# -*- mode: shell-script -*-
#
# Specification of Castle Game Engine X3D extensions.
# See https://castle-engine.sourceforge.io/x3d_extensions.php .
# This file is in the format understood by
# our ../x3d-nodes-to-pascal/x3d-nodes-to-pascal.lpr
# and by White Dune scripts.
#
# Note that we only list here *new* X3D nodes.
# Extensions (new fields) to existing nodes must be listed in other txt files
# (otherwse x3d-nodes-to-pascal would not be able to handle them).
# ----------------------------------------------------------------------------

# "KambiAppearance" is just a synonym for "Appearance" now.
#
# Now we just add all new fields to the standard "Appearance" node.
# Reasons: we describe in shadow_maps_x3d paper
# our propositions for Appearance (without introducing KambiAppearance,
# as (in the future) these should not be specific to our engine),
# also InstantReality already has Appearance.blendMode.
#
# You can however use KambiAppearance in your models, this allows you
# to declare KambiAppearance by EXTERNPROTO and fallback on standard
# Appearance.
KambiAppearance : Appearance {
}

GeneratedShadowMap : X3DTextureNode {
  SFString   [in,out]      update           "NONE"                # ["NONE"|"NEXT_FRAME_ONLY"|"ALWAYS"]
  SFInt32    []            size             128
  SFNode     []            light            NULL                  # [X3DLightNode]
  SFFloat    [in,out]      scale            4.0
  SFFloat    [in,out]      bias             4.0
  SFString   []            compareMode      "COMPARE_R_LEQUAL"    # ["COMPARE_R_LEQUAL"|"COMPARE_R_GEQUAL"|"NONE"]
}

Text3D : X3DGeometryNode {
  MFString   [in,out]      string      []
  SFNode     [in,out]      fontStyle   NULL
  MFFloat    [in,out]      length      []
  SFFloat    [in,out]      maxExtent   0
  SFFloat    [in,out]      depth       0.1         # must be >= 0
  SFBool     [in,out]      solid       TRUE
}

KambiInline : Inline {
  MFString   [in,out]      replaceNames  []
  MFNode     [in,out]      replaceNodes  []          # [X3DNode]
}

KambiNavigationInfo : NavigationInfo {
  SFBool     []            timeOriginAtLoad    FALSE
  SFNode []            octreeRendering            NULL    # [KambiOctreeProperties]
  SFNode []            octreeDynamicCollisions    NULL    # [KambiOctreeProperties]
  SFNode []            octreeVisibleTriangles     NULL    # [KambiOctreeProperties]
  SFNode []            octreeStaticCollisions     NULL    # [KambiOctreeProperties]
  SFFloat    [in,out]      headBobbing             0.02   # [0, 1)
  SFFloat    [in,out]      headBobbingTime         0.5    # > 0
  SFNode     [in,out]      headlightNode           NULL   # [X3DLightNode]
}

KambiHeadLight : X3DChildNode {
  SFFloat    [in,out]      ambientIntensity      0           # [0.0, 1.0]
  SFVec3f    [in,out]      attenuation           1 0 0       # [0, infinity)
  SFColor    [in,out]      color                 1 1 1       # [0, 1]
  SFFloat    [in,out]      intensity             1           # [0, 1]
  SFBool     [in,out]      spot                  FALSE
  SFFloat    [in,out]      spotDropOffRate       0
  SFFloat    [in,out]      spotCutOffAngle       0.785398
}

KambiOctreeProperties : X3DNode {
  SFInt32 []            maxDepth              -1      # must be >= -1
  SFInt32 []            leafCapacity          -1      # must be >= -1
}

Teapot : X3DGeometryNode {
  SFVec3f    []            size        3 3 3
  SFBool     []            solid       TRUE
  SFBool     []            manifold    FALSE
  SFNode     [in,out]      texCoord    NULL        # [TextureCoordinateGenerator, ProjectedTextureCoordinate, MultiGeneratedTextureCoordinate]
}

RenderedTexture : X3DTextureNode {
  MFInt32    [in,out]      dimensions            128 128 4 1 1
  SFString   [in,out]      update                "NONE"           # ["NONE"|"NEXT_FRAME_ONLY"|"ALWAYS"]
  SFNode     [in,out]      viewpoint             NULL             # [X3DViewpointNode] (VRML 1.0 camera nodes also allowed)
  SFNode     []            textureProperties     NULL             # [TextureProperties]
  SFBool     []            repeatS               TRUE
  SFBool     []            repeatT               TRUE
  SFBool     []            repeatR               TRUE
  MFBool     [in,out]      depthMap              []
}

