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ShaderGraph

Struct ShaderGraph 

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pub struct ShaderGraph {
    pub name: String,
    /* private fields */
}
Expand description

A complete shader graph containing nodes and connections.

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§name: String

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impl ShaderGraph

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pub fn new(name: &str) -> Self

Create a new empty shader graph.

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pub fn alloc_id(&mut self) -> NodeId

Allocate a fresh node ID.

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pub fn add_node(&mut self, node_type: NodeType) -> NodeId

Add a node to the graph, returning its ID.

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pub fn add_node_with(&mut self, node: ShaderNode) -> NodeId

Add a pre-built node to the graph.

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pub fn insert_node(&mut self, node: ShaderNode) -> NodeId

Add a pre-built node, reusing its existing ID if set, or allocating one.

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pub fn connect( &mut self, from_node: NodeId, from_socket: usize, to_node: NodeId, to_socket: usize, )

Connect an output socket of one node to an input socket of another.

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pub fn disconnect_node(&mut self, node_id: NodeId)

Remove all connections involving a node.

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pub fn disconnect( &mut self, from_node: NodeId, from_socket: usize, to_node: NodeId, to_socket: usize, )

Remove a specific connection.

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pub fn remove_node(&mut self, node_id: NodeId)

Remove a node and all its connections.

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pub fn node(&self, id: impl Borrow<NodeId>) -> Option<&ShaderNode>

Get a reference to a node.

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pub fn node_mut(&mut self, id: NodeId) -> Option<&mut ShaderNode>

Get a mutable reference to a node.

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pub fn nodes(&self) -> impl Iterator<Item = &ShaderNode>

Iterate over all nodes.

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pub fn node_ids(&self) -> impl Iterator<Item = NodeId> + '_

Iterate over all node IDs.

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pub fn node_count(&self) -> usize

Number of nodes.

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pub fn connections(&self) -> &[Connection]

Get all connections.

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pub fn incoming_connections(&self, node_id: NodeId) -> Vec<&Connection>

Get connections feeding into a specific node’s input socket.

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pub fn outgoing_connections(&self, node_id: NodeId) -> Vec<&Connection>

Get connections going out of a specific node.

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pub fn output_nodes(&self) -> Vec<NodeId>

Find all output nodes (MainColor, EmissionBuffer, BloomBuffer, NormalOutput).

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pub fn source_nodes(&self) -> Vec<NodeId>

Find all source nodes (no required input connections).

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pub fn estimated_cost(&self) -> u32

Compute the total estimated instruction cost of the graph.

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pub fn validate(&self) -> Vec<String>

Validate basic graph integrity: all connections reference existing nodes, socket indices are in range, no self-loops.

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pub fn topology_hash(&self) -> u64

Compute a topology hash for caching/deduplication.

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pub fn nodes_map(&self) -> &HashMap<NodeId, ShaderNode>

Return the internal nodes map (used for serialization).

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pub fn next_id_counter(&self) -> u64

Return the next_id counter (used for serialization).

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pub fn set_next_id(&mut self, val: u64)

Set the next_id counter (used during deserialization).

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pub fn add_connection_raw(&mut self, conn: Connection)

Add a raw connection without duplicate-input removal (used during deserialization).

Trait Implementations§

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impl Clone for ShaderGraph

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fn clone(&self) -> ShaderGraph

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ShaderGraph

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for ShaderGraph

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fn default() -> Self

Returns the “default value” for a type. Read more

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> Downcast for T
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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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fn to_sample_(self) -> U

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