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author | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
commit | 0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch) | |
tree | 276c4d099e178eb67fbd14f61d77b05e3808e9e3 /scene/resources/shader_graph.h | |
parent | 0e49da1687bc8192ed210947da52c9e5c5f301bb (diff) | |
download | redot-engine-0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac.tar.gz |
GODOT IS OPEN SOURCE
Diffstat (limited to 'scene/resources/shader_graph.h')
-rw-r--r-- | scene/resources/shader_graph.h | 176 |
1 files changed, 176 insertions, 0 deletions
diff --git a/scene/resources/shader_graph.h b/scene/resources/shader_graph.h new file mode 100644 index 0000000000..57c6ea94f0 --- /dev/null +++ b/scene/resources/shader_graph.h @@ -0,0 +1,176 @@ +/*************************************************************************/ +/* shader_graph.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef SHADER_GRAPH_H +#define SHADER_GRAPH_H + + +#include "map.h" + +#if 0 + +class Shader : public Resource { + + OBJ_TYPE( Shader, Resource ); + RES_BASE_EXTENSION("sgp"); + RID shader; + Map<int,Point2> positions; + uint64_t version; + +protected: + + bool _set(const StringName& p_name, const Variant& p_value); + bool _get(const StringName& p_name,Variant &r_ret) const; + void _get_property_list( List<PropertyInfo> *p_list) const; + + static void _bind_methods(); + + Array _get_connections_helper() const; + +public: + + enum NodeType { + NODE_IN, ///< param 0: name + NODE_OUT, ///< param 0: name + NODE_CONSTANT, ///< param 0: value + NODE_PARAMETER, ///< param 0: name + NODE_ADD, + NODE_SUB, + NODE_MUL, + NODE_DIV, + NODE_MOD, + NODE_SIN, + NODE_COS, + NODE_TAN, + NODE_ARCSIN, + NODE_ARCCOS, + NODE_ARCTAN, + NODE_POW, + NODE_LOG, + NODE_MAX, + NODE_MIN, + NODE_COMPARE, + NODE_TEXTURE, ///< param 0: texture + NODE_TIME, ///< param 0: interval length + NODE_NOISE, + NODE_PASS, + NODE_VEC_IN, ///< param 0: name + NODE_VEC_OUT, ///< param 0: name + NODE_VEC_CONSTANT, ///< param 0: value + NODE_VEC_PARAMETER, ///< param 0: name + NODE_VEC_ADD, + NODE_VEC_SUB, + NODE_VEC_MUL, + NODE_VEC_DIV, + NODE_VEC_MOD, + NODE_VEC_CROSS, + NODE_VEC_DOT, + NODE_VEC_POW, + NODE_VEC_NORMALIZE, + NODE_VEC_INTERPOLATE, + NODE_VEC_SCREEN_TO_UV, + NODE_VEC_TRANSFORM3, + NODE_VEC_TRANSFORM4, + NODE_VEC_COMPARE, + NODE_VEC_TEXTURE_2D, + NODE_VEC_TEXTURE_CUBE, + NODE_VEC_NOISE, + NODE_VEC_0, + NODE_VEC_1, + NODE_VEC_2, + NODE_VEC_BUILD, + NODE_VEC_PASS, + NODE_COLOR_CONSTANT, + NODE_COLOR_PARAMETER, + NODE_TEXTURE_PARAMETER, + NODE_TEXTURE_2D_PARAMETER, + NODE_TEXTURE_CUBE_PARAMETER, + NODE_TRANSFORM_CONSTANT, + NODE_TRANSFORM_PARAMETER, + NODE_LABEL, + NODE_TYPE_MAX + }; + + void node_add(NodeType p_type,int p_id); + void node_remove(int p_id); + void node_set_param( int p_id, const Variant& p_value); + void node_set_pos(int p_id,const Point2& p_pos); + Point2 node_get_pos(int p_id) const; + + void get_node_list(List<int> *p_node_list) const; + NodeType node_get_type(int p_id) const; + Variant node_get_param(int p_id) const; + + void connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot); + void disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot); + + struct Connection { + + int src_id; + int src_slot; + int dst_id; + int dst_slot; + }; + + void get_connections(List<Connection> *p_connections) const; + + void clear(); + + virtual RID get_rid() const { return shader; } + + uint64_t get_version() const { return version; } + + Shader(); + ~Shader(); +}; + +enum ShaderType { + SHADER_VERTEX, + SHADER_FRAGMENT, + SHADER_POST_PROCESS +}; +//helper functions + +static void shader_get_default_input_nodes(ShaderType p_type,List<PropertyInfo> *p_inputs); +static void shader_get_default_output_nodes(ShaderType p_type,List<PropertyInfo> *p_outputs); + +static PropertyInfo shader_node_get_type_info(ShaderNodeType p_type); +static int shader_get_input_count(ShaderNodeType p_type); +static int shader_get_output_count(ShaderNodeType p_type); +static String shader_get_input_name(ShaderNodeType p_type,int p_input); +static String shader_get_output_name(ShaderNodeType p_type,int p_output); +static bool shader_is_input_vector(ShaderNodeType p_type,int p_input); +static bool shader_is_output_vector(ShaderNodeType p_type,int p_input); + + +VARIANT_ENUM_CAST( Shader::NodeType ); + + +#endif + +#endif // SHADER_GRAPH_H |