TRANSFORM3: return PropertyInfo(Variant::NIL,"xform3");
case NODE_VEC_TRANSFORM4: return PropertyInfo(Variant::NIL,"xform4");
case NODE_VEC_COMPARE: return PropertyInfo(Variant::_RID,"vcmp",PROPERTY_HINT_RESOURCE_TYPE,"Texture");
case NODE_VEC_TEXTURE_2D: return PropertyInfo(Variant::_RID,"texture2D",PROPERTY_HINT_RESOURCE_TYPE,"Texture");
case NODE_VEC_TEXTURE_CUBE: return PropertyInfo(Variant::NIL,"texcube");
case NODE_VEC_NOISE: return PropertyInfo(Variant::NIL,"vec_noise");
case NODE_VEC_0: return PropertyInfo(Variant::NIL,"vec_0");
case NODE_VEC_1: return PropertyInfo(Variant::NIL,"vec_1");
case NODE_VEC_2: return PropertyInfo(Variant::NIL,"vec_2");
case NODE_VEC_BUILD: return PropertyInfo(Variant::NIL,"vbuild");
case NODE_VEC_PASS: return PropertyInfo(Variant::NIL,"vpass");
case NODE_COLOR_CONSTANT: return PropertyInfo(Variant::COLOR,"color_const");
case NODE_COLOR_PARAMETER: return PropertyInfo(Variant::STRING,"color_param");
case NODE_TEXTURE_PARAMETER: return PropertyInfo(Variant::STRING,"tex1D_param");
case NODE_TEXTURE_2D_PARAMETER: return PropertyInfo(Variant::STRING,"tex2D_param");
case NODE_TEXTURE_CUBE_PARAMETER: return PropertyInfo(Variant::STRING,"texcube_param");
case NODE_TRANSFORM_CONSTANT: return PropertyInfo(Variant::TRANSFORM,"xform_const");
case NODE_TRANSFORM_PARAMETER: return PropertyInfo(Variant::STRING,"xform_param");
case NODE_LABEL: return PropertyInfo(Variant::STRING,"label");
default: {}
}
ERR_FAIL_V( PropertyInfo(Variant::NIL,"error") );
}
int ShaderGraph::shader_get_input_count(NodeType p_type) {
switch(p_type) {
case NODE_IN: return 0;
case NODE_OUT: return 1;
case NODE_CONSTANT: return 0;
case NODE_PARAMETER: return 0;
case NODE_ADD: return 2;
case NODE_SUB: return 2;
case NODE_MUL: return 2;
case NODE_DIV: return 2;
case NODE_MOD: return 2;
case NODE_SIN: return 1;
case NODE_COS: return 1;
case NODE_TAN: return 1;
case NODE_ARCSIN: return 1;
case NODE_ARCCOS: return 1;
case NODE_ARCTAN: return 1;
case NODE_POW: return 2;
case NODE_LOG: return 1;
case NODE_MAX: return 2;
case NODE_MIN: return 2;
case NODE_COMPARE: return 4;
case NODE_TEXTURE: return 1; ///< param 0: texture
case NODE_TIME: return 1; ///< param 0: interval length
case NODE_NOISE: return 0;
case NODE_PASS: return 1;
case NODE_VEC_IN: return 0; ///< param 0: name
case NODE_VEC_OUT: return 1; ///< param 0: name
case NODE_VEC_CONSTANT: return 0; ///< param 0: value
case NODE_VEC_PARAMETER: return 0; ///< param 0: name
case NODE_VEC_ADD: return 2;
case NODE_VEC_SUB: return 2;
case NODE_VEC_MUL: return 2;
case NODE_VEC_DIV: return 2;
case NODE_VEC_MOD: return 2;
case NODE_VEC_CROSS: return 2;
case NODE_VEC_DOT: return 2;
case NODE_VEC_POW: return 2;
case NODE_VEC_NORMALIZE: return 1;
case NODE_VEC_INTERPOLATE: return 3;
case NODE_VEC_SCREEN_TO_UV: return 1;
case NODE_VEC_TRANSFORM3: return 4;
case NODE_VEC_TRANSFORM4: return 5;
case NODE_VEC_COMPARE: return 4;
case NODE_VEC_TEXTURE_2D: return 1;
