/**************************************************************************/ /* visual_shader.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* 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 VISUAL_SHADER_H #define VISUAL_SHADER_H #include "core/string/string_builder.h" #include "core/templates/safe_refcount.h" #include "scene/gui/control.h" #include "scene/resources/shader.h" class VisualShaderNodeParameter; class VisualShaderNode; class VisualShader : public Shader { … }; VARIANT_ENUM_CAST(VisualShader::Type) VARIANT_ENUM_CAST(VisualShader::VaryingMode) VARIANT_ENUM_CAST(VisualShader::VaryingType) /// /// /// class VisualShaderNode : public Resource { … }; VARIANT_ENUM_CAST(VisualShaderNode::PortType) class VisualShaderNodeCustom : public VisualShaderNode { … }; ///// class VisualShaderNodeInput : public VisualShaderNode { … }; /// class VisualShaderNodeOutput : public VisualShaderNode { … }; class VisualShaderNodeParameter : public VisualShaderNode { … }; VARIANT_ENUM_CAST(VisualShaderNodeParameter::Qualifier) class VisualShaderNodeParameterRef : public VisualShaderNode { … }; class VisualShaderNodeResizableBase : public VisualShaderNode { … }; class VisualShaderNodeFrame : public VisualShaderNodeResizableBase { … }; #ifndef DISABLE_DEPRECATED // Deprecated, for compatibility only. class VisualShaderNodeComment : public VisualShaderNodeFrame { … }; #endif class VisualShaderNodeGroupBase : public VisualShaderNodeResizableBase { … }; class VisualShaderNodeExpression : public VisualShaderNodeGroupBase { … }; class VisualShaderNodeGlobalExpression : public VisualShaderNodeExpression { … }; class VisualShaderNodeVarying : public VisualShaderNode { … }; class VisualShaderNodeVaryingSetter : public VisualShaderNodeVarying { … }; class VisualShaderNodeVaryingGetter : public VisualShaderNodeVarying { … }; extern String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name); #endif // VISUAL_SHADER_H