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