case NODE_VEC_TEXTURE_CUBE: return 1;
case NODE_VEC_NOISE: return 0;
case NODE_VEC_0: return 1;
case NODE_VEC_1: return 1;
case NODE_VEC_2: return 1;
case NODE_VEC_BUILD: return 3;
case NODE_VEC_PASS: return 1;
case NODE_COLOR_CONSTANT: return 0;
case NODE_COLOR_PARAMETER: return 0;
case NODE_TEXTURE_PARAMETER: return 1;
case NODE_TEXTURE_2D_PARAMETER: return 1;
case NODE_TEXTURE_CUBE_PARAMETER: return 1;
case NODE_TRANSFORM_CONSTANT: return 1;
case NODE_TRANSFORM_PARAMETER: return 1;
case NODE_LABEL: return 0;
default: {}
}
ERR_FAIL_V( 0 );
}
int ShaderGraph::shader_get_output_count(NodeType p_type) {
switch(p_type) {
case NODE_IN: return 1;
case NODE_OUT: return 0;
case NODE_CONSTANT: return 1;
case NODE_PARAMETER: return 1;
case NODE_ADD: return 1;
case NODE_SUB: return 1;
case NODE_MUL: return 1;
case NODE_DIV: return 1;
case NODE_MOD: return 1;
case NODE_SIN: return 1;
case NODE_COS: return 1;
case NODE_TAN: return 1;
case NODE_ARCSIN: return 1;
case NODE_ARCCOS: return 1;
case NODE_ARCTAN: return 1;
case NODE_POW: return 1;
case NODE_LOG: return 1;
case NODE_MAX: return 1;
case NODE_MIN: return 1;
case NODE_COMPARE: return 2;
case NODE_TEXTURE: return 3; ///< param 0: texture
case NODE_TIME: return 1; ///< param 0: interval length
case NODE_NOISE: return 1;
case NODE_PASS: return 1;
case NODE_VEC_IN: return 1; ///< param 0: name
case NODE_VEC_OUT: return 0; ///< param 0: name
case NODE_VEC_CONSTANT: return 1; ///< param 0: value
case NODE_VEC_PARAMETER: return 1; ///< param 0: name
case NODE_VEC_ADD: return 1;
case NODE_VEC_SUB: return 1;
case NODE_VEC_MUL: return 1;
case NODE_VEC_DIV: return 1;
case NODE_VEC_MOD: return 1;
case NODE_VEC_CROSS: return 1;
case NODE_VEC_DOT: return 1;
case NODE_VEC_POW: return 1;
case NODE_VEC_NORMALIZE: return 1;
case NODE_VEC_INTERPOLATE: return 1;
case NODE_VEC_SCREEN_TO_UV: return 1;
case NODE_VEC_TRANSFORM3: return 1;
case NODE_VEC_TRANSFORM4: return 1;
case NODE_VEC_COMPARE: return 2;
case NODE_VEC_TEXTURE_2D: return 3;
case NODE_VEC_TEXTURE_CUBE: return 3;
case NODE_VEC_NOISE: return 1;
case NODE_VEC_0: return 1;
case NODE_VEC_1: return 1;
case NODE_VEC_2: return 1;
case NODE_VEC_BUILD: return 1;
case NODE_VEC_PASS: return 1;
case NODE_COLOR_CONSTANT: return 2;
case NODE_COLOR_PARAMETER: return 2;
case NODE_TEXTURE_PARAMETER: return 3;
case NODE_TEXTURE_2D_PARAMETER: return 3;
case NODE_TEXTURE_CUBE_PARAMETER: return 3;
case NODE_TRANSFORM_CONSTANT: return 1;
case NODE_TRANSFORM_PARAMETER: return 1;
case NODE_LABEL: return 0;
default: {}
}
ERR_FAIL_V( 0 );
}
#define RET2(m_a,m_b) if (p_idx==0) return m_a; else if (p_idx==1) return m_b; else return "";
#define RET3(m_a,m_b,m_c) if (p_idx==0) return m_a; else if (p_idx==1) return m_b; else if (p_idx==2) return m_c; else return "";
#define RET4(m_a,m_b,m_c,m_d) if (p_idx==0) return m_a; else if (p_idx==1) return m_b; else if (p_idx==2) return m_c; else if (p_idx==3) return m_d; else return "";
