visual_shader.cpp 83 KB

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  1. /*************************************************************************/
  2. /* visual_shader.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader.h"
  31. #include "core/vmap.h"
  32. #include "servers/visual/shader_types.h"
  33. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  34. port_preview = p_index;
  35. }
  36. int VisualShaderNode::get_output_port_for_preview() const {
  37. return port_preview;
  38. }
  39. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
  40. default_input_values[p_port] = p_value;
  41. emit_changed();
  42. }
  43. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  44. if (default_input_values.has(p_port)) {
  45. return default_input_values[p_port];
  46. }
  47. return Variant();
  48. }
  49. bool VisualShaderNode::is_port_separator(int p_index) const {
  50. return false;
  51. }
  52. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  53. return Vector<VisualShader::DefaultTextureParam>();
  54. }
  55. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  56. return String();
  57. }
  58. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  59. return Vector<StringName>();
  60. }
  61. Array VisualShaderNode::_get_default_input_values() const {
  62. Array ret;
  63. for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) {
  64. ret.push_back(E->key());
  65. ret.push_back(E->get());
  66. }
  67. return ret;
  68. }
  69. void VisualShaderNode::_set_default_input_values(const Array &p_values) {
  70. if (p_values.size() % 2 == 0) {
  71. for (int i = 0; i < p_values.size(); i += 2) {
  72. default_input_values[p_values[i + 0]] = p_values[i + 1];
  73. }
  74. }
  75. emit_changed();
  76. }
  77. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  78. return String();
  79. }
  80. void VisualShaderNode::_bind_methods() {
  81. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  82. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  83. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
  84. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  85. ClassDB::bind_method(D_METHOD("_set_default_input_values", "values"), &VisualShaderNode::_set_default_input_values);
  86. ClassDB::bind_method(D_METHOD("_get_default_input_values"), &VisualShaderNode::_get_default_input_values);
  87. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  88. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_default_input_values", "_get_default_input_values");
  89. ADD_SIGNAL(MethodInfo("editor_refresh_request"));
  90. }
  91. VisualShaderNode::VisualShaderNode() {
  92. port_preview = -1;
  93. }
  94. /////////////////////////////////////////////////////////
  95. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  96. ERR_FAIL_COND(p_node.is_null());
  97. ERR_FAIL_COND(p_id < 2);
  98. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  99. Graph *g = &graph[p_type];
  100. ERR_FAIL_COND(g->nodes.has(p_id));
  101. Node n;
  102. n.node = p_node;
  103. n.position = p_position;
  104. Ref<VisualShaderNodeUniform> uniform = n.node;
  105. if (uniform.is_valid()) {
  106. String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
  107. uniform->set_uniform_name(valid_name);
  108. }
  109. Ref<VisualShaderNodeInput> input = n.node;
  110. if (input.is_valid()) {
  111. input->shader_mode = shader_mode;
  112. input->shader_type = p_type;
  113. input->connect("input_type_changed", this, "_input_type_changed", varray(p_type, p_id));
  114. }
  115. n.node->connect("changed", this, "_queue_update");
  116. g->nodes[p_id] = n;
  117. _queue_update();
  118. }
  119. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  120. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  121. Graph *g = &graph[p_type];
  122. ERR_FAIL_COND(!g->nodes.has(p_id));
  123. g->nodes[p_id].position = p_position;
  124. }
  125. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  126. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  127. const Graph *g = &graph[p_type];
  128. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  129. return g->nodes[p_id].position;
  130. }
  131. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  132. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  133. const Graph *g = &graph[p_type];
  134. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  135. return g->nodes[p_id].node;
  136. }
  137. Vector<int> VisualShader::get_node_list(Type p_type) const {
  138. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  139. const Graph *g = &graph[p_type];
  140. Vector<int> ret;
  141. for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
  142. ret.push_back(E->key());
  143. }
  144. return ret;
  145. }
  146. int VisualShader::get_valid_node_id(Type p_type) const {
  147. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  148. const Graph *g = &graph[p_type];
  149. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  150. }
  151. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  152. for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) {
  153. if (E->get().node == p_node)
  154. return E->key();
  155. }
  156. return NODE_ID_INVALID;
  157. }
  158. void VisualShader::remove_node(Type p_type, int p_id) {
  159. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  160. ERR_FAIL_COND(p_id < 2);
  161. Graph *g = &graph[p_type];
  162. ERR_FAIL_COND(!g->nodes.has(p_id));
  163. Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
  164. if (input.is_valid()) {
  165. input->disconnect("input_type_changed", this, "_input_type_changed");
  166. }
  167. g->nodes[p_id].node->disconnect("changed", this, "_queue_update");
  168. g->nodes.erase(p_id);
  169. for (List<Connection>::Element *E = g->connections.front(); E;) {
  170. List<Connection>::Element *N = E->next();
  171. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  172. g->connections.erase(E);
  173. }
  174. E = N;
  175. }
  176. _queue_update();
  177. }
  178. bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  179. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  180. const Graph *g = &graph[p_type];
  181. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  182. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  183. return true;
  184. }
  185. }
  186. return false;
  187. }
  188. bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  189. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  190. const Graph *g = &graph[p_type];
  191. if (!g->nodes.has(p_from_node))
  192. return false;
  193. if (p_from_node == p_to_node)
  194. return false;
  195. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count())
  196. return false;
  197. if (!g->nodes.has(p_to_node))
  198. return false;
  199. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count())
  200. return false;
  201. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  202. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  203. if (MAX(0, from_port_type - 2) != (MAX(0, to_port_type - 2))) {
  204. return false;
  205. }
  206. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  207. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  208. return false;
  209. }
  210. }
  211. return true;
  212. }
  213. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  214. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  215. Graph *g = &graph[p_type];
  216. Connection c;
  217. c.from_node = p_from_node;
  218. c.from_port = p_from_port;
  219. c.to_node = p_to_node;
  220. c.to_port = p_to_port;
  221. g->connections.push_back(c);
  222. _queue_update();
  223. }
  224. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  225. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  226. Graph *g = &graph[p_type];
  227. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  228. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
  229. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  230. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  231. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  232. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  233. if (MAX(0, from_port_type - 2) != (MAX(0, to_port_type - 2))) {
  234. ERR_EXPLAIN("Incompatible port types (scalar/vec/bool with transform");
  235. ERR_FAIL_V(ERR_INVALID_PARAMETER)
  236. return ERR_INVALID_PARAMETER;
  237. }
  238. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  239. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  240. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  241. }
  242. }
  243. Connection c;
  244. c.from_node = p_from_node;
  245. c.from_port = p_from_port;
  246. c.to_node = p_to_node;
  247. c.to_port = p_to_port;
  248. g->connections.push_back(c);
  249. _queue_update();
  250. return OK;
  251. }
