Better handling of default values for shader nodes input

This commit is contained in:
Nehon 2018-03-12 23:01:56 +01:00
parent 3ab8466075
commit 514e809326
6 changed files with 44 additions and 44 deletions

View File

@ -228,6 +228,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
* *
* 4. mapping outputs to global output if needed<br> * 4. mapping outputs to global output if needed<br>
* *
*
*<br> *<br>
* All of this is embed in a #if conditional statement if needed * All of this is embed in a #if conditional statement if needed
*/ */
@ -241,45 +242,17 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
final List<String> declaredInputs = new ArrayList<>(); final List<String> declaredInputs = new ArrayList<>();
for (VariableMapping mapping : shaderNode.getInputMapping()) { // Decalring variables with default values first
final ShaderNodeVariable rightVariable = mapping.getRightVariable();
final ShaderNodeVariable leftVariable = mapping.getLeftVariable();
//Variables fed with a sampler matparam or world param are replaced by the matparam itself
//It avoids issue with samplers that have to be uniforms.
if (rightVariable != null && isWorldOrMaterialParam(rightVariable) && rightVariable.getType().startsWith("sampler")) {
nodeSource = replace(nodeSource, leftVariable, rightVariable.getPrefix() + rightVariable.getName());
} else {
if (leftVariable.getType().startsWith("sampler")) {
throw new IllegalArgumentException("a Sampler must be a uniform");
}
map(mapping, source);
}
String newName = shaderNode.getName() + "_" + leftVariable.getName();
if (!declaredInputs.contains(newName)) {
nodeSource = replace(nodeSource, leftVariable, newName);
declaredInputs.add(newName);
}
}
final ShaderNodeDefinition definition = shaderNode.getDefinition(); final ShaderNodeDefinition definition = shaderNode.getDefinition();
for (final ShaderNodeVariable var : definition.getInputs()) { for (final ShaderNodeVariable var : definition.getInputs()) {
if (var.getDefaultValue() == null) { if (var.getType().startsWith("sampler")) {
continue; continue;
} }
final String fullName = shaderNode.getName() + "_" + var.getName(); final String fullName = shaderNode.getName() + "_" + var.getName();
if (declaredInputs.contains(fullName)) {
continue;
}
final ShaderNodeVariable variable = new ShaderNodeVariable(var.getType(), shaderNode.getName(), final ShaderNodeVariable variable = new ShaderNodeVariable(var.getType(), shaderNode.getName(),
var.getName(), var.getMultiplicity()); var.getName(), var.getMultiplicity());
@ -291,6 +264,33 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
declaredInputs.add(fullName); declaredInputs.add(fullName);
} }
for (VariableMapping mapping : shaderNode.getInputMapping()) {
final ShaderNodeVariable rightVariable = mapping.getRightVariable();
final ShaderNodeVariable leftVariable = mapping.getLeftVariable();
String newName = shaderNode.getName() + "_" + leftVariable.getName();
boolean isDeclared = declaredInputs.contains(newName);
//Variables fed with a sampler matparam or world param are replaced by the matparam itself
//It avoids issue with samplers that have to be uniforms.
if (rightVariable != null && isWorldOrMaterialParam(rightVariable) && rightVariable.getType().startsWith("sampler")) {
nodeSource = replace(nodeSource, leftVariable, rightVariable.getPrefix() + rightVariable.getName());
} else {
if (leftVariable.getType().startsWith("sampler")) {
throw new IllegalArgumentException("a Sampler must be a uniform");
}
map(mapping, source, !isDeclared);
}
if (!isDeclared) {
nodeSource = replace(nodeSource, leftVariable, newName);
declaredInputs.add(newName);
}
}
for (ShaderNodeVariable var : definition.getOutputs()) { for (ShaderNodeVariable var : definition.getOutputs()) {
ShaderNodeVariable v = new ShaderNodeVariable(var.getType(), shaderNode.getName(), var.getName(), var.getMultiplicity()); ShaderNodeVariable v = new ShaderNodeVariable(var.getType(), shaderNode.getName(), var.getName(), var.getMultiplicity());
if (!declaredInputs.contains(shaderNode.getName() + "_" + var.getName())) { if (!declaredInputs.contains(shaderNode.getName() + "_" + var.getName())) {
@ -304,7 +304,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
source.append(nodeSource); source.append(nodeSource);
for (VariableMapping mapping : shaderNode.getOutputMapping()) { for (VariableMapping mapping : shaderNode.getOutputMapping()) {
map(mapping, source); map(mapping, source, true);
} }
endCondition(shaderNode.getCondition(), source); endCondition(shaderNode.getCondition(), source);
comment(source, shaderNode, "End"); comment(source, shaderNode, "End");
@ -423,7 +423,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
* @param mapping the VariableMapping to append * @param mapping the VariableMapping to append
* @param source the StringBuilder to use * @param source the StringBuilder to use
*/ */
protected void map(VariableMapping mapping, StringBuilder source) { protected void map(VariableMapping mapping, StringBuilder source, boolean declare) {
final ShaderNodeVariable leftVariable = mapping.getLeftVariable(); final ShaderNodeVariable leftVariable = mapping.getLeftVariable();
final ShaderNodeVariable rightVariable = mapping.getRightVariable(); final ShaderNodeVariable rightVariable = mapping.getRightVariable();
@ -431,7 +431,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
startCondition(mapping.getCondition(), source); startCondition(mapping.getCondition(), source);
appendIndent(source); appendIndent(source);
if (!leftVariable.isShaderOutput()) { if (!leftVariable.isShaderOutput() && declare) {
source.append(leftVariable.getType()); source.append(leftVariable.getType());
source.append(" "); source.append(" ");
} }

View File

@ -10,9 +10,9 @@ ShaderNodeDefinitions{
@output outColor the mixed color @output outColor the mixed color
} }
Input { Input {
vec4 color1 vec4 color1 vec4(1.0)
vec4 color2 vec4 color2 vec4(1.0)
float factor float factor 0.5
} }
Output { Output {
vec4 outColor vec4 outColor

View File

@ -9,8 +9,8 @@ ShaderNodeDefinitions{
@output outColor the resulting color @output outColor the resulting color
} }
Input { Input {
vec4 color1 vec4 color1 vec4(1.0)
vec4 color2 vec4 color2 vec4(1.0)
} }
Output { Output {
vec4 outColor vec4 outColor

View File

@ -9,8 +9,8 @@ ShaderNodeDefinitions{
@output outFloat the resulting coord @output outFloat the resulting coord
} }
Input { Input {
float float1 float float1 1.0
float float2 float float2 1.0
} }
Output { Output {
float outFloat float outFloat

View File

@ -9,8 +9,8 @@ ShaderNodeDefinitions{
@output outCoord the resulting coord @output outCoord the resulting coord
} }
Input { Input {
vec2 coord1 vec2 coord1 vec2(1.0)
vec2 coord2 vec2 coord2 vec2(1.0)
} }
Output { Output {
vec2 outCoord vec2 outCoord

View File

@ -9,8 +9,8 @@ ShaderNodeDefinitions{
@output outPos the resulting position @output outPos the resulting position
} }
Input { Input {
vec2 pos1 vec3 pos1 vec3(1.0)
vec2 pos2 vec3 pos2 vec3(1.0)
} }
Output { Output {
vec2 outPos vec2 outPos