#define RET5(m_a,m_b,m_c,m_d,m_e) if (p_idx==0) return m_a; else if (p_idx==1) return m_b; else if (p_idx==2) return m_c; else if (p_idx==3) return m_d; else if (p_idx==4) return m_e; else return "";
String ShaderGraph::shader_get_input_name(NodeType p_type,int p_idx) {
switch(p_type) {
case NODE_IN: return "";
case NODE_OUT: return "out";
case NODE_CONSTANT: return "";
case NODE_PARAMETER: return "";
case NODE_ADD: RET2("a","b");
case NODE_SUB: RET2("a","b");
case NODE_MUL: RET2("a","b");
case NODE_DIV: RET2("a","b");
case NODE_MOD: RET2("a","b");
case NODE_SIN: return "rad";
case NODE_COS: return "rad";
case NODE_TAN: return "rad";
case NODE_ARCSIN: return "in";
case NODE_ARCCOS: return "in";
case NODE_ARCTAN: return "in";
case NODE_POW: RET2("in","exp");
case NODE_LOG: return "in";
case NODE_MAX: return "in";
case NODE_MIN: return "in";
case NODE_COMPARE: RET4("a","b","ret1","ret2");
case NODE_TEXTURE: return "u";
case NODE_TIME: return "";
case NODE_NOISE: return "";
case NODE_PASS: return "in";
case NODE_VEC_IN: return "";
case NODE_VEC_OUT: return "out";
case NODE_VEC_CONSTANT: return "";
case NODE_VEC_PARAMETER: return "";
case NODE_VEC_ADD: RET2("a","b");
case NODE_VEC_SUB: RET2("a","b");
case NODE_VEC_MUL: RET2("a","b");
case NODE_VEC_DIV: RET2("a","b");
case NODE_VEC_MOD: RET2("a","b");
case NODE_VEC_CROSS: RET2("a","b");
case NODE_VEC_DOT: RET2("a","b");
case NODE_VEC_POW: RET2("a","b");
case NODE_VEC_NORMALIZE: return "vec";
case NODE_VEC_INTERPOLATE: RET3("a","b","c");
case NODE_VEC_SCREEN_TO_UV: return "scr";
case NODE_VEC_TRANSFORM3: RET4("in","col0","col1","col2");
case NODE_VEC_TRANSFORM4: RET5("in","col0","col1","col2","col3");
case NODE_VEC_COMPARE: RET4("a","b","ret1","ret2");
case NODE_VEC_TEXTURE_2D: return "uv";
case NODE_VEC_TEXTURE_CUBE: return "uvw";
case NODE_VEC_NOISE: return "";
case NODE_VEC_0: return "vec";
case NODE_VEC_1: return "vec";
case NODE_VEC_2: return "vec";
case NODE_VEC_BUILD: RET3("x/r","y/g","z/b");
case NODE_VEC_PASS: return "in";
case NODE_COLOR_CONSTANT: return "";
case NODE_COLOR_PARAMETER: return "";
case NODE_TEXTURE_PARAMETER: return "u";
case NODE_TEXTURE_2D_PARAMETER: return "uv";
case NODE_TEXTURE_CUBE_PARAMETER: return "uvw";
case NODE_TRANSFORM_CONSTANT: return "in";
case NODE_TRANSFORM_PARAMETER: return "in";
case NODE_LABEL: return "";
default: {}
}
ERR_FAIL_V("");
}
String ShaderGraph::shader_get_output_name(NodeType p_type,int p_idx) {
switch(p_type) {
case NODE_IN: return "in";
case NODE_OUT: return "";
case NODE_CONSTANT: return "out";
case NODE_PARAMETER: return "out";
case NODE_ADD: return "sum";
case NODE_SUB: return "dif";
case NODE_MUL: return "prod";
case NODE_DIV: return "quot";
case NODE_MOD: return "rem";
case NODE_SIN: return "out";
case NODE_COS: return "out";
case NODE_TAN: return "out";
case NODE_ARCSIN: return "rad";
case NODE_ARCCOS: return "rad";
case NODE_ARCTAN: return "rad";
case NODE_POW: RET2("in","exp");
case NODE_LOG: return "out";
case NODE_MAX: return "out";
