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path: root/scene/resources/shader_graph.cpp
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-rw-r--r--scene/resources/shader_graph.cpp2695
1 files changed, 1323 insertions, 1372 deletions
diff --git a/scene/resources/shader_graph.cpp b/scene/resources/shader_graph.cpp
index 7e549f778..ed146cc62 100644
--- a/scene/resources/shader_graph.cpp
+++ b/scene/resources/shader_graph.cpp
@@ -32,371 +32,360 @@
Array ShaderGraph::_get_node_list(ShaderType p_type) const {
List<int> nodes;
- get_node_list(p_type,&nodes);
+ get_node_list(p_type, &nodes);
Array arr(true);
- for (List<int>::Element *E=nodes.front();E;E=E->next())
+ 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);
+ get_node_connections(p_type, &connections);
Array arr(true);
- for (List<Connection>::Element *E=connections.front();E;E=E->next()) {
+ 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;
+ 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;
+ Dictionary d = p_data;
ERR_FAIL_COND(!d.has("shaders"));
- Array sh=d["shaders"];
- ERR_FAIL_COND(sh.size()!=3);
+ 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);
+ 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) {
+ 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];
+ 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);
+ Array conns = data[i + 5];
+ ERR_FAIL_COND((conns.size() % 3) != 0);
- for(int j=0;j<conns.size();j+=3) {
+ for (int j = 0; j < conns.size(); j += 3) {
SourceSlot ss;
- int ls=conns[j+0];
+ int ls = conns[j + 0];
if (ls == SLOT_DEFAULT_VALUE) {
- n.defaults[conns[j+1]]=conns[j+2];
+ n.defaults[conns[j + 1]] = conns[j + 2];
} else {
- ss.id=conns[j+1];
- ss.slot=conns[j+2];
- n.connections[ls]=ss;
+ ss.id = conns[j + 1];
+ ss.slot = conns[j + 2];
+ n.connections[ls] = ss;
}
}
- shader[t].node_map[n.id]=n;
-
+ shader[t].node_map[n.id] = n;
}
}
- _pending_update_shader=true;
+ _pending_update_shader = true;
_update_shader();
-
}
Dictionary ShaderGraph::_get_data() const {
Array sh;
- for(int i=0;i<3;i++) {
+ 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.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;
+ 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.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;
+ 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()) {
+ 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;
+ conns[idx2 + 0] = SLOT_DEFAULT_VALUE;
+ conns[idx2 + 1] = F->key();
+ conns[idx2 + 2] = F->get();
+ idx2 += 3;
}
- data[idx+5]=conns;
- idx+=6;
+ data[idx + 5] = conns;
+ idx += 6;
}
sh.push_back(data);
}
Dictionary data;
- data["shaders"]=sh;
+ data["shaders"] = sh;
return data;
}
-
-
ShaderGraph::GraphError ShaderGraph::get_graph_error(ShaderType p_type) const {
- ERR_FAIL_INDEX_V(p_type,3,GRAPH_OK);
+ 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)
+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("_update_shader"), &ShaderGraph::_update_shader);
- ObjectTypeDB::bind_method(_MD("node_get_type","shader_type","id"),&ShaderGraph::node_get_type);
+ 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("get_node_list","shader_type"),&ShaderGraph::_get_node_list);
+ ObjectTypeDB::bind_method(_MD("node_get_type", "shader_type", "id"), &ShaderGraph::node_get_type);
- 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("get_node_list", "shader_type"), &ShaderGraph::_get_node_list);
- 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("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("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("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("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("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("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);
+ 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;
+ // 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_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("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("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_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("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("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("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("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("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("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("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("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("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("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("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("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("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("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("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("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("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("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);
- 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"));
+ 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( 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_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(SLOT_IN);
+ BIND_CONSTANT(SLOT_OUT);
- BIND_CONSTANT( GRAPH_OK );
