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			109 lines
		
	
	
	
		
			3.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			109 lines
		
	
	
	
		
			3.8 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) 2007-2016 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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| 
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| #if 0
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| 
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| /**
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| 	@author Juan Linietsky <reduzio@gmail.com>
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| */
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| 
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| #include "servers/visual_server.h"
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| #include "map.h"
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| 
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| 
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| class ShaderCodeGenerator {
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| public:
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| 
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| 	virtual void begin()=0;
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| 	virtual Error add_node(VS::ShaderNodeType p_type,int p_node_pos,int p_id,const Variant& p_param,const Vector<int>& p_in_connections,const Vector<int>& p_out_connections,const Vector<int>& p_out_connection_outputs)=0;
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| 	virtual void end()=0;
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| 
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| 	virtual ~ShaderCodeGenerator() {}
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| };
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| 
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| class ShaderGraph {
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| public:
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| 
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| 
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| 	struct Connection {
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| 
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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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| 
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| private:
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| 	struct Node {
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| 
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| 		int16_t x,y;
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| 		VS::ShaderNodeType type;
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| 		Variant param;
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| 		int id;
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| 		mutable int order; // used for sorting
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| 		mutable bool out_valid;
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| 		mutable bool in_valid;
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| 	};
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| 
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| 	Map<int,Node> node_map;
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| 
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| 	List<Connection> connections;
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| 
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| public:
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| 
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| 	Error generate(ShaderCodeGenerator * p_generator) const;
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| 
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| 	void node_add(VS::ShaderNodeType p_type,int p_id);
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| 	void node_remove(int p_id);
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| 	void node_change_type(int p_id, VS::ShaderNodeType p_type);
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| 	void node_set_param(int p_id, const Variant& p_value);
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| 
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| 	void node_set_pos(int p_id, int p_x,int p_y);
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| 	int node_get_pos_x(int p_id) const;
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| 	int node_get_pos_y(int p_id) const;
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| 
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| 	void get_node_list(List<int> *p_node_list) const;
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| 	void get_sorted_node_list(List<int> *p_node_list) const;
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| 	VS::ShaderNodeType node_get_type(int p_id) const;
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| 	Variant node_get_param(int p_id) const;
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| 
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| 	Error connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
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| 	bool is_connected(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
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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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| 
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| 	void clear();
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| 
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| 	List<Connection> get_connection_list() const;
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| 
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| 
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| 	ShaderGraph();
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| 	~ShaderGraph();
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| 
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| };
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| #endif
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