case NODE_MIN: return "out";
case NODE_COMPARE: RET2("a/b","a/b");
case NODE_TEXTURE: RET3("rgb","a","v");
case NODE_TIME: return "out";
case NODE_NOISE: return "out";
case NODE_PASS: return "out";
case NODE_VEC_IN: return "in";
case NODE_VEC_OUT: return "";
case NODE_VEC_CONSTANT: return "out";
case NODE_VEC_PARAMETER: return "out";
case NODE_VEC_ADD: return "sum";
case NODE_VEC_SUB: return "sub";
case NODE_VEC_MUL: return "mul";
case NODE_VEC_DIV: return "div";
case NODE_VEC_MOD: return "rem";
case NODE_VEC_CROSS: return "crs";
case NODE_VEC_DOT: return "prod";
case NODE_VEC_POW: return "out";
case NODE_VEC_NORMALIZE: return "norm";
case NODE_VEC_INTERPOLATE: return "out";
case NODE_VEC_SCREEN_TO_UV: return "uv";
case NODE_VEC_TRANSFORM3: return "prod";
case NODE_VEC_TRANSFORM4: return "prod";
case NODE_VEC_COMPARE: RET2("a/b","a/b");
case NODE_VEC_TEXTURE_2D: RET3("rgb","a","v");
case NODE_VEC_TEXTURE_CUBE: RET3("rgb","a","v");
case NODE_VEC_NOISE: return "out";
case NODE_VEC_0: return "x/r";
case NODE_VEC_1: return "y/g";
case NODE_VEC_2: return "z/b";
case NODE_VEC_BUILD: return "vec";
case NODE_VEC_PASS: return "out";
case NODE_COLOR_CONSTANT: RET2("rgb","a");
case NODE_COLOR_PARAMETER: RET2("rgb","a");
case NODE_TEXTURE_PARAMETER: RET3("rgb","a","v");
case NODE_TEXTURE_2D_PARAMETER: RET3("rgb","a","v");
case NODE_TEXTURE_CUBE_PARAMETER: RET3("rgb","a","v");
case NODE_TRANSFORM_CONSTANT: return "out";
case NODE_TRANSFORM_PARAMETER: return "out";
case NODE_LABEL: return "";
default: {}
}
ERR_FAIL_V("");
}
bool ShaderGraph::shader_is_input_vector(NodeType p_type,int p_input) {
switch(p_type) {
case NODE_IN: return false;
case NODE_OUT: return false;
case NODE_CONSTANT: return false;
case NODE_PARAMETER: return false;
case NODE_ADD: return false;
case NODE_SUB: return false;
case NODE_MUL: return false;
case NODE_DIV: return false;
case NODE_MOD: return false;
case NODE_SIN: return false;
case NODE_COS: return false;
case NODE_TAN: return false;
case NODE_ARCSIN: return false;
case NODE_ARCCOS: return false;
case NODE_ARCTAN: return false;
case NODE_POW: return false;
case NODE_LOG: return false;
case NODE_MAX: return false;
case NODE_MIN: return false;
case NODE_COMPARE: return false;
case NODE_TEXTURE: return false;
case NODE_TIME: return false;
case NODE_NOISE: return false;
case NODE_PASS: return false;
case NODE_VEC_IN: return false;
case NODE_VEC_OUT: return true;
case NODE_VEC_CONSTANT: return false;
case NODE_VEC_PARAMETER: return false;
case NODE_VEC_ADD: return true;
case NODE_VEC_SUB: return true;
case NODE_VEC_MUL: return true;
case NODE_VEC_DIV: return true;
case NODE_VEC_MOD: return true;
case NODE_VEC_CROSS: return true;
case NODE_VEC_DOT: return true;
case NODE_VEC_POW: return (p_input==0)?true:false;
case NODE_VEC_NORMALIZE: return true;
case NODE_VEC_INTERPOLATE: return (p_input<2)?true:false;
case NODE_VEC_SCREEN_TO_UV: return true;
case NODE_VEC_TRANSFORM3: return true;