- BIND_CONSTANT( GRAPH_ERROR_CYCLIC );
- BIND_CONSTANT( GRAPH_ERROR_MISSING_CONNECTIONS );
+ 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(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_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(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(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(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 );
+ 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 );
@@ -471,30 +460,26 @@ void ShaderGraph::_bind_methods() {
#endif
}
+String ShaderGraph::_find_unique_name(const String &p_base) {
-String ShaderGraph::_find_unique_name(const String& p_base) {
-
-
-
- int idx=1;
- while(true) {
- String tocmp=p_base;
- if (idx>1) {
- tocmp+="_"+itos(idx);
+ 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++) {
+ 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)
+ 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;
+ if (name == tocmp) {
+ valid = false;
break;
}
-
}
}
@@ -507,390 +492,426 @@ String ShaderGraph::_find_unique_name(const String& p_base) {
return String();
}
-void ShaderGraph::node_add(ShaderType p_type, NodeType p_node_type,int p_id) {
+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 );
+ 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) {
+ 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) {
+ 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);
+ ERR_FAIL_COND(E->get().type == NODE_INPUT);
}
}
}
- node.type=p_node_type;
- node.id=p_id;
+ 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: {};
+ 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;
+ 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);
+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;
+ 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());
+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());
+ 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) {
-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(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)
+ 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();
+ for (Map<int, SourceSlot>::Element *F = E->get().connections.front(); F;) {
+ Map<int, SourceSlot>::Element *N = F->next();
- if (F->get().id==p_id) {
+ if (F->get().id == p_id) {
E->get().connections.erase(F);
}
- F=N;
+ 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);
-void ShaderGraph::get_node_list(ShaderType p_type,List<int> *p_node_list) const {
+ Map<int, Node>::Element *E = shader[p_type].node_map.front();
- ERR_FAIL_INDEX(p_type,3);
-
- Map<int,Node>::Element *E = shader[p_type].node_map.front();
-
- while(E) {
+ while (E) {
p_node_list->push_back(E->key());
- E=E->next();
+ E = E->next();
}
}
+ShaderGraph::NodeType ShaderGraph::node_get_type(ShaderType p_type, int p_id) const {
-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_INDEX_V(p_type, 3, NODE_TYPE_MAX);
- ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),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);
-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(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 );
-
+ 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;
+ 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 {
+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);
+ ERR_FAIL_INDEX_V(p_type, 3, false);
SourceSlot ts;
- ts.id=p_src_id;
- ts.slot=p_src_slot;
+ 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;
+ 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);
+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;
+ 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[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 {
+void ShaderGraph::get_node_connections(ShaderType p_type, List<Connection> *p_connections) const {
- ERR_FAIL_INDEX(p_type,3);
+ 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()) {
+ 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;
+ 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()) {
+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())
+ 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);
+ 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);
+ 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) {
-void ShaderGraph::scalar_const_node_set_value(ShaderType p_type,int p_id,float p_value) {
-
- ERR_FAIL_INDEX(p_type,3);
+ 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;
+ 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{
+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);
+ 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){
+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_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;
+ 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{
+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());
+ 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){
+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_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;
+ 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{
+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());
+ 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){
+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_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;
+ 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{
+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());
+ 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){
