godot/scene/resources/shader_graph.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

2663 lines
92 KiB
C++

/*************************************************************************/
/* shader_graph.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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"
#include "scene/scene_string_names.h"
Array ShaderGraph::_get_node_list(ShaderType p_type) const {
List<int> nodes;
get_node_list(p_type,&nodes);
Array arr(true);
for (List<int>::Element *E=nodes.front();E;E=E->next())
arr.push_back(E->get());
return arr;
}
Array ShaderGraph::_get_connections(ShaderType p_type) const {
List<Connection> connections;
get_node_connections(p_type,&connections);
Array arr(true);
for (List<Connection>::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<data.size();i+=6) {
Node n;
n.id=data[i+0];
n.type=NodeType(int(data[i+1]));
n.pos=data[i+2];
n.param1=data[i+3];
n.param2=data[i+4];
Array conns=data[i+5];
ERR_FAIL_COND((conns.size()%3)!=0);
for(int j=0;j<conns.size();j+=3) {
SourceSlot ss;
int ls=conns[j+0];
if (ls == SLOT_DEFAULT_VALUE) {
n.defaults[conns[j+1]]=conns[j+2];
} else {
ss.id=conns[j+1];
ss.slot=conns[j+2];
n.connections[ls]=ss;
}
}
shader[t].node_map[n.id]=n;
}
}
_pending_update_shader=true;
_update_shader();
}
Dictionary ShaderGraph::_get_data() const {
Array sh;
for(int i=0;i<3;i++) {
Array data;
int ec = shader[i].node_map.size();
data.resize(ec*6);
int idx=0;
for (Map<int,Node>::Element*E=shader[i].node_map.front();E;E=E->next()) {
data[idx+0]=E->key();
data[idx+1]=E->get().type;
data[idx+2]=E->get().pos;
data[idx+3]=E->get().param1;
data[idx+4]=E->get().param2;
Array conns;
conns.resize(E->get().connections.size()*3+E->get().defaults.size()*3);
int idx2=0;
for(Map<int,SourceSlot>::Element*F=E->get().connections.front();F;F=F->next()) {
conns[idx2+0]=F->key();
conns[idx2+1]=F->get().id;
conns[idx2+2]=F->get().slot;
idx2+=3;
}
for(Map<int,Variant>::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<int,Node>::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() {
ObjectTypeDB::bind_method(_MD("_update_shader"),&ShaderGraph::_update_shader);
ObjectTypeDB::bind_method(_MD("node_add","shader_type","node_type","id"),&ShaderGraph::node_add);
ObjectTypeDB::bind_method(_MD("node_remove","shader_type","id"),&ShaderGraph::node_remove);
ObjectTypeDB::bind_method(_MD("node_set_pos","shader_type","id","pos"),&ShaderGraph::node_set_pos);
ObjectTypeDB::bind_method(_MD("node_get_pos","shader_type","id"),&ShaderGraph::node_get_pos);
ObjectTypeDB::bind_method(_MD("node_get_type","shader_type","id"),&ShaderGraph::node_get_type);
ObjectTypeDB::bind_method(_MD("get_node_list","shader_type"),&ShaderGraph::_get_node_list);
ObjectTypeDB::bind_method(_MD("default_set_value","shader_type","id","param_id","value"), &ShaderGraph::default_set_value);
ObjectTypeDB::bind_method(_MD("default_get_value","shader_type","id","param_id"), &ShaderGraph::default_get_value);
ObjectTypeDB::bind_method(_MD("scalar_const_node_set_value","shader_type","id","value"),&ShaderGraph::scalar_const_node_set_value);
ObjectTypeDB::bind_method(_MD("scalar_const_node_get_value","shader_type","id"),&ShaderGraph::scalar_const_node_get_value);
ObjectTypeDB::bind_method(_MD("vec_const_node_set_value","shader_type","id","value"),&ShaderGraph::vec_const_node_set_value);
ObjectTypeDB::bind_method(_MD("vec_const_node_get_value","shader_type","id"),&ShaderGraph::vec_const_node_get_value);
ObjectTypeDB::bind_method(_MD("rgb_const_node_set_value","shader_type","id","value"),&ShaderGraph::rgb_const_node_set_value);