  252. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  253. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  254. Graph *g = &graph[p_type];
  255. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  256. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  257. g->connections.erase(E);
  258. _queue_update();
  259. return;
  260. }
  261. }
  262. }
  263. Array VisualShader::_get_node_connections(Type p_type) const {
  264. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  265. const Graph *g = &graph[p_type];
  266. Array ret;
  267. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  268. Dictionary d;
  269. d["from_node"] = E->get().from_node;
  270. d["from_port"] = E->get().from_port;
  271. d["to_node"] = E->get().to_node;
  272. d["to_port"] = E->get().to_port;
  273. ret.push_back(d);
  274. }
  275. return ret;
  276. }
  277. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  278. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  279. const Graph *g = &graph[p_type];
  280. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  281. r_connections->push_back(E->get());
  282. }
  283. }
  284. void VisualShader::set_mode(Mode p_mode) {
  285. if (shader_mode == p_mode) {
  286. return;
  287. }
  288. //erase input/output connections
  289. modes.clear();
  290. flags.clear();
  291. shader_mode = p_mode;
  292. for (int i = 0; i < TYPE_MAX; i++) {
  293. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  294. Ref<VisualShaderNodeInput> input = E->get().node;
  295. if (input.is_valid()) {
  296. input->shader_mode = shader_mode;
  297. //input->input_index = 0;
  298. }
  299. }
  300. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  301. output->shader_mode = shader_mode;
  302. // clear connections since they are no longer valid
  303. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  304. bool keep = true;
  305. List<Connection>::Element *N = E->next();
  306. int from = E->get().from_node;
  307. int to = E->get().to_node;
  308. if (!graph[i].nodes.has(from)) {
  309. keep = false;
  310. } else {
  311. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  312. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  313. keep = false;
  314. }
  315. }
  316. if (!graph[i].nodes.has(to)) {
  317. keep = false;
  318. } else {
  319. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  320. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  321. keep = false;
  322. }
  323. }
  324. if (!keep) {
  325. graph[i].connections.erase(E);
  326. }
  327. E = N;
  328. }
  329. }
  330. _queue_update();
  331. _change_notify();
  332. }
  333. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  334. graph_offset = p_offset;
  335. }
  336. Vector2 VisualShader::get_graph_offset() const {
  337. return graph_offset;
  338. }
  339. Shader::Mode VisualShader::get_mode() const {
  340. return shader_mode;
  341. }
  342. bool VisualShader::is_text_shader() const {
  343. return false;
  344. }
  345. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  346. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  347. ERR_FAIL_COND_V(!node.is_valid(), String());
  348. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
  349. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  350. StringBuilder global_code;
  351. StringBuilder code;
  352. global_code += String() + "shader_type canvas_item;\n";
  353. //make it faster to go around through shader
  354. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  355. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  356. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  357. ConnectionKey from_key;
  358. from_key.node = E->get().from_node;
  359. from_key.port = E->get().from_port;
  360. output_connections.insert(from_key, E);
  361. ConnectionKey to_key;
  362. to_key.node = E->get().to_node;
  363. to_key.port = E->get().to_port;
  364. input_connections.insert(to_key, E);
  365. }
  366. code += "\nvoid fragment() {\n";
  367. Set<int> processed;
  368. Error err = _write_node(p_type, global_code, code, default_tex_params, input_connections, output_connections, p_node, processed, true);
  369. ERR_FAIL_COND_V(err != OK, String());
  370. if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
  371. code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
  372. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  373. code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0 );\n";
  374. } else {
  375. code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  376. }
  377. code += "}\n";
  378. //set code secretly
  379. global_code += "\n\n";
  380. String final_code = global_code;
  381. final_code += code;
  382. return final_code;
  383. }
  384. #define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
  385. #define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_')
  386. String VisualShader::validate_port_name(const String &p_name, const List<String> &p_input_ports, const List<String> &p_output_ports) const {
  387. String name = p_name;
  388. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  389. name = name.substr(1, name.length() - 1);
  390. }
  391. if (name != String()) {
  392. String valid_name;
  393. for (int i = 0; i < name.length(); i++) {
  394. if (IS_SYMBOL_CHAR(name[i])) {
  395. valid_name += String::chr(name[i]);
  396. } else if (name[i] == ' ') {
  397. valid_name += "_";
  398. }
  399. }
  400. name = valid_name;
  401. }
  402. String valid_name = name;
  403. bool is_equal = false;
  404. for (int i = 0; i < p_input_ports.size(); i++) {
  405. if (name == p_input_ports[i]) {
  406. is_equal = true;
  407. break;
  408. }
  409. }
  410. if (!is_equal) {
  411. for (int i = 0; i < p_output_ports.size(); i++) {
  412. if (name == p_output_ports[i]) {
  413. is_equal = true;
  414. break;
  415. }
  416. }
  417. }
  418. if (is_equal) {
  419. name = "";
  420. }
  421. return name;
  422. }
  423. String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
  424. String name = p_name; //validate name first
  425. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  426. name = name.substr(1, name.length() - 1);
  427. }
  428. if (name != String()) {
  429. String valid_name;
  430. for (int i = 0; i < name.length(); i++) {
  431. if (IS_SYMBOL_CHAR(name[i])) {
  432. valid_name += String::chr(name[i]);
  433. } else if (name[i] == ' ') {
  434. valid_name += "_";
  435. }
  436. }
  437. name = valid_name;
  438. }
  439. if (name == String()) {
  440. name = p_uniform->get_caption();
  441. }
  442. int attempt = 1;
  443. while (true) {
  444. bool exists = false;
  445. for (int i = 0; i < TYPE_MAX; i++) {
  446. for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  447. Ref<VisualShaderNodeUniform> node = E->get().node;
  448. if (node == p_uniform) { //do not test on self
  449. continue;
  450. }
  451. if (node.is_valid() && node->get_uniform_name() == name) {
  452. exists = true;
  453. break;
  454. }
  455. }
  456. if (exists) {
  457. break;
  458. }
  459. }
  460. if (exists) {
  461. //remove numbers, put new and try again
  462. attempt++;
  463. while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
  464. name = name.substr(0, name.length() - 1);
  465. }
  466. ERR_FAIL_COND_V(name == String(), String());
  467. name += itos(attempt);
  468. } else {
  469. break;
  470. }
  471. }
  472. return name;
  473. }
  474. VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
  475. { Shader::MODE_SPATIAL, "blend" },
  476. { Shader::MODE_SPATIAL, "depth_draw" },
  477. { Shader::MODE_SPATIAL, "cull" },
  478. { Shader::MODE_SPATIAL, "diffuse" },
  479. { Shader::MODE_SPATIAL, "specular" },
  480. { Shader::MODE_CANVAS_ITEM, "blend" },
  481. { Shader::MODE_CANVAS_ITEM, NULL }
  482. };
  483. static const char *type_string[VisualShader::TYPE_MAX] = {
  484. "vertex",
  485. "fragment",
  486. "light"
  487. };
  488. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  489. String name = p_name;
  490. if (name == "mode") {
  491. set_mode(Shader::Mode(int(p_value)));
  492. return true;
  493. } else if (name.begins_with("flags/")) {
  494. StringName flag = name.get_slicec('/', 1);
  495. bool enable = p_value;
  496. if (enable) {
  497. flags.insert(flag);
  498. } else {
  499. flags.erase(flag);
  500. }
  501. _queue_update();
  502. return true;
  503. } else if (name.begins_with("modes/")) {
  504. String mode = name.get_slicec('/', 1);
  505. int value = p_value;
  506. if (value == 0) {
  507. modes.erase(mode); //means it's default anyway, so don't store it
  508. } else {
  509. modes[mode] = value;
  510. }
  511. _queue_update();
  512. return true;
  513. } else if (name.begins_with("nodes/")) {
  514. String typestr = name.get_slicec('/', 1);
  515. Type type = TYPE_VERTEX;
  516. for (int i = 0; i < TYPE_MAX; i++) {