+void ShaderGraph::texture_node_set_filter_size(ShaderType p_type, int p_id, int p_size) {
- ERR_FAIL_INDEX(p_type,3);
+ 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);
+ 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;
+ arr[0] = p_size;
+ n.param2 = arr;
_request_update();
-
}
-int ShaderGraph::texture_node_get_filter_size(ShaderType p_type,int p_id) const{
+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);
+ 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){
+void ShaderGraph::texture_node_set_filter_strength(ShaderType p_type, float p_id, float p_strength) {
- ERR_FAIL_INDEX(p_type,3);
+ 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);
+ 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;
+ arr[1] = p_strength;
+ n.param2 = arr;
_request_update();
-
}
-float ShaderGraph::texture_node_get_filter_strength(ShaderType p_type,float p_id) const{
+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);
+ 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)
-{
+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()) {
+ 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()) {
+ 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();
+ 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();
+ c.id = duplicates.find(c.id)->get();
}
- shader[p_which].node_map[nn.id]=nn;
+ shader[p_which].node_map[nn.id] = nn;
}
_request_update();
}
-List<int> ShaderGraph::generate_ids(ShaderType p_type, int count)
-{
+List<int> ShaderGraph::generate_ids(ShaderType p_type, int count) {
List<int> ids = List<int>();
- int i=1;
+ int i = 1;
while (ids.size() < count) {
while (shader[p_type].node_map.has(i))
i++;
@@ -900,403 +921,360 @@ List<int> ShaderGraph::generate_ids(ShaderType p_type, int count)
return ids;
}
+void ShaderGraph::scalar_op_node_set_op(ShaderType p_type, float p_id, ScalarOp p_op) {
-void ShaderGraph::scalar_op_node_set_op(ShaderType p_type,float p_id,ScalarOp p_op){
-
- ERR_FAIL_INDEX(p_type,3);
+ 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;
+ 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{
+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);
+ 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) {
-void ShaderGraph::vec_op_node_set_op(ShaderType p_type,float p_id,VecOp p_op){
-
- ERR_FAIL_INDEX(p_type,3);
+ 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;
+ 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{
+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);
+ 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) {
-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_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;
+ 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{
+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);
+ 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){
+void ShaderGraph::rgb_op_node_set_op(ShaderType p_type, float p_id, RGBOp p_op) {
- ERR_FAIL_INDEX(p_type,3);
+ 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;
+ 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{
+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);
+ 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) {
-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_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;
+ 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{
+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);
+ 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){
+void ShaderGraph::scalar_func_node_set_function(ShaderType p_type, int p_id, ScalarFunc p_func) {
- ERR_FAIL_INDEX(p_type,3);
+ 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);
+ 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;
+ 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{
+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);
+ 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);
+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)
+ 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;
+ 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];
+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) {
-
-void ShaderGraph::vec_func_node_set_function(ShaderType p_type,int p_id,VecFunc p_func){
-
- ERR_FAIL_INDEX(p_type,3);
+ 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);
+ 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;
+ 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{
+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);
+ 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){
+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_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;
+ 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{
+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];
+ 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{
+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];
+ 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) {
-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_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;
+ 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{
+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];
+ 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) {
-
-void ShaderGraph::input_node_set_name(ShaderType p_type,int p_id,const String& p_name){
-
- ERR_FAIL_INDEX(p_type,3);
+ 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);
+ 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);