ObjectTypeDB::bind_method(_MD("rgb_const_node_get_value","shader_type","id"),&ShaderGraph::rgb_const_node_get_value);
ObjectTypeDB::bind_method(_MD("xform_const_node_set_value","shader_type","id","value"),&ShaderGraph::xform_const_node_set_value);
ObjectTypeDB::bind_method(_MD("xform_const_node_get_value","shader_type","id"),&ShaderGraph::xform_const_node_get_value);
// void get_node_list(ShaderType p_which,List<int> *p_node_list) const;
ObjectTypeDB::bind_method(_MD("texture_node_set_filter_size","shader_type","id","filter_size"),&ShaderGraph::texture_node_set_filter_size);
ObjectTypeDB::bind_method(_MD("texture_node_get_filter_size","shader_type","id"),&ShaderGraph::texture_node_get_filter_size);
ObjectTypeDB::bind_method(_MD("texture_node_set_filter_strength","shader_type","id","filter_strength"),&ShaderGraph::texture_node_set_filter_strength);
ObjectTypeDB::bind_method(_MD("texture_node_get_filter_strength","shader_type","id"),&ShaderGraph::texture_node_get_filter_strength);
ObjectTypeDB::bind_method(_MD("scalar_op_node_set_op","shader_type","id","op"),&ShaderGraph::scalar_op_node_set_op);
ObjectTypeDB::bind_method(_MD("scalar_op_node_get_op","shader_type","id"),&ShaderGraph::scalar_op_node_get_op);
ObjectTypeDB::bind_method(_MD("vec_op_node_set_op","shader_type","id","op"),&ShaderGraph::vec_op_node_set_op);
ObjectTypeDB::bind_method(_MD("vec_op_node_get_op","shader_type","id"),&ShaderGraph::vec_op_node_get_op);
ObjectTypeDB::bind_method(_MD("vec_scalar_op_node_set_op","shader_type","id","op"),&ShaderGraph::vec_scalar_op_node_set_op);
ObjectTypeDB::bind_method(_MD("vec_scalar_op_node_get_op","shader_type","id"),&ShaderGraph::vec_scalar_op_node_get_op);
ObjectTypeDB::bind_method(_MD("rgb_op_node_set_op","shader_type","id","op"),&ShaderGraph::rgb_op_node_set_op);
ObjectTypeDB::bind_method(_MD("rgb_op_node_get_op","shader_type","id"),&ShaderGraph::rgb_op_node_get_op);
ObjectTypeDB::bind_method(_MD("xform_vec_mult_node_set_no_translation","shader_type","id","disable"),&ShaderGraph::xform_vec_mult_node_set_no_translation);
ObjectTypeDB::bind_method(_MD("xform_vec_mult_node_get_no_translation","shader_type","id"),&ShaderGraph::xform_vec_mult_node_get_no_translation);
ObjectTypeDB::bind_method(_MD("scalar_func_node_set_function","shader_type","id","func"),&ShaderGraph::scalar_func_node_set_function);
ObjectTypeDB::bind_method(_MD("scalar_func_node_get_function","shader_type","id"),&ShaderGraph::scalar_func_node_get_function);
ObjectTypeDB::bind_method(_MD("vec_func_node_set_function","shader_type","id","func"),&ShaderGraph::vec_func_node_set_function);
ObjectTypeDB::bind_method(_MD("vec_func_node_get_function","shader_type","id"),&ShaderGraph::vec_func_node_get_function);
ObjectTypeDB::bind_method(_MD("input_node_set_name","shader_type","id","name"),&ShaderGraph::input_node_set_name);
ObjectTypeDB::bind_method(_MD("input_node_get_name","shader_type","id"),&ShaderGraph::input_node_get_name);
ObjectTypeDB::bind_method(_MD("scalar_input_node_set_value","shader_type","id","value"),&ShaderGraph::scalar_input_node_set_value);
ObjectTypeDB::bind_method(_MD("scalar_input_node_get_value","shader_type","id"),&ShaderGraph::scalar_input_node_get_value);
ObjectTypeDB::bind_method(_MD("vec_input_node_set_value","shader_type","id","value"),&ShaderGraph::vec_input_node_set_value);
ObjectTypeDB::bind_method(_MD("vec_input_node_get_value","shader_type","id"),&ShaderGraph::vec_input_node_get_value);
ObjectTypeDB::bind_method(_MD("rgb_input_node_set_value","shader_type","id","value"),&ShaderGraph::rgb_input_node_set_value);
ObjectTypeDB::bind_method(_MD("rgb_input_node_get_value","shader_type","id"),&ShaderGraph::rgb_input_node_get_value);