  517. if (typestr == type_string[i]) {
  518. type = Type(i);
  519. break;
  520. }
  521. }
  522. String index = name.get_slicec('/', 2);
  523. if (index == "connections") {
  524. Vector<int> conns = p_value;
  525. if (conns.size() % 4 == 0) {
  526. for (int i = 0; i < conns.size(); i += 4) {
  527. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  528. }
  529. }
  530. return true;
  531. }
  532. int id = index.to_int();
  533. String what = name.get_slicec('/', 3);
  534. if (what == "node") {
  535. add_node(type, p_value, Vector2(), id);
  536. return true;
  537. } else if (what == "position") {
  538. set_node_position(type, id, p_value);
  539. return true;
  540. } else if (what == "size") {
  541. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_size(p_value);
  542. return true;
  543. } else if (what == "input_ports") {
  544. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  545. return true;
  546. } else if (what == "output_ports") {
  547. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  548. return true;
  549. } else if (what == "expression") {
  550. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  551. return true;
  552. }
  553. }
  554. return false;
  555. }
  556. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  557. String name = p_name;
  558. if (name == "mode") {
  559. r_ret = get_mode();
  560. return true;
  561. } else if (name.begins_with("flags/")) {
  562. StringName flag = name.get_slicec('/', 1);
  563. r_ret = flags.has(flag);
  564. return true;
  565. } else if (name.begins_with("modes/")) {
  566. String mode = name.get_slicec('/', 1);
  567. if (modes.has(mode)) {
  568. r_ret = modes[mode];
  569. } else {
  570. r_ret = 0;
  571. }
  572. return true;
  573. } else if (name.begins_with("nodes/")) {
  574. String typestr = name.get_slicec('/', 1);
  575. Type type = TYPE_VERTEX;
  576. for (int i = 0; i < TYPE_MAX; i++) {
  577. if (typestr == type_string[i]) {
  578. type = Type(i);
  579. break;
  580. }
  581. }
  582. String index = name.get_slicec('/', 2);
  583. if (index == "connections") {
  584. Vector<int> conns;
  585. for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
  586. conns.push_back(E->get().from_node);
  587. conns.push_back(E->get().from_port);
  588. conns.push_back(E->get().to_node);
  589. conns.push_back(E->get().to_port);
  590. }
  591. r_ret = conns;
  592. return true;
  593. }
  594. int id = index.to_int();
  595. String what = name.get_slicec('/', 3);
  596. if (what == "node") {
  597. r_ret = get_node(type, id);
  598. return true;
  599. } else if (what == "position") {
  600. r_ret = get_node_position(type, id);
  601. return true;
  602. } else if (what == "size") {
  603. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_size();
  604. return true;
  605. } else if (what == "input_ports") {
  606. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  607. return true;
  608. } else if (what == "output_ports") {
  609. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  610. return true;
  611. } else if (what == "expression") {
  612. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  613. return true;
  614. }
  615. }
  616. return false;
  617. }
  618. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  619. //mode
  620. p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles"));
  621. //render modes
  622. Map<String, String> blend_mode_enums;
  623. Set<String> toggles;
  624. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
  625. String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
  626. int idx = 0;
  627. bool in_enum = false;
  628. while (render_mode_enums[idx].string) {
  629. if (mode.begins_with(render_mode_enums[idx].string)) {
  630. String begin = render_mode_enums[idx].string;
  631. String option = mode.replace_first(begin + "_", "");
  632. if (!blend_mode_enums.has(begin)) {
  633. blend_mode_enums[begin] = option;
  634. } else {
  635. blend_mode_enums[begin] += "," + option;
  636. }
  637. in_enum = true;
  638. break;
  639. }
  640. idx++;
  641. }
  642. if (!in_enum) {
  643. toggles.insert(mode);
  644. }
  645. }
  646. for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) {
  647. p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get()));
  648. }
  649. for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
  650. p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
  651. }
  652. for (int i = 0; i < TYPE_MAX; i++) {
  653. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  654. String prop_name = "nodes/";
  655. prop_name += type_string[i];
  656. prop_name += "/" + itos(E->key());
  657. if (E->key() != NODE_ID_OUTPUT) {
  658. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
  659. }
  660. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  661. if (Object::cast_to<VisualShaderNodeGroupBase>(E->get().node.ptr()) != NULL) {
  662. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  663. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  664. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  665. }
  666. if (Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()) != NULL) {
  667. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  668. }
  669. }
  670. p_list->push_back(PropertyInfo(Variant::POOL_INT_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  671. }
  672. }
  673. Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview) const {
  674. const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
  675. //check inputs recursively first
  676. int input_count = vsnode->get_input_port_count();
  677. for (int i = 0; i < input_count; i++) {
  678. ConnectionKey ck;
  679. ck.node = node;
  680. ck.port = i;
  681. if (input_connections.has(ck)) {
  682. int from_node = input_connections[ck]->get().from_node;
  683. if (processed.has(from_node)) {
  684. continue;
  685. }
  686. Error err = _write_node(type, global_code, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview);
  687. if (err)
  688. return err;
  689. }
  690. }
  691. // then this node
  692. code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  693. Vector<String> input_vars;
  694. input_vars.resize(vsnode->get_input_port_count());
  695. String *inputs = input_vars.ptrw();
  696. for (int i = 0; i < input_count; i++) {
  697. ConnectionKey ck;
  698. ck.node = node;
  699. ck.port = i;
  700. if (input_connections.has(ck)) {
  701. //connected to something, use that output
  702. int from_node = input_connections[ck]->get().from_node;
  703. int from_port = input_connections[ck]->get().from_port;
  704. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  705. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  706. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  707. if (in_type == out_type) {
  708. inputs[i] = src_var;
  709. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  710. inputs[i] = "dot(" + src_var + ",vec3(0.333333,0.333333,0.333333))";
  711. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  712. inputs[i] = "vec3(" + src_var + ")";
  713. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  714. inputs[i] = "all(bvec3(" + src_var + "))";
  715. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  716. inputs[i] = src_var + ">0.0?true:false";
  717. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  718. inputs[i] = src_var + "?1.0:0.0";
  719. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  720. inputs[i] = "vec3(" + src_var + "?1.0:0.0)";
  721. }
  722. } else {
  723. Variant defval = vsnode->get_input_port_default_value(i);
  724. if (defval.get_type() == Variant::REAL || defval.get_type() == Variant::INT) {
  725. float val = defval;
  726. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  727. code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  728. } else if (defval.get_type() == Variant::BOOL) {
  729. bool val = defval;
  730. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  731. code += "\nbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  732. } else if (defval.get_type() == Variant::VECTOR3) {
  733. Vector3 val = defval;
  734. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  735. code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f,%.5f,%.5f);\n", val.x, val.y, val.z);
  736. } else if (defval.get_type() == Variant::TRANSFORM) {
  737. Transform val = defval;
  738. val.basis.transpose();
  739. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  740. Array values;
  741. for (int j = 0; j < 3; j++) {
  742. values.push_back(val.basis[j].x);
  743. values.push_back(val.basis[j].y);
  744. values.push_back(val.basis[j].z);
  745. }
  746. values.push_back(val.origin.x);
  747. values.push_back(val.origin.y);
  748. values.push_back(val.origin.z);
  749. bool err = false;