+ n.param1 = "";
+ n.param1 = _find_unique_name(p_name);
_request_update();
-
}
-String ShaderGraph::input_node_get_name(ShaderType p_type,int p_id){
+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());
+ 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) {
-void ShaderGraph::scalar_input_node_set_value(ShaderType p_type,int p_id,float p_value) {
-
- ERR_FAIL_INDEX(p_type,3);
+ 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;
+ 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{
+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);
+ 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){
+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_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);
+ Node &n = shader[p_type].node_map[p_id];
+ ERR_FAIL_COND(n.type != NODE_VEC_INPUT);
- n.param2=p_value;
+ n.param2 = p_value;
_request_update();
-
}
-Vector3 ShaderGraph::vec_input_node_get_value(ShaderType p_type,int p_id) const{
+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());
+ 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){
+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_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;
+ 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{
+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());
+ 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){
+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_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;
+ 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{
+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());
+ 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) {
-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_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;
+ 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{
+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>());
+ 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){
+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_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;
+ 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{
+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>());
+ 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) {
-void ShaderGraph::comment_node_set_text(ShaderType p_type,int p_id,const String& p_comment) {
-
- ERR_FAIL_INDEX(p_type,3);
+ 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;
-
+ 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{
+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());
+ 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() {
@@ -1304,68 +1282,67 @@ void ShaderGraph::_request_update() {
if (_pending_update_shader)
return;
- _pending_update_shader=true;
+ _pending_update_shader = true;
call_deferred("_update_shader");
-
}
-Variant ShaderGraph::node_get_state(ShaderType p_type,int p_id) const {
+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];
+ 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;
+ 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()) {
+ for (Map<int, Variant>::Element *E = n.defaults.front(); E; E = E->next()) {
keys.append(E->key());
- s[E->key()]=E->get();
+ s[E->key()] = E->get();
}
- s["default_keys"]=keys;
+ s["default_keys"] = keys;
return s;
-
}
-void ShaderGraph::node_set_state(ShaderType p_type,int p_id,const Variant& p_state) {
+void ShaderGraph::node_set_state(ShaderType p_type, int p_id, const Variant &p_state) {
- ERR_FAIL_INDEX(p_type,3);
+ 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];
+ 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"];
+ 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]];
+ for (int i = 0; i < keys.size(); i++) {
+ n.defaults[keys[i]] = d[keys[i]];
}
}
-ShaderGraph::ShaderGraph(Mode p_mode) : Shader(p_mode) {
+ShaderGraph::ShaderGraph(Mode p_mode)
+ : Shader(p_mode) {
//shader = VisualServer::get_singleton()->shader_create();
- _pending_update_shader=false;
+ _pending_update_shader = false;
Node input;
- input.id=1;
- input.pos=Vector2(50,40);
- input.type=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;
+ output.id = 0;
+ output.pos = Vector2(350, 40);
+ output.type = NODE_OUTPUT;
- for(int i=0;i<3;i++) {
+ for (int i = 0; i < 3; i++) {
- shader[i].node_map.insert(0,output);
- shader[i].node_map.insert(1,input);
+ shader[i].node_map.insert(0, output);
+ shader[i].node_map.insert(1, input);
}
}
@@ -1374,214 +1351,210 @@ ShaderGraph::~ShaderGraph() {
//VisualServer::get_singleton()->free(shader);
}
-
-const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
+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},
+ { 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},
+ { 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},
+ { 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},
+ { 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},
+ { 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 },
+ { 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},
+ { 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},
+ { MODE_CANVAS_ITEM, SHADER_TYPE_VERTEX, "Vertex", "VERTEX", ".xy", SLOT_TYPE_VEC, SLOT_OUT },
+ { MODE_CANVAS_ITEM, SHADER_TYPE_VERTEX, "UV", "UV", ".xy", SLOT_TYPE_VEC, SLOT_OUT },
+ { MODE_CANVAS_ITEM, SHADER_TYPE_VERTEX, "Color", "COLOR.rgb", "", SLOT_TYPE_VEC, SLOT_OUT },
+ { MODE_CANVAS_ITEM, SHADER_TYPE_VERTEX, "Alpha", "COLOR.a", "", SLOT_TYPE_SCALAR, SLOT_OUT },