case NODE_VEC_TRANSFORM4: return true;
case NODE_VEC_COMPARE: return (p_input<2)?false:true;
case NODE_VEC_TEXTURE_2D: return true;
case NODE_VEC_TEXTURE_CUBE: return true;
case NODE_VEC_NOISE: return false;
case NODE_VEC_0: return true;
case NODE_VEC_1: return true;
case NODE_VEC_2: return true;
case NODE_VEC_BUILD: return false;
case NODE_VEC_PASS: return true;
case NODE_COLOR_CONSTANT: return false;
case NODE_COLOR_PARAMETER: return false;
case NODE_TEXTURE_PARAMETER: return false;
case NODE_TEXTURE_2D_PARAMETER: return true;
case NODE_TEXTURE_CUBE_PARAMETER: return true;
case NODE_TRANSFORM_CONSTANT: return true;
case NODE_TRANSFORM_PARAMETER: return true;
case NODE_LABEL: return false;
default: {}
}
ERR_FAIL_V(false);
}
bool ShaderGraph::shader_is_output_vector(NodeType p_type,int p_input) {
switch(p_type) {
case NODE_IN: return false;
case NODE_OUT: return false ;
case NODE_CONSTANT: return false;
case NODE_PARAMETER: return false;
case NODE_ADD: return false;
case NODE_SUB: return false;
case NODE_MUL: return false;
case NODE_DIV: return false;
case NODE_MOD: return false;
case NODE_SIN: return false;
case NODE_COS: return false;
case NODE_TAN: return false;
case NODE_ARCSIN: return false;
case NODE_ARCCOS: return false;
case NODE_ARCTAN: return false;
case NODE_POW: return false;
case NODE_LOG: return false;
case NODE_MAX: return false;
case NODE_MIN: return false;
case NODE_COMPARE: return false;
case NODE_TEXTURE: return false;
case NODE_TIME: return false;
case NODE_NOISE: return false;
case NODE_PASS: return false;
case NODE_VEC_IN: return true;
case NODE_VEC_OUT: return false;
case NODE_VEC_CONSTANT: return true;
case NODE_VEC_PARAMETER: return true;
case NODE_VEC_ADD: return true;
case NODE_VEC_SUB: return true;
case NODE_VEC_MUL: return true;
case NODE_VEC_DIV: return true;
case NODE_VEC_MOD: return true;
case NODE_VEC_CROSS: return true;
case NODE_VEC_DOT: return false;
case NODE_VEC_POW: return true;
case NODE_VEC_NORMALIZE: return true;
case NODE_VEC_INTERPOLATE: return true;
case NODE_VEC_SCREEN_TO_UV: return true;
case NODE_VEC_TRANSFORM3: return true;
case NODE_VEC_TRANSFORM4: return true;
case NODE_VEC_COMPARE: return true;
case NODE_VEC_TEXTURE_2D: return (p_input==0)?true:false;
case NODE_VEC_TEXTURE_CUBE: return (p_input==0)?true:false;
case NODE_VEC_NOISE: return true;
case NODE_VEC_0: return false;
case NODE_VEC_1: return false;
case NODE_VEC_2: return false;
case NODE_VEC_BUILD: return true;
case NODE_VEC_PASS: return true;
case NODE_COLOR_CONSTANT: return (p_input==0)?true:false;
case NODE_COLOR_PARAMETER: return (p_input==0)?true:false;
case NODE_TEXTURE_PARAMETER: return (p_input==0)?true:false;
case NODE_TEXTURE_2D_PARAMETER: return (p_input==0)?true:false;
case NODE_TEXTURE_CUBE_PARAMETER: return (p_input==0)?true:false;
case NODE_TRANSFORM_CONSTANT: return true;
case NODE_TRANSFORM_PARAMETER: return true;
case NODE_LABEL: return false;
default: {}
}
ERR_FAIL_V("");
}
#endif
#endif