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Added sampler port type for visual shaders

Chaosus 6 years ago
parent
commit
f14bcd8cc5

+ 5 - 2
doc/classes/VisualShaderNode.xml

@@ -51,8 +51,11 @@
 		<constant name="PORT_TYPE_TRANSFORM" value="3" enum="PortType">
 			Transform type. Translated to [code]mat4[/code] type in shader code.
 		</constant>
-		<constant name="PORT_TYPE_ICON_COLOR" value="4" enum="PortType">
-			Color type. Can be used for return icon type in members dialog (see [method VisualShaderNodeCustom._get_return_icon_type]) - do not use it in other cases!
+		<constant name="PORT_TYPE_SAMPLER" value="4" enum="PortType">
+			Sampler type. Translated to reference of sampler uniform in shader code. Can only be used for input ports in non-uniform nodes.
+		</constant>
+		<constant name="PORT_TYPE_MAX" value="5" enum="PortType">
+			Represents the size of the [enum PortType] enum.
 		</constant>
 	</constants>
 </class>

+ 28 - 20
editor/plugins/visual_shader_editor_plugin.cpp

@@ -359,8 +359,8 @@ void VisualShaderEditor::_update_options_menu() {
 					case VisualShaderNode::PORT_TYPE_TRANSFORM:
 						item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"));
 						break;
-					case VisualShaderNode::PORT_TYPE_ICON_COLOR:
-						item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Color", "EditorIcons"));
+					case VisualShaderNode::PORT_TYPE_SAMPLER:
+						item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("ImageTexture", "EditorIcons"));
 						break;
 					default:
 						break;
@@ -437,11 +437,12 @@ void VisualShaderEditor::_update_graph() {
 		}
 	}
 
-	static const Color type_color[4] = {
+	static const Color type_color[5] = {
 		Color(0.38, 0.85, 0.96), // scalar
 		Color(0.84, 0.49, 0.93), // vector
 		Color(0.55, 0.65, 0.94), // boolean
-		Color(0.96, 0.66, 0.43) // transform
+		Color(0.96, 0.66, 0.43), // transform
+		Color(1.0, 1.0, 0.0) // sampler
 	};
 
 	List<VisualShader::Connection> connections;
@@ -640,6 +641,7 @@ void VisualShaderEditor::_update_graph() {
 						type_box->add_item(TTR("Vector"));
 						type_box->add_item(TTR("Boolean"));
 						type_box->add_item(TTR("Transform"));
+						type_box->add_item(TTR("Sampler"));
 						type_box->select(group_node->get_input_port_type(i));
 						type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
 						type_box->connect("item_selected", this, "_change_input_port_type", varray(nodes[n_i], i), CONNECT_DEFERRED);
@@ -704,7 +706,7 @@ void VisualShaderEditor::_update_graph() {
 				}
 			}
 
-			if (valid_right && edit_type->get_selected() == VisualShader::TYPE_FRAGMENT && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM) {
+			if (valid_right && edit_type->get_selected() == VisualShader::TYPE_FRAGMENT && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
 				TextureButton *preview = memnew(TextureButton);
 				preview->set_toggle_mode(true);
 				preview->set_normal_texture(get_icon("GuiVisibilityHidden", "EditorIcons"));
@@ -731,15 +733,19 @@ void VisualShaderEditor::_update_graph() {
 			node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
 		}
 
-		if (vsnode->get_output_port_for_preview() >= 0 && vsnode->get_output_port_type(vsnode->get_output_port_for_preview()) != VisualShaderNode::PORT_TYPE_TRANSFORM) {
-			offset = memnew(Control);
-			offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
-			node->add_child(offset);
+		if (vsnode->get_output_port_for_preview() >= 0) {
+			int port_type = vsnode->get_output_port_type(vsnode->get_output_port_for_preview());
 
-			VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
-			port_preview->setup(visual_shader, type, nodes[n_i], vsnode->get_output_port_for_preview());
-			port_preview->set_h_size_flags(SIZE_SHRINK_CENTER);
-			node->add_child(port_preview);
+			if (port_type != VisualShaderNode::PORT_TYPE_TRANSFORM && port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
+				offset = memnew(Control);
+				offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
+				node->add_child(offset);
+
+				VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
+				port_preview->setup(visual_shader, type, nodes[n_i], vsnode->get_output_port_for_preview());
+				port_preview->set_h_size_flags(SIZE_SHRINK_CENTER);
+				node->add_child(port_preview);
+			}
 		}
 
 		offset = memnew(Control);
@@ -2214,6 +2220,7 @@ VisualShaderEditor::VisualShaderEditor() {
 	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
 	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR);
 	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
+	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
 	//graph->add_valid_left_disconnect_type(0);
 	graph->set_v_size_flags(SIZE_EXPAND_FILL);
 	graph->connect("connection_request", this, "_connection_request", varray(), CONNECT_DEFERRED);
@@ -2237,6 +2244,7 @@ VisualShaderEditor::VisualShaderEditor() {
 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR);
 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
+	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
 
 	VSeparator *vs = memnew(VSeparator);
 	graph->get_zoom_hbox()->add_child(vs);
@@ -2373,8 +2381,8 @@ VisualShaderEditor::VisualShaderEditor() {
 	add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), VisualShaderNodeColorOp::OP_SCREEN, VisualShaderNode::PORT_TYPE_VECTOR));
 	add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), VisualShaderNodeColorOp::OP_SOFT_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
 
-	add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), -1, VisualShaderNode::PORT_TYPE_ICON_COLOR));
-	add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform."), -1, VisualShaderNode::PORT_TYPE_ICON_COLOR));
+	add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), -1, -1));
+	add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform."), -1, -1));
 