+ { MODE_CANVAS_ITEM, SHADER_TYPE_VERTEX, "Var1", "VAR1.rgb", "", SLOT_TYPE_VEC, SLOT_OUT },
+ { MODE_CANVAS_ITEM, SHADER_TYPE_VERTEX, "Var2", "VAR2.rgb", "", SLOT_TYPE_VEC, SLOT_OUT },
+ { MODE_CANVAS_ITEM, SHADER_TYPE_VERTEX, "PointSize", "POINT_SIZE", "", SLOT_TYPE_SCALAR, SLOT_OUT },
//canvas item fragment in
- {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Color","SRC_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Alpha","SRC_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"UVScreen","vec3(SCREEN_UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"TexPixelSize","vec3(TEXTURE_PIXEL_SIZE,0)","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
+ { MODE_CANVAS_ITEM, SHADER_TYPE_FRAGMENT, "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},
+ { MODE_CANVAS_ITEM, SHADER_TYPE_FRAGMENT, "Color", "COLOR.rgb", "", SLOT_TYPE_VEC, SLOT_OUT },
+ { MODE_CANVAS_ITEM, SHADER_TYPE_FRAGMENT, "Alpha", "COLOR.a", "", SLOT_TYPE_SCALAR, SLOT_OUT },
+ { MODE_CANVAS_ITEM, SHADER_TYPE_FRAGMENT, "Normal", "NORMAL", "", SLOT_TYPE_VEC, SLOT_OUT },
+ { MODE_CANVAS_ITEM, SHADER_TYPE_FRAGMENT, "NormalMap", "NORMALMAP", "", SLOT_TYPE_VEC, SLOT_OUT },
+ { MODE_CANVAS_ITEM, SHADER_TYPE_FRAGMENT, "NormalMapDepth", "NORMALMAP_DEPTH", "", SLOT_TYPE_SCALAR, SLOT_OUT },
//canvas item light in
- {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"UV","vec3(UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightColor","LIGHT_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightAlpha","LIGHT_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightHeight","LIGHT_HEIGHT","",SLOT_TYPE_SCALAR,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowColor","LIGHT_SHADOW.rgb","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowAlpha","LIGHT_SHADOW.a","",SLOT_TYPE_SCALAR,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"TexPixelSize","vec3(TEXTURE_PIXEL_SIZE,0)","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN},
- {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
+ { MODE_CANVAS_ITEM, SHADER_TYPE_LIGHT, "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},
+ { 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},
-
-
+ { 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) {
+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) {
+ 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;
+ 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[] = {
-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}}
+ { 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) {
+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) {
+ 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) {
+ 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 (iop->dir == SLOT_OUT)
pc++;
}
iop++;
}
return pc;
- } else if (p_type==NODE_VEC_TO_XFORM){
+ } else if (p_type == NODE_VEC_TO_XFORM) {
return 4;
- } else if (p_type==NODE_XFORM_TO_VEC){
+ } else if (p_type == NODE_XFORM_TO_VEC) {
return 1;
} else {
- const NodeSlotInfo*nsi=&node_slot_info[0];
- while(nsi->type!=NODE_TYPE_MAX) {
+ 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)
+ 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++;
}
@@ -1592,38 +1565,37 @@ int ShaderGraph::get_node_input_slot_count(Mode p_mode, ShaderType p_shader_typ
}
return 0;
-
}
}
-int ShaderGraph::get_node_output_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type){
+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) {
+ 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) {
+ 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 (iop->dir == SLOT_IN)
pc++;
}
iop++;
}
return pc;
- } else if (p_type==NODE_VEC_TO_XFORM){
+ } else if (p_type == NODE_VEC_TO_XFORM) {
return 1;
- } else if (p_type==NODE_XFORM_TO_VEC){
+ } else if (p_type == NODE_XFORM_TO_VEC) {
return 4;
} else {
- const NodeSlotInfo*nsi=&node_slot_info[0];
- while(nsi->type!=NODE_TYPE_MAX) {
+ 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)
+ 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++;
}
@@ -1634,20 +1606,19 @@ int ShaderGraph::get_node_output_slot_count(Mode p_mode, ShaderType p_shader_ty
}
return 0;
-
}
}
-ShaderGraph::SlotType ShaderGraph::get_node_input_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx){
+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) {
+ 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) {
+ 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)
+ if (iop->dir == SLOT_OUT) {
+ if (pc == p_idx)
return iop->slot_type;
pc++;
}
@@ -1655,21 +1626,21 @@ ShaderGraph::SlotType ShaderGraph::get_node_input_slot_type(Mode p_mode, ShaderT
iop++;
}
ERR_FAIL_V(SLOT_MAX);
- } else if (p_type==NODE_VEC_TO_XFORM){
+ } else if (p_type == NODE_VEC_TO_XFORM) {
return SLOT_TYPE_VEC;
- } else if (p_type==NODE_XFORM_TO_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) {
+ 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->type == p_type) {
+ for (int i = 0; i < NodeSlotInfo::MAX_INS; i++) {
- if (nsi->ins[i]==SLOT_MAX)
+ if (nsi->ins[i] == SLOT_MAX)
break;
- if (i==p_idx)
+ if (i == p_idx)
return nsi->ins[i];
}
}
@@ -1678,20 +1649,19 @@ ShaderGraph::SlotType ShaderGraph::get_node_input_slot_type(Mode p_mode, ShaderT
}
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){
+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) {
+ 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) {
+ 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)
+ if (iop->dir == SLOT_IN) {