ObjectTypeDB::bind_method(_MD("xform_input_node_set_value","shader_type","id","value"),&ShaderGraph::xform_input_node_set_value);
ObjectTypeDB::bind_method(_MD("xform_input_node_get_value","shader_type","id"),&ShaderGraph::xform_input_node_get_value);
ObjectTypeDB::bind_method(_MD("texture_input_node_set_value","shader_type","id","value:Texture"),&ShaderGraph::texture_input_node_set_value);
ObjectTypeDB::bind_method(_MD("texture_input_node_get_value:Texture","shader_type","id"),&ShaderGraph::texture_input_node_get_value);
ObjectTypeDB::bind_method(_MD("cubemap_input_node_set_value","shader_type","id","value:CubeMap"),&ShaderGraph::cubemap_input_node_set_value);
ObjectTypeDB::bind_method(_MD("cubemap_input_node_get_value:CubeMap","shader_type","id"),&ShaderGraph::cubemap_input_node_get_value);
ObjectTypeDB::bind_method(_MD("comment_node_set_text","shader_type","id","text"),&ShaderGraph::comment_node_set_text);
ObjectTypeDB::bind_method(_MD("comment_node_get_text","shader_type","id"),&ShaderGraph::comment_node_get_text);
ObjectTypeDB::bind_method(_MD("color_ramp_node_set_ramp","shader_type","id","colors","offsets"),&ShaderGraph::color_ramp_node_set_ramp);
ObjectTypeDB::bind_method(_MD("color_ramp_node_get_colors","shader_type","id"),&ShaderGraph::color_ramp_node_get_colors);
ObjectTypeDB::bind_method(_MD("color_ramp_node_get_offsets","shader_type","id"),&ShaderGraph::color_ramp_node_get_offsets);
ObjectTypeDB::bind_method(_MD("curve_map_node_set_points","shader_type","id","points"),&ShaderGraph::curve_map_node_set_points);
ObjectTypeDB::bind_method(_MD("curve_map_node_get_points","shader_type","id"),&ShaderGraph::curve_map_node_get_points);
ObjectTypeDB::bind_method(_MD("connect_node:Error","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::connect_node);
ObjectTypeDB::bind_method(_MD("is_node_connected","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::is_node_connected);
ObjectTypeDB::bind_method(_MD("disconnect_node","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::disconnect_node);
ObjectTypeDB::bind_method(_MD("get_node_connections","shader_type"),&ShaderGraph::_get_connections);
ObjectTypeDB::bind_method(_MD("clear","shader_type"),&ShaderGraph::clear);
ObjectTypeDB::bind_method(_MD("node_set_state","shader_type","id","state"),&ShaderGraph::node_set_state);
ObjectTypeDB::bind_method(_MD("node_get_state:Variant","shader_type","id"),&ShaderGraph::node_get_state);
ObjectTypeDB::bind_method(_MD("_set_data"),&ShaderGraph::_set_data);
ObjectTypeDB::bind_method(_MD("_get_data"),&ShaderGraph::_get_data);
ADD_PROPERTY( PropertyInfo(Variant::DICTIONARY,"_data",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), _SCS("_set_data"),_SCS("_get_data"));
//void get_connections(ShaderType p_which,List<Connection> *p_connections) const;
BIND_CONSTANT( NODE_INPUT ); // all inputs (shader type dependent)
BIND_CONSTANT( NODE_SCALAR_CONST ); //scalar constant
BIND_CONSTANT( NODE_VEC_CONST ); //vec3 constant
BIND_CONSTANT( NODE_RGB_CONST ); //rgb constant (shows a color picker instead)
BIND_CONSTANT( NODE_XFORM_CONST ); // 4x4 matrix constant
BIND_CONSTANT( NODE_TIME ); // time in seconds
BIND_CONSTANT( NODE_SCREEN_TEX ); // screen texture sampler (takes UV) (only usable in fragment shader)
BIND_CONSTANT( NODE_SCALAR_OP ); // scalar vs scalar op (mul ); add ); div ); etc)
BIND_CONSTANT( NODE_VEC_OP ); // vec3 vs vec3 op (mul );ad );div );crossprod );etc)
BIND_CONSTANT( NODE_VEC_SCALAR_OP ); // vec3 vs scalar op (mul ); add ); div ); etc)
BIND_CONSTANT( NODE_RGB_OP ); // vec3 vs vec3 rgb op (with scalar amount) ); like brighten ); darken ); burn ); dodge ); multiply ); etc.
