nodes: made changes to the node system to allow for context sensitive shader code

Primarily implemented for the math node so a new shader can be generated and
compiled based on what inputs the node is receiving.
This commit is contained in:
itsmattkc
2020-03-29 03:11:30 +11:00
parent 52acb272bf
commit 7100d00060
20 changed files with 209 additions and 56 deletions
+87 -3
View File
@@ -42,7 +42,91 @@ void MathNode::Retranslate()
{
Node::Retranslate();
method_in_->set_name(tr(""));
param_a_in_->set_name(tr(""));
param_b_in_->set_name(tr(""));
method_in_->set_name(tr("Method"));
param_a_in_->set_name(tr("Value"));
param_b_in_->set_name(tr("Value"));
}
Node::Capabilities MathNode::GetCapabilities(const NodeValueDatabase &input) const
{
if (input[param_a_in_].Has(NodeParam::kTexture) || input[param_b_in_].Has(NodeParam::kTexture)) {
return kShader;
} else if (input[param_a_in_].Has(NodeParam::kSamples) || input[param_b_in_].Has(NodeParam::kSamples)) {
return kSampleProcessor;
} else {
return kNormal;
}
}
QString MathNode::ShaderID(const NodeValueDatabase &input) const
{
// FIXME: Hardcoded ADD operation
QString method = QString::number(0);
QString type_a = QString::number(GuessTypeFromTable(input[param_a_in_]));
QString type_b = QString::number(GuessTypeFromTable(input[param_b_in_]));
return id().append(method).append(type_a).append(type_b);
}
QString MathNode::ShaderFragmentCode(const NodeValueDatabase &input) const
{
NodeParam::DataType type_a = GuessTypeFromTable(input[param_a_in_]);
NodeParam::DataType type_b = GuessTypeFromTable(input[param_b_in_]);
return QStringLiteral("#version 110\n"
"\n"
"varying vec2 ove_texcoord;\n"
"\n"
"uniform %1 %3;\n"
"uniform %2 %4;\n"
"\n"
"void main(void) {\n"
" gl_FragColor = %5 + %6;\n"
"}\n").arg(GetUniformTypeFromType(type_a),
GetUniformTypeFromType(type_b),
param_a_in_->id(),
param_b_in_->id(),
GetVariableCall(param_a_in_->id(), type_a),
GetVariableCall(param_b_in_->id(), type_b));
}
NodeValue MathNode::InputValueFromTable(NodeInput *input, const NodeValueTable &table) const
{
if (input->IsConnected()
&& (input == param_a_in_ || input == param_b_in_)
&& table.Has(NodeParam::kTexture)) {
return table.GetWithMeta(NodeParam::kTexture);
}
return Node::InputValueFromTable(input, table);
}
NodeParam::DataType MathNode::GuessTypeFromTable(const NodeValueTable &table)
{
if (table.Has(NodeParam::kTexture)) {
return NodeParam::kTexture;
} else if (table.Has(NodeParam::kSamples)) {
return NodeParam::kSamples;
} else {
return NodeParam::kFloat;
}
}
QString MathNode::GetUniformTypeFromType(const NodeParam::DataType &type)
{
if (type == NodeParam::kTexture) {
return QStringLiteral("sampler2D");
}
return QStringLiteral("float");
}
QString MathNode::GetVariableCall(const QString &input_id, const NodeParam::DataType &type)
{
if (type == NodeParam::kTexture) {
return QStringLiteral("texture2D(%1, ove_texcoord)").arg(input_id);
}
return input_id;
}