  750. code += "\tmat4 " + inputs[i] + " = " + String("mat4( vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,1.0) );\n").sprintf(values, &err);
  751. } else {
  752. //will go empty, node is expected to know what it is doing at this point and handle it
  753. }
  754. }
  755. }
  756. int output_count = vsnode->get_output_port_count();
  757. Vector<String> output_vars;
  758. output_vars.resize(vsnode->get_output_port_count());
  759. String *outputs = output_vars.ptrw();
  760. for (int i = 0; i < output_count; i++) {
  761. outputs[i] = "n_out" + itos(node) + "p" + itos(i);
  762. switch (vsnode->get_output_port_type(i)) {
  763. case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break;
  764. case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break;
  765. case VisualShaderNode::PORT_TYPE_BOOLEAN: code += String() + "\tbool " + outputs[i] + ";\n"; break;
  766. case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break;
  767. default: {
  768. }
  769. }
  770. }
  771. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
  772. for (int i = 0; i < params.size(); i++) {
  773. def_tex_params.push_back(params[i]);
  774. }
  775. Ref<VisualShaderNodeInput> input = vsnode;
  776. bool skip_global = input.is_valid() && for_preview;
  777. if (!skip_global) {
  778. global_code += vsnode->generate_global(get_mode(), type, node);
  779. }
  780. //handle normally
  781. code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
  782. code += "\n"; //
  783. processed.insert(node);
  784. return OK;
  785. }
  786. void VisualShader::_update_shader() const {
  787. if (!dirty)
  788. return;
  789. dirty = false;
  790. StringBuilder global_code;
  791. StringBuilder code;
  792. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  793. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles" };
  794. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  795. String render_mode;
  796. {
  797. //fill render mode enums
  798. int idx = 0;
  799. while (render_mode_enums[idx].string) {
  800. if (shader_mode == render_mode_enums[idx].mode) {
  801. if (modes.has(render_mode_enums[idx].string)) {
  802. int which = modes[render_mode_enums[idx].string];
  803. int count = 0;
  804. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
  805. String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
  806. if (mode.begins_with(render_mode_enums[idx].string)) {
  807. if (count == which) {
  808. if (render_mode != String()) {
  809. render_mode += ", ";
  810. }
  811. render_mode += mode;
  812. break;
  813. }
  814. count++;
  815. }
  816. }
  817. }
  818. }
  819. idx++;
  820. }
  821. //fill render mode flags
  822. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
  823. String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
  824. if (flags.has(mode)) {
  825. if (render_mode != String()) {
  826. render_mode += ", ";
  827. }
  828. render_mode += mode;
  829. }
  830. }
  831. }
  832. if (render_mode != String()) {
  833. global_code += "render_mode " + render_mode + ";\n\n";
  834. }
  835. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light" };
  836. for (int i = 0; i < TYPE_MAX; i++) {
  837. //make it faster to go around through shader
  838. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  839. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  840. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  841. ConnectionKey from_key;
  842. from_key.node = E->get().from_node;
  843. from_key.port = E->get().from_port;
  844. output_connections.insert(from_key, E);
  845. ConnectionKey to_key;
  846. to_key.node = E->get().to_node;
  847. to_key.port = E->get().to_port;
  848. input_connections.insert(to_key, E);
  849. }
  850. code += "\nvoid " + String(func_name[i]) + "() {\n";
  851. Set<int> processed;
  852. Error err = _write_node(Type(i), global_code, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false);
  853. ERR_FAIL_COND(err != OK);
  854. code += "}\n";
  855. }
  856. //set code secretly
  857. global_code += "\n\n";
  858. String final_code = global_code;
  859. final_code += code;
  860. const_cast<VisualShader *>(this)->set_code(final_code);
  861. for (int i = 0; i < default_tex_params.size(); i++) {
  862. const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
  863. }
  864. }
  865. void VisualShader::_queue_update() {
  866. if (dirty) {
  867. return;
  868. }
  869. dirty = true;
  870. call_deferred("_update_shader");
  871. }
  872. void VisualShader::_input_type_changed(Type p_type, int p_id) {
  873. //erase connections using this input, as type changed
  874. Graph *g = &graph[p_type];
  875. for (List<Connection>::Element *E = g->connections.front(); E;) {
  876. List<Connection>::Element *N = E->next();
  877. if (E->get().from_node == p_id) {
  878. g->connections.erase(E);
  879. }
  880. E = N;
  881. }
  882. }
  883. void VisualShader::rebuild() {
  884. dirty = true;
  885. _update_shader();
  886. }
  887. void VisualShader::_bind_methods() {
  888. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  889. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  890. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  891. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  892. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  893. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  894. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  895. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  896. ClassDB::bind_method(D_METHOD("rebuild"), &VisualShader::rebuild);
  897. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  898. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  899. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  900. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  901. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  902. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  903. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  904. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  905. ClassDB::bind_method(D_METHOD("_queue_update"), &VisualShader::_queue_update);
  906. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  907. ClassDB::bind_method(D_METHOD("_input_type_changed"), &VisualShader::_input_type_changed);
  908. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
  909. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  910. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  911. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  912. BIND_ENUM_CONSTANT(TYPE_MAX);
  913. BIND_CONSTANT(NODE_ID_INVALID);
  914. BIND_CONSTANT(NODE_ID_OUTPUT);
  915. }
  916. VisualShader::VisualShader() {
  917. shader_mode = Shader::MODE_SPATIAL;
  918. for (int i = 0; i < TYPE_MAX; i++) {
  919. Ref<VisualShaderNodeOutput> output;
  920. output.instance();
  921. output->shader_type = Type(i);
  922. output->shader_mode = shader_mode;
  923. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  924. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  925. }
  926. dirty = true;
  927. }
  928. ///////////////////////////////////////////////////////////
  929. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  930. // Spatial, Vertex
  931. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  932. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  933. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  934. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  935. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  936. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" },
  937. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  938. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  939. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  940. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  941. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
  942. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  943. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  944. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  945. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  946. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  947. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
  948. // Spatial, Fragment
  949. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  950. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  951. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  952. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  953. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  954. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  955. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  956. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" },
  957. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  958. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  959. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
