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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /scene/resources/shader_graph.h
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
downloadredot-engine-0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac.tar.gz
GODOT IS OPEN SOURCE
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+/*************************************************************************/
+/* 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