Jelajahi Sumber

Merge pull request #34305 from Chaosus/vs_sampler_improvements

Added Texture2DArray support to visual shaders
Yuri Roubinsky 5 tahun lalu
induk
melakukan
868781603a

+ 26 - 0
doc/classes/VisualShaderNodeSample3D.xml

@@ -0,0 +1,26 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeSample3D" inherits="VisualShaderNode" version="4.0">
+	<brief_description>
+		A base node for nodes which samples 3D textures in the visual shader graph.
+	</brief_description>
+	<description>
+		A virtual class, use the descendants instead.
+	</description>
+	<tutorials>
+	</tutorials>
+	<methods>
+	</methods>
+	<members>
+		<member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeSample3D.Source" default="0">
+			An input source type.
+		</member>
+	</members>
+	<constants>
+		<constant name="SOURCE_TEXTURE" value="0" enum="Source">
+			Creates internal uniform and provides a way to assign it within node.
+		</constant>
+		<constant name="SOURCE_PORT" value="1" enum="Source">
+			Use the uniform texture from sampler port.
+		</constant>
+	</constants>
+</class>

+ 20 - 0
doc/classes/VisualShaderNodeTexture2DArray.xml

@@ -0,0 +1,20 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeTexture2DArray" inherits="VisualShaderNodeSample3D" version="4.0">
+	<brief_description>
+		A 2D texture uniform array to be used within the visual shader graph.
+	</brief_description>
+	<description>
+		Translated to [code]uniform sampler2DArray[/code] in the shader language.
+	</description>
+	<tutorials>
+	</tutorials>
+	<methods>
+	</methods>
+	<members>
+		<member name="texture_array" type="Texture2DArray" setter="set_texture_array" getter="get_texture_array">
+			A source texture array. Used if [member VisualShaderNodeSample3D.source] is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE].
+		</member>
+	</members>
+	<constants>
+	</constants>
+</class>

+ 2 - 0
editor/plugins/visual_shader_editor_plugin.cpp

@@ -2750,8 +2750,10 @@ VisualShaderEditor::VisualShaderEditor() {
 	texture_node_option_idx = add_options.size();
 	add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the texture lookup."), -1, -1));
 	add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), -1, -1));
+	add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), -1, -1, -1, -1, -1));
 	add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), -1, -1));
 	add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), -1, -1, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
+	add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup."), -1, -1, -1, -1, -1));
 
 	// TRANSFORM
 

+ 3 - 0
scene/register_scene_types.cpp

@@ -541,6 +541,8 @@ void register_scene_types() {
 	ClassDB::register_class<VisualShaderNodeVectorDecompose>();
 	ClassDB::register_class<VisualShaderNodeTransformDecompose>();
 	ClassDB::register_class<VisualShaderNodeTexture>();
+	ClassDB::register_virtual_class<VisualShaderNodeSample3D>();
+	ClassDB::register_class<VisualShaderNodeTexture2DArray>();
 	ClassDB::register_class<VisualShaderNodeCubemap>();
 	ClassDB::register_virtual_class<VisualShaderNodeUniform>();
 	ClassDB::register_class<VisualShaderNodeFloatUniform>();
@@ -551,6 +553,7 @@ void register_scene_types() {
 	ClassDB::register_class<VisualShaderNodeTransformUniform>();
 	ClassDB::register_class<VisualShaderNodeTextureUniform>();
 	ClassDB::register_class<VisualShaderNodeTextureUniformTriplanar>();
+	ClassDB::register_class<VisualShaderNodeTexture2DArrayUniform>();
 	ClassDB::register_class<VisualShaderNodeCubemapUniform>();
 	ClassDB::register_class<VisualShaderNodeIf>();
 	ClassDB::register_class<VisualShaderNodeSwitch>();

+ 245 - 0
scene/resources/visual_shader_nodes.cpp

@@ -781,6 +781,183 @@ VisualShaderNodeTexture::VisualShaderNodeTexture() {
 	source = SOURCE_TEXTURE;
 }
 