  960. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
  961. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
  962. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  963. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  964. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  965. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  966. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  967. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  968. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  969. // Spatial, Light
  970. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  971. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  972. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  973. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
  974. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
  975. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" },
  976. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  977. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  978. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  979. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  980. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  981. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  982. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  983. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  984. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  985. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  986. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  987. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  988. // Canvas Item, Vertex
  989. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" },
  990. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  991. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  992. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  993. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  994. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  995. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  996. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  997. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" },
  998. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  999. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1000. // Canvas Item, Fragment
  1001. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1002. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1003. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1004. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1005. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
  1006. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1007. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
  1008. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
  1009. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1010. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1011. // Canvas Item, Light
  1012. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1013. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1014. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1015. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1016. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1017. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC,0.0)" },
  1018. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
  1019. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
  1020. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_alpha", "LIGHT_COLOR.a" },
  1021. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV,0.0)" },
  1022. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
  1023. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
  1024. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1025. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
  1026. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1027. // Particles, Vertex
  1028. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1029. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1030. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1031. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1032. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1033. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1034. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1035. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1036. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1037. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1038. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "index", "float(INDEX)" },
  1039. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1040. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1041. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
  1042. };
  1043. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  1044. // Spatial, Fragment
  1045. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
  1046. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0,1.0,0.0)" },
  1047. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0,0.0,0.0)" },
  1048. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1049. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV,0.0)" },
  1050. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1051. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1052. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
  1053. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
  1054. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1055. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" },
  1056. // Spatial, Light
  1057. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
  1058. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1059. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  1060. // Canvas Item, Vertex
  1061. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" },
  1062. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1063. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1064. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1065. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1066. // Canvas Item, Fragment
  1067. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1068. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1069. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1070. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
  1071. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1072. // Canvas Item, Light
  1073. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1074. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
  1075. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1076. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1077. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
  1078. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1079. // Particles, Vertex
  1080. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1081. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1082. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0,0.0,1.0)" },
  1083. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1084. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
  1085. };
  1086. int VisualShaderNodeInput::get_input_port_count() const {
  1087. return 0;
  1088. }
  1089. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  1090. return PORT_TYPE_SCALAR;
  1091. }
  1092. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  1093. return "";
  1094. }
  1095. int VisualShaderNodeInput::get_output_port_count() const {
  1096. return 1;
  1097. }
  1098. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  1099. return get_input_type_by_name(input_name);
  1100. }
  1101. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  1102. return "";
  1103. }
  1104. String VisualShaderNodeInput::get_caption() const {
  1105. return TTR("Input");
  1106. }
  1107. String VisualShaderNodeInput::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 {
  1108. if (p_for_preview) {
  1109. int idx = 0;
  1110. String code;
  1111. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  1112. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  1113. code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  1114. break;
  1115. }
  1116. idx++;
  1117. }
  1118. if (code == String()) {
  1119. switch (get_output_port_type(0)) {
  1120. case PORT_TYPE_SCALAR: {
  1121. code = "\t" + p_output_vars[0] + " = 0.0;\n";
  1122. } break; //default (none found) is scalar
  1123. case PORT_TYPE_VECTOR: {
  1124. code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  1125. } break; //default (none found) is scalar
  1126. case PORT_TYPE_TRANSFORM: {
  1127. code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
  1128. } break; //default (none found) is scalar