Logger : X3DChildNode {
  SFInt32    [in,out]      level       1
  SFString   []            logFile     ""
  SFBool     [in,out]      enabled     TRUE
  XFAny      [in]          write
}

MultiGeneratedTextureCoordinate : X3DTextureCoordinateNode {
  MFNode [in,out] texCoord NULL [TextureCoordinateGenerator, ProjectedTextureCoordinate]
}

ProjectedTextureCoordinate : X3DTextureCoordinateNode {
  SFNode     [in,out]      projector   NULL        # [SpotLight, DirectionalLight, X3DViewpointNode]
}

# See https://castle-engine.sourceforge.io/x3d_extensions_screen_effects.php
ScreenEffect : X3DChildNode {
  SFBool     [in,out]      enabled     TRUE
  SFBool     [in,out]      needsDepth  FALSE
  MFNode     [in,out]      shaders     []        # [X3DShaderNode]
}

# See https://castle-engine.sourceforge.io/x3d_implementation_interpolation.php
ColorSetInterpolator : X3DInterpolatorNode {
  MFColor  [in,out]  keyValue           []
  MFColor  [out]     value_changed
}

VectorInterpolator : X3DInterpolatorNode {
  MFFloat  [in,out]  keyValue           []
  MFFloat  [out]     value_changed
}

# See https://castle-engine.sourceforge.io/compositing_shaders.php
Effect : X3DChildNode {
  SFString   []            language    ""      # ["CG"|"GLSL"|"HLSL"] ; allowed values like ComposedShader.language
  SFBool     [in,out]      enabled     TRUE
  MFNode     []            parts       []      # [EffectPart]

  # And any number of uniform variables, just like for ComposedShader node:
  fieldType []       fieldName
  fieldType [in]     fieldName
  fieldType [out]    fieldName
  fieldType [in,out] fieldName
}

# See https://castle-engine.sourceforge.io/compositing_shaders.php
EffectPart : X3DNode, X3DUrlObject {
  # for XML encoding, default containerField: parts
  MFString []       url      []         # (may be changed to [in,out] one day)
  SFString []       type     "VERTEX"   # ["VERTEX"|"FRAGMENT"]
}

# See https://castle-engine.sourceforge.io/compositing_shaders.php
ShaderTexture : X3DTextureNode {
  MFNode   []       effects         []          # [Effect]; defined in X3DTextureNode
  SFString []       defaultTexCoord "BOUNDS2D"  # ["BOUNDS2D"|"BOUNDS3D"]
}

# See https://castle-engine.sourceforge.io/x3d_extensions.php#section_ext_blending
BlendMode {
  SFString   [in,out]      srcFactor   "src_alpha"  # [none, zero, one, dst_color, src_color, one_minus_dst_color, one_minus_src_color, src_alpha, one_minus_src_alpha, dst_alpha, one_minus_dst_alpha, src_alpha_saturate, constant_color, one_minus_constant_color, constant_alpha, one_minus_constant_alpha]
  SFString   [in,out]      destFactor  "one_minus_src_alpha"  # [none, zero, one, dst_color, src_color, one_minus_dst_color, one_minus_src_color, src_alpha, one_minus_src_alpha, dst_alpha, one_minus_dst_alpha, src_alpha_saturate, constant_color, one_minus_constant_color, constant_alpha, one_minus_constant_alpha]
  SFColor    [in,out]      color       1 1 1
  SFFloat    [in,out]      colorTransparency  0
}

# See https://castle-engine.sourceforge.io/x3d_implementation_eventutilities_extensions.php
Toggler  : X3DChildNode {
  SFBool     [in,out]      status      FALSE
  SFBool     [in,out]      notStatus   TRUE
  XFAny      [in]          toggle                  # the type/value send here is ignored
  XFAny      [in]          set                     # the type/value send here is ignored
  XFAny      [in]          reset                   # the type/value send here is ignored
  SFBool     [out]         changed                 # always sends TRUE
  SFBool     [out]         on                      # always sends TRUE
  SFBool     [out]         off                     # always sends TRUE
  SFBool     [in,out]      enabled     TRUE
}