BIND_CONSTANT( NODE_XFORM_MULT ); // mat4 x mat4
BIND_CONSTANT( NODE_XFORM_VEC_MULT ); // mat4 x vec3 mult (with no-translation option)
BIND_CONSTANT( NODE_XFORM_VEC_INV_MULT ); // mat4 x vec3 inverse mult (with no-translation option)
BIND_CONSTANT( NODE_SCALAR_FUNC ); // scalar function (sin ); cos ); etc)
BIND_CONSTANT( NODE_VEC_FUNC ); // vector function (normalize ); negate ); reciprocal ); rgb2hsv ); hsv2rgb ); etc ); etc)
BIND_CONSTANT( NODE_VEC_LEN ); // vec3 length
BIND_CONSTANT( NODE_DOT_PROD ); // vec3 . vec3 (dot product -> scalar output)
BIND_CONSTANT( NODE_VEC_TO_SCALAR ); // 1 vec3 input ); 3 scalar outputs
BIND_CONSTANT( NODE_SCALAR_TO_VEC ); // 3 scalar input ); 1 vec3 output
BIND_CONSTANT( NODE_VEC_TO_XFORM ); // 3 vec input ); 1 xform output
BIND_CONSTANT( NODE_XFORM_TO_VEC ); // 3 vec input ); 1 xform output
BIND_CONSTANT( NODE_SCALAR_INTERP ); // scalar interpolation (with optional curve)
BIND_CONSTANT( NODE_VEC_INTERP ); // vec3 interpolation (with optional curve)
BIND_CONSTANT( NODE_COLOR_RAMP );
BIND_CONSTANT( NODE_CURVE_MAP );
BIND_CONSTANT( NODE_SCALAR_INPUT ); // scalar uniform (assignable in material)
BIND_CONSTANT( NODE_VEC_INPUT ); // vec3 uniform (assignable in material)
BIND_CONSTANT( NODE_RGB_INPUT ); // color uniform (assignable in material)
BIND_CONSTANT( NODE_XFORM_INPUT ); // mat4 uniform (assignable in material)
BIND_CONSTANT( NODE_TEXTURE_INPUT ); // texture input (assignable in material)
BIND_CONSTANT( NODE_CUBEMAP_INPUT ); // cubemap input (assignable in material)
BIND_CONSTANT( NODE_DEFAULT_TEXTURE );
BIND_CONSTANT( NODE_OUTPUT ); // output (shader type dependent)
BIND_CONSTANT( NODE_COMMENT ); // comment
BIND_CONSTANT( NODE_TYPE_MAX );
BIND_CONSTANT( SLOT_TYPE_SCALAR );
BIND_CONSTANT( SLOT_TYPE_VEC );
BIND_CONSTANT( SLOT_TYPE_XFORM );
BIND_CONSTANT( SLOT_TYPE_TEXTURE );
BIND_CONSTANT( SLOT_MAX );
BIND_CONSTANT( SHADER_TYPE_VERTEX );
BIND_CONSTANT( SHADER_TYPE_FRAGMENT );
BIND_CONSTANT( SHADER_TYPE_LIGHT );
BIND_CONSTANT( SHADER_TYPE_MAX );
BIND_CONSTANT( SLOT_IN );
BIND_CONSTANT( SLOT_OUT );
BIND_CONSTANT( GRAPH_OK );
BIND_CONSTANT( GRAPH_ERROR_CYCLIC );
BIND_CONSTANT( GRAPH_ERROR_MISSING_CONNECTIONS );
BIND_CONSTANT( SCALAR_OP_ADD );
BIND_CONSTANT( SCALAR_OP_SUB );
BIND_CONSTANT( SCALAR_OP_MUL );
BIND_CONSTANT( SCALAR_OP_DIV );
BIND_CONSTANT( SCALAR_OP_MOD );
BIND_CONSTANT( SCALAR_OP_POW );
BIND_CONSTANT( SCALAR_OP_MAX );
BIND_CONSTANT( SCALAR_OP_MIN );
BIND_CONSTANT( SCALAR_OP_ATAN2 );
BIND_CONSTANT( SCALAR_MAX_OP );
BIND_CONSTANT( VEC_OP_ADD );
BIND_CONSTANT( VEC_OP_SUB );
BIND_CONSTANT( VEC_OP_MUL );
BIND_CONSTANT( VEC_OP_DIV );
BIND_CONSTANT( VEC_OP_MOD );
BIND_CONSTANT( VEC_OP_POW );
BIND_CONSTANT( VEC_OP_MAX );
BIND_CONSTANT( VEC_OP_MIN );
BIND_CONSTANT( VEC_OP_CROSS );
BIND_CONSTANT( VEC_MAX_OP );
BIND_CONSTANT( VEC_SCALAR_OP_MUL );
BIND_CONSTANT( VEC_SCALAR_OP_DIV );
BIND_CONSTANT( VEC_SCALAR_OP_POW );
BIND_CONSTANT( VEC_SCALAR_MAX_OP );
BIND_CONSTANT( RGB_OP_SCREEN );
BIND_CONSTANT( RGB_OP_DIFFERENCE );
BIND_CONSTANT( RGB_OP_DARKEN );
BIND_CONSTANT( RGB_OP_LIGHTEN );
BIND_CONSTANT( RGB_OP_OVERLAY );
BIND_CONSTANT( RGB_OP_DODGE );
BIND_CONSTANT( RGB_OP_BURN );
BIND_CONSTANT( RGB_OP_SOFT_LIGHT );