  1129. case PORT_TYPE_BOOLEAN: {
  1130. code = "\t" + p_output_vars[0] + " = false;\n";
  1131. } break;
  1132. default:
  1133. break;
  1134. }
  1135. }
  1136. return code;
  1137. } else {
  1138. int idx = 0;
  1139. String code;
  1140. while (ports[idx].mode != Shader::MODE_MAX) {
  1141. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1142. code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  1143. break;
  1144. }
  1145. idx++;
  1146. }
  1147. if (code == String()) {
  1148. code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  1149. }
  1150. return code;
  1151. }
  1152. }
  1153. void VisualShaderNodeInput::set_input_name(String p_name) {
  1154. PortType prev_type = get_input_type_by_name(input_name);
  1155. input_name = p_name;
  1156. emit_changed();
  1157. if (get_input_type_by_name(input_name) != prev_type) {
  1158. emit_signal("input_type_changed");
  1159. }
  1160. }
  1161. String VisualShaderNodeInput::get_input_name() const {
  1162. return input_name;
  1163. }
  1164. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  1165. int idx = 0;
  1166. while (ports[idx].mode != Shader::MODE_MAX) {
  1167. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  1168. return ports[idx].type;
  1169. }
  1170. idx++;
  1171. }
  1172. return PORT_TYPE_SCALAR;
  1173. }
  1174. int VisualShaderNodeInput::get_input_index_count() const {
  1175. int idx = 0;
  1176. int count = 0;
  1177. while (ports[idx].mode != Shader::MODE_MAX) {
  1178. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1179. count++;
  1180. }
  1181. idx++;
  1182. }
  1183. return count;
  1184. }
  1185. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  1186. int idx = 0;
  1187. int count = 0;
  1188. while (ports[idx].mode != Shader::MODE_MAX) {
  1189. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1190. if (count == p_index) {
  1191. return ports[idx].type;
  1192. }
  1193. count++;
  1194. }
  1195. idx++;
  1196. }
  1197. return PORT_TYPE_SCALAR;
  1198. }
  1199. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  1200. int idx = 0;
  1201. int count = 0;
  1202. while (ports[idx].mode != Shader::MODE_MAX) {
  1203. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1204. if (count == p_index) {
  1205. return ports[idx].name;
  1206. }
  1207. count++;
  1208. }
  1209. idx++;
  1210. }
  1211. return "";
  1212. }
  1213. void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
  1214. if (property.name == "input_name") {
  1215. String port_list;
  1216. int idx = 0;
  1217. while (ports[idx].mode != Shader::MODE_MAX) {
  1218. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1219. if (port_list != String()) {
  1220. port_list += ",";
  1221. }
  1222. port_list += ports[idx].name;
  1223. }
  1224. idx++;
  1225. }
  1226. if (port_list == "") {
  1227. port_list = TTR("None");
  1228. }
  1229. property.hint_string = port_list;
  1230. }
  1231. }
  1232. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  1233. Vector<StringName> props;
  1234. props.push_back("input_name");
  1235. return props;
  1236. }
  1237. void VisualShaderNodeInput::_bind_methods() {
  1238. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  1239. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  1240. ADD_PROPERTY(PropertyInfo(Variant::STRING, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  1241. ADD_SIGNAL(MethodInfo("input_type_changed"));
  1242. }
  1243. VisualShaderNodeInput::VisualShaderNodeInput() {
  1244. input_name = "[None]";
  1245. // changed when set
  1246. shader_type = VisualShader::TYPE_MAX;
  1247. shader_mode = Shader::MODE_MAX;
  1248. }
  1249. ////////////////////////////////////////////
  1250. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  1251. // Spatial, Vertex
  1252. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1253. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1254. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1255. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1256. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1257. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
  1258. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1259. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1260. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1261. // Spatial, Fragment
  1262. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1263. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  1264. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  1265. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1266. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
  1267. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
  1268. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
  1269. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1270. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1271. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1272. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
  1273. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
  1274. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
  1275. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
  1276. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
  1277. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
  1278. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
  1279. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1280. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" },
  1281. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
  1282. // Spatial, Light
  1283. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1284. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1285. // Canvas Item, Vertex
  1286. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
  1287. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1288. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1289. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1290. // Canvas Item, Fragment
  1291. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1292. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1293. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1294. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1295. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1296. // Canvas Item, Light
  1297. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
  1298. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.rgb" },
  1299. // Particles, Vertex
  1300. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1301. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1302. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1303. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1304. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1305. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1306. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
  1307. };
  1308. int VisualShaderNodeOutput::get_input_port_count() const {
  1309. int idx = 0;
  1310. int count = 0;
  1311. while (ports[idx].mode != Shader::MODE_MAX) {
  1312. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1313. count++;
  1314. }
  1315. idx++;
  1316. }
  1317. return count;
  1318. }
  1319. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  1320. int idx = 0;
  1321. int count = 0;
  1322. while (ports[idx].mode != Shader::MODE_MAX) {
  1323. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1324. if (count == p_port) {
  1325. return ports[idx].type;
  1326. }
  1327. count++;
  1328. }
  1329. idx++;
  1330. }
  1331. return PORT_TYPE_SCALAR;
  1332. }
  1333. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  1334. int idx = 0;
  1335. int count = 0;
  1336. while (ports[idx].mode != Shader::MODE_MAX) {
  1337. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1338. if (count == p_port) {
  1339. return String(ports[idx].name).capitalize();
  1340. }
  1341. count++;
  1342. }
  1343. idx++;
  1344. }
  1345. return String();
  1346. }
  1347. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  1348. return Variant();
  1349. }
  1350. int VisualShaderNodeOutput::get_output_port_count() const {
  1351. return 0;
  1352. }
  1353. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  1354. return PORT_TYPE_SCALAR;
  1355. }
  1356. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  1357. return String();
  1358. }
  1359. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  1360. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  1361. String name = get_input_port_name(p_index);
  1362. return (name == "Normal" || name == "Rim" || name == "Alpha Scissor");
  1363. }
  1364. return false;
  1365. }
  1366. String VisualShaderNodeOutput::get_caption() const {
  1367. return TTR("Output");
  1368. }
  1369. String VisualShaderNodeOutput::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 {