+////////////// Sample3D
+
+int VisualShaderNodeSample3D::get_input_port_count() const {
+	return 3;
+}
+
+VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
+	switch (p_port) {
+		case 0:
+			return PORT_TYPE_VECTOR;
+		case 1:
+			return PORT_TYPE_SCALAR;
+		case 2:
+			return PORT_TYPE_SAMPLER;
+		default:
+			return PORT_TYPE_SCALAR;
+	}
+}
+
+String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
+	switch (p_port) {
+		case 0:
+			return "uvw";
+		case 1:
+			return "lod";
+		default:
+			return "";
+	}
+}
+
+int VisualShaderNodeSample3D::get_output_port_count() const {
+	return 2;
+}
+
+VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
+	return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
+	return p_port == 0 ? "rgb" : "alpha";
+}
+
+String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
+	if (p_port == 0) {
+		return "vec3(UV.xy, 0.0)";
+	}
+	return "";
+}
+
+String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+	String code;
+	if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
+		String id;
+		code += "\t{\n";
+		if (source == SOURCE_TEXTURE) {
+			id = make_unique_id(p_type, p_id, "tex3d");
+		} else {
+			id = p_input_vars[2];
+		}
+		if (id != String()) {
+			if (p_input_vars[0] == String()) { // Use UV by default.
+				if (p_input_vars[1] == String()) {
+					code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", vec3(UV.xy, 0.0));\n";
+				} else {
+					code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", vec3(UV.xy, 0.0), " + p_input_vars[1] + ");\n";
+				}
+			} else if (p_input_vars[1] == String()) {
+				//no lod
+				code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+			} else {
+				code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+			}
+		} else {
+			code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
+		}
+
+		code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
+		code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
+		code += "\t}\n";
+		return code;
+	}
+	code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
+	code += "\t" + p_output_vars[1] + " = 1.0;\n";
+	return code;
+}
+
+void VisualShaderNodeSample3D::set_source(Source p_source) {
+	source = p_source;
+	emit_changed();
+	emit_signal("editor_refresh_request");
+}
+
+VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
+	return source;
+}
+
+void VisualShaderNodeSample3D::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
+	ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
+
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
+
+	BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
+	BIND_ENUM_CONSTANT(SOURCE_PORT);
+}
+
+String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
+	if (source == SOURCE_TEXTURE) {
+		return String(); // all good
+	}
+	if (source == SOURCE_PORT) {
+		return String(); // all good
+	}
+	return TTR("Invalid source for shader.");
+}
+
+VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
+	source = SOURCE_TEXTURE;
+	simple_decl = false;
+}
+
+////////////// Texture2DArray
+
+String VisualShaderNodeTexture2DArray::get_caption() const {
+	return "Texture2DArray";
+}
+
+String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
+	if (p_port == 2) {
+		return "sampler2DArray";
+	}
+	return VisualShaderNodeSample3D::get_input_port_name(p_port);
+}
+
+Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
+	VisualShader::DefaultTextureParam dtp;
+	dtp.name = make_unique_id(p_type, p_id, "tex3d");
+	dtp.param = texture;
+	Vector<VisualShader::DefaultTextureParam> ret;
+	ret.push_back(dtp);
+	return ret;
+}
+
+String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+	if (source == SOURCE_TEXTURE) {
+		return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
+	}
+	return String();
+}
+
+void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_value) {
+	texture = p_value;
+	emit_changed();
+}
+
+Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
+	return texture;
+}
+
+Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
+	Vector<StringName> props;
+	props.push_back("source");
+	if (source == SOURCE_TEXTURE) {
+		props.push_back("texture_array");
+	}
+	return props;
+}
+
+void VisualShaderNodeTexture2DArray::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
+	ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
+
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
+}
+
+VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
+}
 ////////////// Cubemap
 
 String VisualShaderNodeCubemap::get_caption() const {
@@ -3926,6 +4103,74 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int
 VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
 }
 