BIND_CONSTANT( RGB_OP_HARD_LIGHT );
BIND_CONSTANT( RGB_MAX_OP );
BIND_CONSTANT( SCALAR_FUNC_SIN );
BIND_CONSTANT( SCALAR_FUNC_COS );
BIND_CONSTANT( SCALAR_FUNC_TAN );
BIND_CONSTANT( SCALAR_FUNC_ASIN );
BIND_CONSTANT( SCALAR_FUNC_ACOS );
BIND_CONSTANT( SCALAR_FUNC_ATAN );
BIND_CONSTANT( SCALAR_FUNC_SINH );
BIND_CONSTANT( SCALAR_FUNC_COSH );
BIND_CONSTANT( SCALAR_FUNC_TANH );
BIND_CONSTANT( SCALAR_FUNC_LOG );
BIND_CONSTANT( SCALAR_FUNC_EXP );
BIND_CONSTANT( SCALAR_FUNC_SQRT );
BIND_CONSTANT( SCALAR_FUNC_ABS );
BIND_CONSTANT( SCALAR_FUNC_SIGN );
BIND_CONSTANT( SCALAR_FUNC_FLOOR );
BIND_CONSTANT( SCALAR_FUNC_ROUND );
BIND_CONSTANT( SCALAR_FUNC_CEIL );
BIND_CONSTANT( SCALAR_FUNC_FRAC );
BIND_CONSTANT( SCALAR_FUNC_SATURATE );
BIND_CONSTANT( SCALAR_FUNC_NEGATE );
BIND_CONSTANT( SCALAR_MAX_FUNC );
BIND_CONSTANT( VEC_FUNC_NORMALIZE );
BIND_CONSTANT( VEC_FUNC_SATURATE );
BIND_CONSTANT( VEC_FUNC_NEGATE );
BIND_CONSTANT( VEC_FUNC_RECIPROCAL );
BIND_CONSTANT( VEC_FUNC_RGB2HSV );
BIND_CONSTANT( VEC_FUNC_HSV2RGB );
BIND_CONSTANT( VEC_MAX_FUNC );
ADD_SIGNAL(MethodInfo("updated"));
#if 0
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_param);
ObjectTypeDB::bind_method(_MD("node_get_type"),&ShaderGraph::node_get_type);
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 );
#endif
}
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<int,Node>::Element *E=shader[i].node_map.front();E;E=E->next()) {
if (E->get().type!=NODE_SCALAR_INPUT && E->get().type!=NODE_VEC_INPUT && E->get().type==NODE_RGB_INPUT && E->get().type==NODE_XFORM_INPUT && E->get().type==NODE_TEXTURE_INPUT && E->get().type==NODE_CUBEMAP_INPUT)
continue;
String name = E->get().param1;
if (name==tocmp) {
valid=false;
break;
}
}
}
if (!valid) {
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<int,Node>::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=DVector<Color>(); node.param2=DVector<real_t>();} break; // vec3 interpolation (with optional curve)
case NODE_CURVE_MAP: { node.param1=DVector<Vector2>();} 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_pos(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_pos(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<int,Node>::Element *E=shader[p_type].node_map.front();E;E=E->next()) {
if (E->key()==p_id)
continue; //no self
for (Map<int,SourceSlot>::Element *F=E->get().connections.front();F;) {
Map<int,SourceSlot>::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<int> *p_node_list) const {
ERR_FAIL_INDEX(p_type,3);
Map<int,Node>::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<Connection> *p_connections) const {
ERR_FAIL_INDEX(p_type,3);
for(const Map<int,Node>::Element *E=shader[p_type].node_map.front();E;E=E->next()) {
for (const Map<int,SourceSlot>::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<int,Node>::Element *E=shader[p_type].node_map.front();E;E=E->next()) {
for (const Map<int,SourceSlot>::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<int> &p_nodes)
{
//Create new node IDs
Map<int,int> duplicates = Map<int,int>();
int i=1;
for(List<int>::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<int>::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<int,SourceSlot>::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<int> ShaderGraph::generate_ids(ShaderType p_type, int count)