  1370. int idx = 0;
  1371. int count = 0;
  1372. String code;
  1373. while (ports[idx].mode != Shader::MODE_MAX) {
  1374. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1375. if (p_input_vars[count] != String()) {
  1376. String s = ports[idx].string;
  1377. if (s.find(":") != -1) {
  1378. code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  1379. } else {
  1380. code += "\t" + s + " = " + p_input_vars[count] + ";\n";
  1381. }
  1382. }
  1383. count++;
  1384. }
  1385. idx++;
  1386. }
  1387. return code;
  1388. }
  1389. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  1390. }
  1391. ///////////////////////////
  1392. void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
  1393. uniform_name = p_name;
  1394. emit_signal("name_changed");
  1395. emit_changed();
  1396. }
  1397. String VisualShaderNodeUniform::get_uniform_name() const {
  1398. return uniform_name;
  1399. }
  1400. void VisualShaderNodeUniform::_bind_methods() {
  1401. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
  1402. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
  1403. ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
  1404. }
  1405. VisualShaderNodeUniform::VisualShaderNodeUniform() {
  1406. }
  1407. ////////////// GroupBase
  1408. String VisualShaderNodeGroupBase::get_caption() const {
  1409. return "Group";
  1410. }
  1411. void VisualShaderNodeGroupBase::set_size(const Vector2 &p_size) {
  1412. size = p_size;
  1413. }
  1414. Vector2 VisualShaderNodeGroupBase::get_size() const {
  1415. return size;
  1416. }
  1417. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  1418. if (inputs == p_inputs)
  1419. return;
  1420. clear_input_ports();
  1421. inputs = p_inputs;
  1422. Vector<String> input_strings = inputs.split(";", false);
  1423. int input_port_count = input_strings.size();
  1424. for (int i = 0; i < input_port_count; i++) {
  1425. Vector<String> arr = input_strings[i].split(",");
  1426. int port_idx = arr[0].to_int();
  1427. int port_type = arr[1].to_int();
  1428. String port_name = arr[2];
  1429. Port port;
  1430. port.type = (PortType)port_type;
  1431. port.name = port_name;
  1432. input_ports[port_idx] = port;
  1433. }
  1434. }
  1435. String VisualShaderNodeGroupBase::get_inputs() const {
  1436. return inputs;
  1437. }
  1438. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  1439. if (outputs == p_outputs)
  1440. return;
  1441. clear_output_ports();
  1442. outputs = p_outputs;
  1443. Vector<String> output_strings = outputs.split(";", false);
  1444. int output_port_count = output_strings.size();
  1445. for (int i = 0; i < output_port_count; i++) {
  1446. Vector<String> arr = output_strings[i].split(",");
  1447. int port_idx = arr[0].to_int();
  1448. int port_type = arr[1].to_int();
  1449. String port_name = arr[2];
  1450. Port port;
  1451. port.type = (PortType)port_type;
  1452. port.name = port_name;
  1453. output_ports[port_idx] = port;
  1454. }
  1455. }
  1456. String VisualShaderNodeGroupBase::get_outputs() const {
  1457. return outputs;
  1458. }
  1459. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  1460. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  1461. Vector<String> inputs_strings = inputs.split(";", false);
  1462. int index = 0;
  1463. if (p_id < inputs_strings.size()) {
  1464. for (int i = 0; i < inputs_strings.size(); i++) {
  1465. if (i == p_id) {
  1466. inputs = inputs.insert(index, str);
  1467. break;
  1468. }
  1469. index += inputs_strings[i].size();
  1470. }
  1471. } else {
  1472. inputs += str;
  1473. }
  1474. inputs_strings = inputs.split(";", false);
  1475. index = 0;
  1476. for (int i = 0; i < inputs_strings.size(); i++) {
  1477. int count = 0;
  1478. for (int j = 0; j < inputs_strings[i].size(); j++) {
  1479. if (inputs_strings[i][j] == ',') {
  1480. break;
  1481. }
  1482. count++;
  1483. }
  1484. inputs.erase(index, count);
  1485. inputs = inputs.insert(index, itos(i));
  1486. index += inputs_strings[i].size();
  1487. }
  1488. _apply_port_changes();
  1489. }
  1490. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  1491. Vector<String> inputs_strings = inputs.split(";", false);
  1492. int count = 0;
  1493. int index = 0;
  1494. for (int i = 0; i < inputs_strings.size(); i++) {
  1495. Vector<String> arr = inputs_strings[i].split(",");
  1496. if (arr[0].to_int() == p_id) {
  1497. count = inputs_strings[i].size();
  1498. break;
  1499. }
  1500. index += inputs_strings[i].size();
  1501. }
  1502. inputs.erase(index, count);
  1503. inputs_strings = inputs.split(";", false);
  1504. for (int i = p_id; i < inputs_strings.size(); i++) {
  1505. inputs = inputs.replace_first(inputs_strings[i].split(",")[0], itos(i));
  1506. }
  1507. _apply_port_changes();
  1508. }
  1509. int VisualShaderNodeGroupBase::get_input_port_count() const {
  1510. return input_ports.size();
  1511. }
  1512. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  1513. return input_ports.has(p_id);
  1514. }
  1515. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  1516. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  1517. Vector<String> outputs_strings = outputs.split(";", false);
  1518. int index = 0;
  1519. if (p_id < outputs_strings.size()) {
  1520. for (int i = 0; i < outputs_strings.size(); i++) {
  1521. if (i == p_id) {
  1522. outputs = outputs.insert(index, str);
  1523. break;
  1524. }
  1525. index += outputs_strings[i].size();
  1526. }
  1527. } else {
  1528. outputs += str;
  1529. }
  1530. outputs_strings = outputs.split(";", false);
  1531. index = 0;
  1532. for (int i = 0; i < outputs_strings.size(); i++) {
  1533. int count = 0;
  1534. for (int j = 0; j < outputs_strings[i].size(); j++) {
  1535. if (outputs_strings[i][j] == ',') {
  1536. break;
  1537. }
  1538. count++;
  1539. }
  1540. outputs.erase(index, count);
  1541. outputs = outputs.insert(index, itos(i));
  1542. index += outputs_strings[i].size();
  1543. }
  1544. _apply_port_changes();
  1545. }
  1546. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  1547. Vector<String> outputs_strings = outputs.split(";", false);
  1548. int count = 0;
  1549. int index = 0;
  1550. for (int i = 0; i < outputs_strings.size(); i++) {
  1551. Vector<String> arr = outputs_strings[i].split(",");
  1552. if (arr[0].to_int() == p_id) {
  1553. count = outputs_strings[i].size();
  1554. break;
  1555. }
  1556. index += outputs_strings[i].size();
  1557. }
  1558. outputs.erase(index, count);
  1559. outputs_strings = outputs.split(";", false);
  1560. for (int i = p_id; i < outputs_strings.size(); i++) {
  1561. outputs = outputs.replace_first(outputs_strings[i].split(",")[0], itos(i));
  1562. }
  1563. _apply_port_changes();
  1564. }
  1565. int VisualShaderNodeGroupBase::get_output_port_count() const {
  1566. return output_ports.size();
  1567. }
  1568. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  1569. return output_ports.has(p_id);
  1570. }
  1571. void VisualShaderNodeGroupBase::clear_input_ports() {
  1572. input_ports.clear();
  1573. }
  1574. void VisualShaderNodeGroupBase::clear_output_ports() {
  1575. output_ports.clear();
  1576. }
  1577. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  1578. if (input_ports[p_id].type == p_type)
  1579. return;
  1580. Vector<String> inputs_strings = inputs.split(";", false);
  1581. int count = 0;
  1582. int index = 0;
  1583. for (int i = 0; i < inputs_strings.size(); i++) {
  1584. Vector<String> arr = inputs_strings[i].split(",");
  1585. if (arr[0].to_int() == p_id) {
  1586. index += arr[0].size();
  1587. count = arr[1].size() - 1;
  1588. break;
  1589. }
  1590. index += inputs_strings[i].size();
  1591. }
  1592. inputs.erase(index, count);
  1593. inputs = inputs.insert(index, itos(p_type));
  1594. _apply_port_changes();
  1595. }
  1596. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  1597. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  1598. return input_ports[p_id].type;
  1599. }
  1600. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  1601. if (input_ports[p_id].name == p_name)
  1602. return;
  1603. Vector<String> inputs_strings = inputs.split(";", false);
  1604. int count = 0;
  1605. int index = 0;
  1606. for (int i = 0; i < inputs_strings.size(); i++) {
  1607. Vector<String> arr = inputs_strings[i].split(",");
  1608. if (arr[0].to_int() == p_id) {
  1609. index += arr[0].size() + arr[1].size();
  1610. count = arr[2].size() - 1;
  1611. break;
  1612. }
  1613. index += inputs_strings[i].size();
  1614. }
  1615. inputs.erase(index, count);
  1616. inputs = inputs.insert(index, p_name);
  1617. _apply_port_changes();
  1618. }
  1619. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  1620. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  1621. return input_ports[p_id].name;