+ if (pc == p_idx)
return iop->slot_type;
pc++;
}
@@ -1699,20 +1669,20 @@ ShaderGraph::SlotType ShaderGraph::get_node_output_slot_type(Mode p_mode, Shader
iop++;
}
ERR_FAIL_V(SLOT_MAX);
- } else if (p_type==NODE_VEC_TO_XFORM){
+ } else if (p_type == NODE_VEC_TO_XFORM) {
return SLOT_TYPE_XFORM;
- } else if (p_type==NODE_XFORM_TO_VEC){
+ } 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) {
+ 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)
+ 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)
+ if (i == p_idx)
return nsi->outs[i];
}
}
@@ -1724,153 +1694,144 @@ ShaderGraph::SlotType ShaderGraph::get_node_output_slot_type(Mode p_mode, Shader
}
}
-
-
-
-
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()) {
+ for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
- set_default_texture_param(E->get(),Ref<Texture>());
+ set_default_texture_param(E->get(), Ref<Texture>());
}
+ for (int i = 0; i < 3; i++) {
- 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()) {
+ int idx = 0;
+ for (Map<int, Node>::Element *E = shader[i].node_map.front(); E; E = E->next()) {
- E->get().sort_order=idx++;
+ 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();
+ int iters = 0;
+ int iter_max = shader[i].node_map.size() * shader[i].node_map.size();
- while(true) {
- if (iters>iter_max)
+ 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()) {
+ 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()) {
+ 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);
+ 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);
+ SWAP(G->get().sort_order, E->get().sort_order);
swaps++;
}
}
}
iters++;
- if (swaps==0) {
- iters=0;
+ if (swaps == 0) {
+ iters = 0;
break;
}
}
- if (iters>0) {
+ if (iters > 0) {
- shader[i].error=GRAPH_ERROR_CYCLIC;
+ shader[i].error = GRAPH_ERROR_CYCLIC;
continue;
}
- Vector<Node*> order;
+ 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()) {
+ for (Map<int, Node>::Element *E = shader[i].node_map.front(); E; E = E->next()) {
- order[E->get().sort_order]=&E->get();
+ order[E->get().sort_order] = &E->get();
}
//generate code for the ordered graph
- bool failed=false;
+ 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";
+ 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;
+ Map<String, String> inputs_xlate;
+ Map<String, String> input_names_xlate;
Set<String> inputs_used;
- for(int j=0;j<order.size();j++) {
+ for (int j = 0; j < order.size(); j++) {
- Node *n=order[j];
- if (n->type==NODE_INPUT) {
+ 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 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"};
+ 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;
+ 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) {
-
+ } 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) {
+ 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)
+ 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;
+ 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 (i == SHADER_TYPE_FRAGMENT && get_mode() == MODE_MATERIAL) {
if (use_alpha) {
- code[i]+="DIFFUSE_ALPHA=vec4(DIFFUSE_OUT,ALPHA_OUT);\n";
+ code[i] += "DIFFUSE_ALPHA=vec4(DIFFUSE_OUT,ALPHA_OUT);\n";
} else {
- code[i]+="DIFFUSE=DIFFUSE_OUT;\n";
+ 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++) {
+ 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";
+ 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) {
+ 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);
}
@@ -1878,57 +1839,50 @@ void ShaderGraph::_update_shader() {
if (failed)
break;
- if (n->type==NODE_TEXTURE_INPUT || n->type==NODE_CUBEMAP_INPUT) {
-
- set_default_texture_param(n->param1,n->param2);
+ 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]);
+ _add_node_code(ShaderType(i), n, inputs, code[i]);
}
-
}
if (failed)
continue;
+ for (Set<String>::Element *E = inputs_used.front(); E; E = E->next()) {
- 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()];
+ 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];
+ 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;
-
+ 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;
+ 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]);
@@ -1936,15 +1890,15 @@ void ShaderGraph::_update_shader() {
print_line("LIGHT: \n"+code[2]);*/
if (all_ok) {
- set_code(code[0],code[1],code[2]);
+ set_code(code[0], code[1], code[2]);
}
//do shader here
- _pending_update_shader=false;
+ _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) {
+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];
@@ -1956,13 +1910,13 @@ void ShaderGraph::_plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector
int lastx, lasty;
int newx, newy;
int ntimes;
- int i,j;
+ int i, j;
- int xmax=255;
- int ymax=255;
+ int xmax = 255;
+ int ymax = 255;
/* construct the geometry matrix from the segment */
- for (i = 0; i < 4; i++) {
+ for (i = 0; i < 4; i++) {
geometry[i][2] = 0;
geometry[i][3] = 0;
}
@@ -1985,43 +1939,50 @@ void ShaderGraph::_plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector
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;
+ 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 },
+ { -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]);
- }
+ 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]);
+ 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];
@@ -2035,16 +1996,14 @@ void ShaderGraph::_plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector
dy2 = deltas[2][1];