{
List<int> ids = List<int>();
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 DVector<Color>& p_colors, const DVector<real_t>& 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();
}
DVector<Color> ShaderGraph::color_ramp_node_get_colors(ShaderType p_type,int p_id) const{
ERR_FAIL_INDEX_V(p_type,3,DVector<Color>());
ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),DVector<Color>());
const Node& n = shader[p_type].node_map[p_id];
return n.param1;
}
DVector<real_t> ShaderGraph::color_ramp_node_get_offsets(ShaderType p_type,int p_id) const{
ERR_FAIL_INDEX_V(p_type,3,DVector<real_t>());
ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),DVector<real_t>());
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 DVector<Vector2>& 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();
}
DVector<Vector2> ShaderGraph::curve_map_node_get_points(ShaderType p_type,int p_id) const{
ERR_FAIL_INDEX_V(p_type,3,DVector<Vector2>());
ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),DVector<Vector2>());
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<Texture>& 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<Texture> ShaderGraph::texture_input_node_get_value(ShaderType p_type,int p_id) const{
ERR_FAIL_INDEX_V(p_type,3,Ref<Texture>());
ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Ref<Texture>());
const Node& n = shader[p_type].node_map[p_id];
ERR_FAIL_COND_V(n.type!=NODE_TEXTURE_INPUT,Ref<Texture>());
return n.param2;
}
void ShaderGraph::cubemap_input_node_set_value(ShaderType p_type,int p_id,const Ref<CubeMap>& 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<CubeMap> ShaderGraph::cubemap_input_node_get_value(ShaderType p_type,int p_id) const{
ERR_FAIL_INDEX_V(p_type,3,Ref<CubeMap>());
ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),Ref<CubeMap>());
const Node& n = shader[p_type].node_map[p_id];
ERR_FAIL_COND_V(n.type!=NODE_CUBEMAP_INPUT,Ref<CubeMap>());
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["pos"]=n.pos;
s["param1"]=n.param1;
s["param2"]=n.param2;
Array keys;
for (Map<int,Variant>::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("pos"));
ERR_FAIL_COND(!d.has("param1"));
ERR_FAIL_COND(!d.has("param2"));
ERR_FAIL_COND(!d.has("default_keys"));
n.pos=d["pos"];
n.param1=d["param1"];
n.param2=d["param2"];
Array keys = d["default_keys"];
for(int i=0;i<keys.size();i++) {
n.defaults[keys[i]]=d[keys[i]];
}
}
ShaderGraph::ShaderGraph(Mode p_mode) : Shader(p_mode) {
//shader = VisualServer::get_singleton()->shader_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},
//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},
//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<SlotInfo> *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;i<NodeSlotInfo::MAX_INS;i++) {
if (nsi->ins[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;i<NodeSlotInfo::MAX_OUTS;i++) {
if (nsi->outs[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;i<NodeSlotInfo::MAX_INS;i++) {
if (nsi->ins[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;i<NodeSlotInfo::MAX_OUTS;i++) {
if (nsi->outs[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<StringName> names;