  1622. }
  1623. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  1624. if (output_ports[p_id].type == p_type)
  1625. return;
  1626. Vector<String> output_strings = outputs.split(";", false);
  1627. int count = 0;
  1628. int index = 0;
  1629. for (int i = 0; i < output_strings.size(); i++) {
  1630. Vector<String> arr = output_strings[i].split(",");
  1631. if (arr[0].to_int() == p_id) {
  1632. index += arr[0].size();
  1633. count = arr[1].size() - 1;
  1634. break;
  1635. }
  1636. index += output_strings[i].size();
  1637. }
  1638. outputs.erase(index, count);
  1639. outputs = outputs.insert(index, itos(p_type));
  1640. _apply_port_changes();
  1641. }
  1642. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  1643. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  1644. return output_ports[p_id].type;
  1645. }
  1646. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  1647. if (output_ports[p_id].name == p_name)
  1648. return;
  1649. Vector<String> output_strings = outputs.split(";", false);
  1650. int count = 0;
  1651. int index = 0;
  1652. for (int i = 0; i < output_strings.size(); i++) {
  1653. Vector<String> arr = output_strings[i].split(",");
  1654. if (arr[0].to_int() == p_id) {
  1655. index += arr[0].size() + arr[1].size();
  1656. count = arr[2].size() - 1;
  1657. break;
  1658. }
  1659. index += output_strings[i].size();
  1660. }
  1661. outputs.erase(index, count);
  1662. outputs = outputs.insert(index, p_name);
  1663. _apply_port_changes();
  1664. }
  1665. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  1666. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  1667. return output_ports[p_id].name;
  1668. }
  1669. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  1670. return input_ports.size();
  1671. }
  1672. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  1673. return output_ports.size();
  1674. }
  1675. void VisualShaderNodeGroupBase::set_control(Control *p_control, int p_index) {
  1676. controls[p_index] = p_control;
  1677. }
  1678. Control *VisualShaderNodeGroupBase::get_control(int p_index) {
  1679. ERR_FAIL_COND_V(!controls.has(p_index), NULL);
  1680. return controls[p_index];
  1681. }
  1682. void VisualShaderNodeGroupBase::_apply_port_changes() {
  1683. Vector<String> inputs_strings = inputs.split(";", false);
  1684. Vector<String> outputs_strings = outputs.split(";", false);
  1685. clear_input_ports();
  1686. clear_output_ports();
  1687. for (int i = 0; i < inputs_strings.size(); i++) {
  1688. Vector<String> arr = inputs_strings[i].split(",");
  1689. Port port;
  1690. port.type = (PortType)arr[1].to_int();
  1691. port.name = arr[2];
  1692. input_ports[i] = port;
  1693. }
  1694. for (int i = 0; i < outputs_strings.size(); i++) {
  1695. Vector<String> arr = outputs_strings[i].split(",");
  1696. Port port;
  1697. port.type = (PortType)arr[1].to_int();
  1698. port.name = arr[2];
  1699. output_ports[i] = port;
  1700. }
  1701. }
  1702. void VisualShaderNodeGroupBase::_bind_methods() {
  1703. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeGroupBase::set_size);
  1704. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeGroupBase::get_size);
  1705. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  1706. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  1707. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  1708. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  1709. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  1710. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  1711. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  1712. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  1713. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  1714. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  1715. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  1716. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  1717. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  1718. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  1719. ClassDB::bind_method(D_METHOD("set_input_port_name"), &VisualShaderNodeGroupBase::set_input_port_name);
  1720. ClassDB::bind_method(D_METHOD("set_input_port_type"), &VisualShaderNodeGroupBase::set_input_port_type);
  1721. ClassDB::bind_method(D_METHOD("set_output_port_name"), &VisualShaderNodeGroupBase::set_output_port_name);
  1722. ClassDB::bind_method(D_METHOD("set_output_port_type"), &VisualShaderNodeGroupBase::set_output_port_type);
  1723. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  1724. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  1725. ClassDB::bind_method(D_METHOD("set_control", "control", "index"), &VisualShaderNodeGroupBase::set_control);
  1726. ClassDB::bind_method(D_METHOD("get_control", "index"), &VisualShaderNodeGroupBase::get_control);
  1727. }
  1728. String VisualShaderNodeGroupBase::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 {
  1729. return "";
  1730. }
  1731. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  1732. size = Size2(0, 0);
  1733. inputs = "";
  1734. outputs = "";
  1735. }
  1736. ////////////// Expression
  1737. String VisualShaderNodeExpression::get_caption() const {
  1738. return "Expression";
  1739. }
  1740. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  1741. expression = p_expression;
  1742. }
  1743. void VisualShaderNodeExpression::build() {
  1744. emit_changed();
  1745. }
  1746. String VisualShaderNodeExpression::get_expression() const {
  1747. return expression;
  1748. }
  1749. String VisualShaderNodeExpression::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 {
  1750. String _expression = expression;
  1751. _expression = _expression.insert(0, "\n");
  1752. _expression = _expression.replace("\n", "\n\t\t");
  1753. static Vector<String> pre_symbols;
  1754. if (pre_symbols.empty()) {
  1755. pre_symbols.push_back("\t");
  1756. pre_symbols.push_back("{");
  1757. pre_symbols.push_back("[");
  1758. pre_symbols.push_back("(");
  1759. pre_symbols.push_back(" ");
  1760. pre_symbols.push_back("-");
  1761. pre_symbols.push_back("*");
  1762. pre_symbols.push_back("/");
  1763. pre_symbols.push_back("+");
  1764. pre_symbols.push_back("=");
  1765. pre_symbols.push_back("&");
  1766. pre_symbols.push_back("|");
  1767. pre_symbols.push_back("!");
  1768. }
  1769. static Vector<String> post_symbols;
  1770. if (post_symbols.empty()) {
  1771. post_symbols.push_back("\0");
  1772. post_symbols.push_back("\t");
  1773. post_symbols.push_back("\n");
  1774. post_symbols.push_back(";");
  1775. post_symbols.push_back("}");
  1776. post_symbols.push_back("]");
  1777. post_symbols.push_back(")");
  1778. post_symbols.push_back(" ");
  1779. post_symbols.push_back(".");
  1780. post_symbols.push_back("-");
  1781. post_symbols.push_back("*");
  1782. post_symbols.push_back("/");
  1783. post_symbols.push_back("+");
  1784. post_symbols.push_back("=");
  1785. post_symbols.push_back("&");
  1786. post_symbols.push_back("|");
  1787. post_symbols.push_back("!");
  1788. }
  1789. for (int i = 0; i < get_input_port_count(); i++) {
  1790. for (int j = 0; j < pre_symbols.size(); j++) {
  1791. for (int k = 0; k < post_symbols.size(); k++) {
  1792. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  1793. }
  1794. }
  1795. }
  1796. for (int i = 0; i < get_output_port_count(); i++) {
  1797. for (int j = 0; j < pre_symbols.size(); j++) {
  1798. for (int k = 0; k < post_symbols.size(); k++) {
  1799. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  1800. }
  1801. }
  1802. }
  1803. String output_initializer;
  1804. for (int i = 0; i < get_output_port_count(); i++) {
  1805. int port_type = get_output_port_type(i);
  1806. String tk = "";
  1807. switch (port_type) {
  1808. case PORT_TYPE_SCALAR:
  1809. tk = "0.0";
  1810. break;
  1811. case PORT_TYPE_VECTOR:
  1812. tk = "vec3(0.0, 0.0, 0.0)";
  1813. break;
  1814. case PORT_TYPE_BOOLEAN:
  1815. tk = "false";
  1816. break;
  1817. case PORT_TYPE_TRANSFORM:
  1818. tk = "mat4(1.0)";
  1819. break;
  1820. default:
  1821. continue;
  1822. }
  1823. output_initializer += "\t" + p_output_vars[i] + "=" + tk + ";\n";
  1824. }
  1825. String code;
  1826. code += output_initializer;
  1827. code += "\t{";
  1828. code += _expression;
  1829. code += "\n\t}";
  1830. return code;
  1831. }
  1832. void VisualShaderNodeExpression::_bind_methods() {
  1833. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  1834. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  1835. ClassDB::bind_method(D_METHOD("build"), &VisualShaderNodeExpression::build);
  1836. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  1837. }
  1838. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  1839. expression = "";
  1840. }