dy3 = deltas[3][1];
-
- lastx = CLAMP (x, 0, xmax);
- lasty = CLAMP (y, 0, ymax);
+ 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++)
- {
+ for (i = 0; i < ntimes; i++) {
/* increment the x values */
x += dx;
dx += dx2;
@@ -2055,14 +2014,13 @@ void ShaderGraph::_plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector
dy += dy2;
dy2 += dy3;
- newx = CLAMP ((Math::round (x)), 0, xmax);
- newy = CLAMP ((Math::round (y)), 0, ymax);
+ 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;
+ if ((lastx != newx) || (lasty != newy)) {
+ p_useds[newx] = true;
+ p_heights[newx] = newy;
}
lastx = newx;
@@ -2070,165 +2028,161 @@ void ShaderGraph::_plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector
}
}
+void ShaderGraph::_add_node_code(ShaderType p_type, Node *p_node, const Vector<String> &p_inputs, String &code) {
-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";\
+ 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_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_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";\
+#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) {
+ switch (p_node->type) {
case NODE_INPUT: {
-
- }break;
+ } break;
case NODE_SCALAR_CONST: {
double scalar = p_node->param1;
- code+=OUTNAME(p_node->id,0)+"="+rtos(scalar)+";\n";
- }break;
+ 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;
+ 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;
+ 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+=");";
+ 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;
+ } break;
case NODE_TIME: {
- code+=OUTNAME(p_node->id,0)+"=TIME;\n";
- }break;
+ 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;
+ 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;
+ 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";
+ code += OUTNAME(p_node->id, 0) + "=" + optxt + "\n";
- }break;
+ } 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;
+ 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";
+ code += OUTNAME(p_node->id, 0) + "=" + optxt + "\n";
- }break;
+ } 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;
+ 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";
+ code += OUTNAME(p_node->id, 0) + "=" + optxt + "\n";
- }break;
+ } 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) {
+ 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";
+ 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";
+ 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";
+ 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";
+ 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 += 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 += "\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\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\t" + OUTVAR(p_node->id, 0) + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
code += "\t}\n";
code += "}\n";
}
@@ -2236,24 +2190,24 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
} break;
case RGB_OP_DODGE: {
- code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+")/(vec3(1.0)-"+p_inputs[1]+");\n";
+ 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";
+ 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 += 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 += "\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\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\t" + OUTVAR(p_node->id, 0) + "." + axisn[i] + " = (1 - (1-base) * (1-(blend-0.5)));\n";
code += "\t}\n";
code += "}\n";
}
@@ -2261,54 +2215,54 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
} break;
case RGB_OP_HARD_LIGHT: {
- code += OUTNAME(p_node->id,0)+";\n";
- for(int i=0;i<3;i++) {
+ 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 += "\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\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\t" + OUTVAR(p_node->id, 0) + "." + axisn[i] + " = (1 - (1-base) * (1-2*(blend-0.5)));\n";
code += "\t}\n";
code += "}\n";
}
} break;
}
- }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";
+ code += OUTNAME(p_node->id, 0) + "=" + p_inputs[0] + "*" + p_inputs[1] + ";\n";
- }break;
+ } 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";
+ 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";
+ code += OUTNAME(p_node->id, 0) + "=(" + p_inputs[0] + "*vec4(" + p_inputs[1] + ",1)).xyz;\n";
}
- }break;
+ } 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";
+ 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";
+ code += OUTNAME(p_node->id, 0) + "=(" + p_inputs[1] + "*vec4(" + p_inputs[0] + ",1)).xyz;\n";
}
- }break;
+ } break;
case NODE_SCALAR_FUNC: {
DEF_SCALAR(0);
- static const char*scalar_func_id[SCALAR_MAX_FUNC]={
+ static const char *scalar_func_id[SCALAR_MAX_FUNC] = {
"sin($)",
"cos($)",
"tan($)",
@@ -2332,13 +2286,13 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
};
int func = p_node->param1;
- ERR_FAIL_INDEX(func,SCALAR_MAX_FUNC);
- code += OUTNAME(p_node->id,0)+"="+String(scalar_func_id[func]).replace("$",p_inputs[0])+";\n";
+ ERR_FAIL_INDEX(func, SCALAR_MAX_FUNC);
+ code += OUTNAME(p_node->id, 0) + "=" + String(scalar_func_id[func]).replace("$", p_inputs[0]) + ";\n";
} break;
case NODE_VEC_FUNC: {
DEF_VEC(0);
- static const char*vec_func_id[VEC_MAX_FUNC]={
+ static const char *vec_func_id[VEC_MAX_FUNC] = {
"normalize($)",
"max(min($,vec3(1,1,1)),vec3(0,0,0))",
"-($)",
@@ -2347,71 +2301,73 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