 	// CONDITIONAL
 
@@ -2580,13 +2588,13 @@ VisualShaderEditor::VisualShaderEditor() {
 
 	// TEXTURES
 
-	add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubeMap", TTR("Perform the cubic texture lookup."), -1, VisualShaderNode::PORT_TYPE_ICON_COLOR));
+	add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubeMap", TTR("Perform the cubic texture lookup."), -1, -1));
 	texture_node_option_idx = add_options.size();
-	add_options.push_back(AddOption("Texture", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the texture lookup."), -1, VisualShaderNode::PORT_TYPE_ICON_COLOR));
+	add_options.push_back(AddOption("Texture", "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, VisualShaderNode::PORT_TYPE_ICON_COLOR));
-	add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), -1, VisualShaderNode::PORT_TYPE_ICON_COLOR));
-	add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), -1, VisualShaderNode::PORT_TYPE_ICON_COLOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
+	add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubeMapUniform", TTR("Cubic texture uniform lookup."), -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));
 
 	// TRANSFORM
 

+ 13 - 4
scene/resources/visual_shader.cpp

@@ -122,7 +122,8 @@ void VisualShaderNode::_bind_methods() {
 	BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
 	BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
 	BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
-	BIND_ENUM_CONSTANT(PORT_TYPE_ICON_COLOR);
+	BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
+	BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
 }
 
 VisualShaderNode::VisualShaderNode() {
@@ -1058,7 +1059,15 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
 
 			String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
 
-			if (in_type == out_type) {
+			if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
+
+				VisualShaderNodeUniform *uniform = (VisualShaderNodeUniform *)graph[type].nodes[from_node].node.ptr();
+				if (uniform) {
+					inputs[i] = uniform->get_uniform_name();
+				} else {
+					inputs[i] = "";
+				}
+			} else if (in_type == out_type) {
 				inputs[i] = src_var;
 			} else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
 				inputs[i] = "dot(" + src_var + ",vec3(0.333333,0.333333,0.333333))";
@@ -2207,7 +2216,7 @@ void VisualShaderNodeGroupBase::clear_output_ports() {
 void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
 
 	ERR_FAIL_COND(!has_input_port(p_id));
-	ERR_FAIL_COND(p_type < 0 || p_type > PORT_TYPE_TRANSFORM);
+	ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
 
 	if (input_ports[p_id].type == p_type)
 		return;
@@ -2273,7 +2282,7 @@ String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
 void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
 
 	ERR_FAIL_COND(!has_output_port(p_id));
-	ERR_FAIL_COND(p_type < 0 || p_type > PORT_TYPE_TRANSFORM);
+	ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
 
 	if (output_ports[p_id].type == p_type)
 		return;

+ 2 - 1
scene/resources/visual_shader.h

@@ -184,7 +184,8 @@ public:
 		PORT_TYPE_VECTOR,
 		PORT_TYPE_BOOLEAN,
 		PORT_TYPE_TRANSFORM,
-		PORT_TYPE_ICON_COLOR // just a hint for node tree icons, do not use it as actual port type !
+		PORT_TYPE_SAMPLER,
+		PORT_TYPE_MAX,
 	};
 
 	virtual String get_caption() const = 0;

+ 74 - 7
scene/resources/visual_shader_nodes.cpp

@@ -361,15 +361,35 @@ String VisualShaderNodeTexture::get_caption() const {
 }
 
 int VisualShaderNodeTexture::get_input_port_count() const {
-	return 2;
+	return 3;
 }
 
 VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
-	return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+
+	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 VisualShaderNodeTexture::get_input_port_name(int p_port) const {
-	return p_port == 0 ? "uv" : "lod";
+
+	switch (p_port) {
+		case 0:
+			return "uv";
+		case 1:
+			return "lod";
+		case 2:
+			return "sampler";
+		default:
+			return "";
+	}
 }
 
 int VisualShaderNodeTexture::get_output_port_count() const {
@@ -440,6 +460,29 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
 		return code;
 	}
 
+	if (source == SOURCE_PORT) {
+		String id = p_input_vars[2];
+		String code;
+		if (id == String()) {
+			code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
+		} else {
+			if (p_input_vars[0] == String()) { //none bound, do nothing
+
+				code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
+
+			} else if (p_input_vars[1] == String()) {
+				//no lod
+				code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
+			} else {
+				code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+			}
+
+			code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
+			code += "\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
+		}
+		return code;
+	}
+
 	if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
 
 		String code = "\t{\n";
@@ -588,6 +631,10 @@ String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::T
 		return String(); // all good
 	}
 
+	if (source == SOURCE_PORT) {
+		return String(); // all good
+	}
+
 	if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
 
 		return String(); // all good
@@ -625,7 +672,7 @@ void VisualShaderNodeTexture::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
 	ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
 
-	ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth"), "set_source", "get_source");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
 
@@ -3023,15 +3070,35 @@ String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
 }
 
 int VisualShaderNodeTextureUniform::get_output_port_count() const {
-	return 2;
+	return 3;
 }
 
 VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
-	return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+
+	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 VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
-	return p_port == 0 ? "rgb" : "alpha";
+
+	switch (p_port) {
+		case 0:
+			return "rgb";
+		case 1:
+			return "alpha";
+		case 2:
+			return "sampler";
+		default:
+			return "";
+	}
 }
 
 String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {

+ 2 - 1
scene/resources/visual_shader_nodes.h

@@ -199,7 +199,8 @@ public:
 		SOURCE_SCREEN,
 		SOURCE_2D_TEXTURE,
 		SOURCE_2D_NORMAL,
-		SOURCE_DEPTH
+		SOURCE_DEPTH,
+		SOURCE_PORT,
 	};
 
 	enum TextureType {