get_default_texture_param_list(&names);
for (List<StringName>::Element *E=names.front();E;E=E->next()) {
set_default_texture_param(E->get(),Ref<Texture>());
}
for(int i=0;i<3;i++) {
int idx=0;
for (Map<int,Node>::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<int,Node>::Element *E=shader[i].node_map.front();E;E=E->next()) {
for(Map<int,SourceSlot>::Element *F=E->get().connections.front();F;F=F->next()) {
//this is kinda slow, could be sped up
Map<int,Node>::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<Node*> order;
order.resize(shader[i].node_map.size());
for (Map<int,Node>::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<String,String> inputs_xlate;
Map<String,String> input_names_xlate;
Set<String> inputs_used;
for(int j=0;j<order.size();j++) {
Node *n=order[j];
if (n->type==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<String> inputs;
int max = get_node_input_slot_count(get_mode(),ShaderType(i),n->type);
for(int k=0;k<max;k++) {
String iname;
if (!n->connections.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<String>::Element *E=inputs_used.front();E;E=E->next()) {
ERR_CONTINUE( !inputs_xlate.has(E->get()));
code[i]=inputs_xlate[E->get()]+code[i];
String name=input_names_xlate[E->get()];
if (i==SHADER_TYPE_VERTEX && get_mode()==MODE_MATERIAL) {
if (name==("SRC_COLOR"))
code[i]="vec3 SRC_COLOR=COLOR.rgb;\n"+code[i];
if (name==("SRC_ALPHA"))
code[i]="float SRC_ALPHA=COLOR.a;\n"+code[i];
if (name==("SRC_UV"))
code[i]="vec3 SRC_UV=vec3(UV,0);\n"+code[i];
if (name==("SRC_UV2"))
code[i]="float SRC_UV2=vec3(UV2,0);\n"+code[i];
} else if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) {
if (name==("IN_NORMAL"))
code[i]="vec3 IN_NORMAL=NORMAL;\n"+code[i];
} 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<String>& 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;
DVector<uint8_t> cramp;
cramp.resize(color_ramp_len*4);
{
DVector<Color> colors=p_node->param1;
DVector<real_t> offsets=p_node->param2;
int cc =colors.size();
DVector<uint8_t>::Write crw = cramp.write();
DVector<Color>::Read cr = colors.read();
DVector<real_t>::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<pos;j++) {
float t = (j-at)/float(pos-at);
Color c = color_at.linear_interpolate(to,t);
crw[j*4+0]=Math::fast_ftoi( CLAMP(c.r*255.0,0,255) );
crw[j*4+1]=Math::fast_ftoi( CLAMP(c.g*255.0,0,255) );
crw[j*4+2]=Math::fast_ftoi( CLAMP(c.b*255.0,0,255) );
crw[j*4+3]=Math::fast_ftoi( CLAMP(c.a*255.0,0,255) );
}
at=pos;
color_at=to;
}
}
Image gradient(color_ramp_len,1,0,Image::FORMAT_RGBA,cramp);
Ref<ImageTexture> 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));
DVector<uint8_t> cmap;
cmap.resize(curve_map_len);
{
DVector<Point2> points=p_node->param1;
int pc =points.size();
DVector<uint8_t>::Write cmw = cmap.write();
DVector<Point2>::Read pr = points.read();
Vector2 prev=Vector2(0,0);
Vector2 prev2=Vector2(0,0);
for(int i=-1;i<pc;i++) {
Vector2 next;
Vector2 next2;
if (i+1>=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<curve_map_len;i++) {
if (!mapped[i]) {
cmw[i]=pp;
} else {
pp=cmw[i];
}
}
}
Image gradient(curve_map_len,1,0,Image::FORMAT_GRAYSCALE,cmap);
Ref<ImageTexture> 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
}