"",
};
-
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";
+ 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("$",p_inputs[0])+";\n";
+ code += OUTNAME(p_node->id, 0) + "=" + String(vec_func_id[func]).replace("$", p_inputs[0]) + ";\n";
}
- }break;
+ } break;
case NODE_VEC_LEN: {
DEF_VEC(0);
- code += OUTNAME(p_node->id,0)+"=length("+p_inputs[0]+");\n";
+ code += OUTNAME(p_node->id, 0) + "=length(" + p_inputs[0] + ");\n";
- }break;
+ } 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";
+ code += OUTNAME(p_node->id, 0) + "=dot(" + p_inputs[1] + "," + p_inputs[0] + ");\n";
- }break;
+ } 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";
+ 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;
+ } 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";
+ code += OUTNAME(p_node->id, 0) + "=vec3(" + p_inputs[0] + "," + p_inputs[1] + "," + p_inputs[2] + "" + ");\n";
- }break;
+ } 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";
+ "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;
+ } break;
case NODE_XFORM_TO_VEC: {
DEF_MATRIX(0);
code += OUTNAME(p_node->id, 0) + ";\n";
@@ -2428,110 +2384,110 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
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;
+ } 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";
+ code += OUTNAME(p_node->id, 0) + "=mix(" + p_inputs[0] + "," + p_inputs[1] + "," + p_inputs[2] + ");\n";
- }break;
+ } 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";
+ code += OUTNAME(p_node->id, 0) + "=mix(" + p_inputs[0] + "," + p_inputs[1] + "," + p_inputs[2] + ");\n";
- }break;
+ } break;
case NODE_COLOR_RAMP: {
DEF_SCALAR(0);
- static const int color_ramp_len=512;
+ static const int color_ramp_len = 512;
DVector<uint8_t> cramp;
- cramp.resize(color_ramp_len*4);
+ cramp.resize(color_ramp_len * 4);
{
- DVector<Color> colors=p_node->param1;
- DVector<real_t> offsets=p_node->param2;
- int cc =colors.size();
+ 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 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)
+ if (i == cc) {
+ if (at == color_ramp_len)
break;
- pos=color_ramp_len;
- to=Color(1,1,1,1);
+ pos = color_ramp_len;
+ to = Color(1, 1, 1, 1);
} else {
- to=cr[i];
- pos= MIN(ofr[i]*color_ramp_len,color_ramp_len);
+ 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) );
+ 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;
+ 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);
+ 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);
+ 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";
+ 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;
+ } break;
case NODE_CURVE_MAP: {
DEF_SCALAR(0);
- static const int curve_map_len=256;
+ static const int curve_map_len = 256;
bool mapped[256];
- zeromem(mapped,sizeof(mapped));
+ zeromem(mapped, sizeof(mapped));
DVector<uint8_t> cmap;
cmap.resize(curve_map_len);
{
- DVector<Point2> points=p_node->param1;
- int pc =points.size();
+ 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);
+ Vector2 prev = Vector2(0, 0);
+ Vector2 prev2 = Vector2(0, 0);
- for(int i=-1;i<pc;i++) {
+ for (int i = -1; i < pc; i++) {
Vector2 next;
Vector2 next2;
- if (i+1>=pc) {
- next=Vector2(1,1);
+ if (i + 1 >= pc) {
+ next = Vector2(1, 1);
} else {
- next=Vector2(pr[i+1].x,pr[i+1].y);
+ next = Vector2(pr[i + 1].x, pr[i + 1].y);
}
- if (i+2>=pc) {
- next2=Vector2(1,1);
+ if (i + 2 >= pc) {
+ next2 = Vector2(1, 1);
} else {
- next2=Vector2(pr[i+2].x,pr[i+2].y);
+ next2 = Vector2(pr[i + 2].x, pr[i + 2].y);
}
/*if (i==-1 && prev.offset==next.offset) {
@@ -2539,119 +2495,114 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
continue;
}*/
- _plot_curve(prev2,prev,next,next2,cmw.ptr(),mapped);
+ _plot_curve(prev2, prev, next, next2, cmw.ptr(), mapped);
- prev2=prev;
- prev=next;
+ prev2 = prev;
+ prev = next;
}
- uint8_t pp=0;
- for(int i=0;i<curve_map_len;i++) {
+ uint8_t pp = 0;
+ for (int i = 0; i < curve_map_len; i++) {
if (!mapped[i]) {
- cmw[i]=pp;
+ cmw[i] = pp;
} else {
- pp=cmw[i];
+ 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);
- 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);
+ code += "uniform texture " + cmapname + ";\n";
+ code += OUTNAME(p_node->id, 0) + "=tex(" + cmapname + ",vec2(" + p_inputs[0] + ",0)).r;\n";
- 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;
+ } 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;
+ 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;
+ 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;
+ 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";
+ 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;
+ } break;
case NODE_XFORM_INPUT: {
String name = p_node->param1;
- Transform dv= p_node->param2;
+ 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 += "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";
+ code += OUTNAME(p_node->id, 0) + "=" + name + ";\n";
- }break;
+ } 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";
+ 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;
+ } 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;
+ 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) {
+ 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";
+ 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";
-
+ 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;
+ } break;
case NODE_COMMENT: {
- }break;
+ } break;
case NODE_TYPE_MAX: {
-
}
}
#undef DEF_SCALAR