+////////////// Texture2DArray Uniform
+
+String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
+	return "Texture2DArrayUniform";
+}
+
+int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
+	return 1;
+}
+
+VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
+	return PORT_TYPE_SAMPLER;
+}
+
+String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
+	return "sampler2DArray";
+}
+
+int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
+	return 0;
+}
+
+VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
+	return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
+	return "";
+}
+
+String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
+	return "";
+}
+
+String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+	String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
+
+	switch (texture_type) {
+		case TYPE_DATA:
+			if (color_default == COLOR_DEFAULT_BLACK)
+				code += " : hint_black;\n";
+			else
+				code += ";\n";
+			break;
+		case TYPE_COLOR:
+			if (color_default == COLOR_DEFAULT_BLACK)
+				code += " : hint_black_albedo;\n";
+			else
+				code += " : hint_albedo;\n";
+			break;
+		case TYPE_NORMALMAP:
+			code += " : hint_normal;\n";
+			break;
+		case TYPE_ANISO:
+			code += " : hint_aniso;\n";
+			break;
+	}
+
+	return code;
+}
+
+String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+	return String();
+}
+
+VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
+}
+
 ////////////// Cubemap Uniform
 
 String VisualShaderNodeCubemapUniform::get_caption() const {

+ 86 - 1
scene/resources/visual_shader_nodes.h

@@ -236,7 +236,7 @@ public:
 	enum TextureType {
 		TYPE_DATA,
 		TYPE_COLOR,
-		TYPE_NORMALMAP
+		TYPE_NORMALMAP,
 	};
 
 private:
@@ -284,6 +284,68 @@ VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source)
 
 ///////////////////////////////////////
 
+class VisualShaderNodeSample3D : public VisualShaderNode {
+	GDCLASS(VisualShaderNodeSample3D, VisualShaderNode);
+
+public:
+	enum Source {
+		SOURCE_TEXTURE,
+		SOURCE_PORT,
+	};
+
+protected:
+	Source source;
+
+	static void _bind_methods();
+
+public:
+	virtual String get_caption() const = 0;
+
+	virtual int get_input_port_count() const;
+	virtual PortType get_input_port_type(int p_port) const;
+	virtual String get_input_port_name(int p_port) const;
+	virtual String get_input_port_default_hint(int p_port) const;
+
+	virtual int get_output_port_count() const;
+	virtual PortType get_output_port_type(int p_port) const;
+	virtual String get_output_port_name(int p_port) const;
+
+	virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const = 0;
+	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+	void set_source(Source p_source);
+	Source get_source() const;
+
+	virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
+
+	VisualShaderNodeSample3D();
+};
+
+VARIANT_ENUM_CAST(VisualShaderNodeSample3D::Source)
+
+class VisualShaderNodeTexture2DArray : public VisualShaderNodeSample3D {
+	GDCLASS(VisualShaderNodeTexture2DArray, VisualShaderNodeSample3D);
+	Ref<Texture2DArray> texture;
+
+protected:
+	static void _bind_methods();
+
+public:
+	virtual String get_caption() const;
+
+	virtual String get_input_port_name(int p_port) const;
+
+	virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
+	virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
+
+	void set_texture_array(Ref<Texture2DArray> p_value);
+	Ref<Texture2DArray> get_texture_array() const;
+
+	virtual Vector<StringName> get_editable_properties() const;
+
+	VisualShaderNodeTexture2DArray();
+};
+
 class VisualShaderNodeCubemap : public VisualShaderNode {
 	GDCLASS(VisualShaderNodeCubemap, VisualShaderNode);
 	Ref<Cubemap> cube_map;
@@ -1695,6 +1757,29 @@ public:
 
 ///////////////////////////////////////
 
+class VisualShaderNodeTexture2DArrayUniform : public VisualShaderNodeTextureUniform {
+	GDCLASS(VisualShaderNodeTexture2DArrayUniform, VisualShaderNodeTextureUniform);
+
+public:
+	virtual String get_caption() const;
+
+	virtual int get_input_port_count() const;
+	virtual PortType get_input_port_type(int p_port) const;
+	virtual String get_input_port_name(int p_port) const;
+
+	virtual int get_output_port_count() const;
+	virtual PortType get_output_port_type(int p_port) const;
+	virtual String get_output_port_name(int p_port) const;
+
+	virtual String get_input_port_default_hint(int p_port) const;
+	virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
+	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+	VisualShaderNodeTexture2DArrayUniform();
+};
+
+///////////////////////////////////////
+
 class VisualShaderNodeCubemapUniform : public VisualShaderNodeTextureUniform {
 	GDCLASS(VisualShaderNodeCubemapUniform, VisualShaderNodeTextureUniform);