visual_shader.cpp 180 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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/templates/rb_map.h"
  32. #include "core/templates/vmap.h"
  33. #include "servers/rendering/shader_types.h"
  34. #include "visual_shader_nodes.h"
  35. #include "visual_shader_particle_nodes.h"
  36. #include "visual_shader_sdf_nodes.h"
  37. String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  38. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  39. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  40. }
  41. bool VisualShaderNode::is_simple_decl() const {
  42. return simple_decl;
  43. }
  44. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  45. port_preview = p_index;
  46. }
  47. int VisualShaderNode::get_output_port_for_preview() const {
  48. return port_preview;
  49. }
  50. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  51. Variant value = p_value;
  52. if (p_prev_value.get_type() != Variant::NIL) {
  53. switch (p_value.get_type()) {
  54. case Variant::FLOAT: {
  55. switch (p_prev_value.get_type()) {
  56. case Variant::INT: {
  57. value = (float)p_prev_value;
  58. } break;
  59. case Variant::FLOAT: {
  60. value = p_prev_value;
  61. } break;
  62. case Variant::VECTOR2: {
  63. Vector2 pv = p_prev_value;
  64. value = pv.x;
  65. } break;
  66. case Variant::VECTOR3: {
  67. Vector3 pv = p_prev_value;
  68. value = pv.x;
  69. } break;
  70. case Variant::QUATERNION: {
  71. Quaternion pv = p_prev_value;
  72. value = pv.x;
  73. } break;
  74. default:
  75. break;
  76. }
  77. } break;
  78. case Variant::INT: {
  79. switch (p_prev_value.get_type()) {
  80. case Variant::INT: {
  81. value = p_prev_value;
  82. } break;
  83. case Variant::FLOAT: {
  84. value = (int)p_prev_value;
  85. } break;
  86. case Variant::VECTOR2: {
  87. Vector2 pv = p_prev_value;
  88. value = (int)pv.x;
  89. } break;
  90. case Variant::VECTOR3: {
  91. Vector3 pv = p_prev_value;
  92. value = (int)pv.x;
  93. } break;
  94. case Variant::QUATERNION: {
  95. Quaternion pv = p_prev_value;
  96. value = (int)pv.x;
  97. } break;
  98. default:
  99. break;
  100. }
  101. } break;
  102. case Variant::VECTOR2: {
  103. switch (p_prev_value.get_type()) {
  104. case Variant::INT: {
  105. float pv = (float)(int)p_prev_value;
  106. value = Vector2(pv, pv);
  107. } break;
  108. case Variant::FLOAT: {
  109. float pv = p_prev_value;
  110. value = Vector2(pv, pv);
  111. } break;
  112. case Variant::VECTOR2: {
  113. value = p_prev_value;
  114. } break;
  115. case Variant::VECTOR3: {
  116. Vector3 pv = p_prev_value;
  117. value = Vector2(pv.x, pv.y);
  118. } break;
  119. case Variant::QUATERNION: {
  120. Quaternion pv = p_prev_value;
  121. value = Vector2(pv.x, pv.y);
  122. } break;
  123. default:
  124. break;
  125. }
  126. } break;
  127. case Variant::VECTOR3: {
  128. switch (p_prev_value.get_type()) {
  129. case Variant::INT: {
  130. float pv = (float)(int)p_prev_value;
  131. value = Vector3(pv, pv, pv);
  132. } break;
  133. case Variant::FLOAT: {
  134. float pv = p_prev_value;
  135. value = Vector3(pv, pv, pv);
  136. } break;
  137. case Variant::VECTOR2: {
  138. Vector2 pv = p_prev_value;
  139. value = Vector3(pv.x, pv.y, pv.y);
  140. } break;
  141. case Variant::VECTOR3: {
  142. value = p_prev_value;
  143. } break;
  144. case Variant::QUATERNION: {
  145. Quaternion pv = p_prev_value;
  146. value = Vector3(pv.x, pv.y, pv.z);
  147. } break;
  148. default:
  149. break;
  150. }
  151. } break;
  152. case Variant::QUATERNION: {
  153. switch (p_prev_value.get_type()) {
  154. case Variant::INT: {
  155. float pv = (float)(int)p_prev_value;
  156. value = Quaternion(pv, pv, pv, pv);
  157. } break;
  158. case Variant::FLOAT: {
  159. float pv = p_prev_value;
  160. value = Quaternion(pv, pv, pv, pv);
  161. } break;
  162. case Variant::VECTOR2: {
  163. Vector2 pv = p_prev_value;
  164. value = Quaternion(pv.x, pv.y, pv.y, pv.y);
  165. } break;
  166. case Variant::VECTOR3: {
  167. Vector3 pv = p_prev_value;
  168. value = Quaternion(pv.x, pv.y, pv.z, pv.z);
  169. } break;
  170. case Variant::QUATERNION: {
  171. value = p_prev_value;
  172. } break;
  173. default:
  174. break;
  175. }
  176. } break;
  177. default:
  178. break;
  179. }
  180. }
  181. default_input_values[p_port] = value;
  182. emit_changed();
  183. }
  184. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  185. if (default_input_values.has(p_port)) {
  186. return default_input_values[p_port];
  187. }
  188. return Variant();
  189. }
  190. void VisualShaderNode::remove_input_port_default_value(int p_port) {
  191. if (default_input_values.has(p_port)) {
  192. default_input_values.erase(p_port);
  193. emit_changed();
  194. }
  195. }
  196. void VisualShaderNode::clear_default_input_values() {
  197. if (!default_input_values.is_empty()) {
  198. default_input_values.clear();
  199. emit_changed();
  200. }
  201. }
  202. bool VisualShaderNode::is_port_separator(int p_index) const {
  203. return false;
  204. }
  205. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  206. if (connected_output_ports.has(p_port)) {
  207. return connected_output_ports[p_port] > 0;
  208. }
  209. return false;
  210. }
  211. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  212. if (p_connected) {
  213. connected_output_ports[p_port]++;
  214. } else {
  215. connected_output_ports[p_port]--;
  216. }
  217. }
  218. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  219. if (connected_input_ports.has(p_port)) {
  220. return connected_input_ports[p_port];
  221. }
  222. return false;
  223. }
  224. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  225. connected_input_ports[p_port] = p_connected;
  226. }
  227. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  228. return true;
  229. }
  230. bool VisualShaderNode::is_output_port_expandable(int p_port) const {
  231. return false;
  232. }
  233. bool VisualShaderNode::has_output_port_preview(int p_port) const {
  234. return true;
  235. }
  236. void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) {
  237. for (int i = 0; i < p_values.size(); i++) {
  238. expanded_output_ports[p_values[i]] = true;
  239. }
  240. emit_changed();
  241. }
  242. Array VisualShaderNode::_get_output_ports_expanded() const {
  243. Array arr;
  244. for (int i = 0; i < get_output_port_count(); i++) {
  245. if (_is_output_port_expanded(i)) {
  246. arr.push_back(i);
  247. }
  248. }
  249. return arr;
  250. }
  251. void VisualShaderNode::_set_output_port_expanded(int p_port, bool p_expanded) {
  252. expanded_output_ports[p_port] = p_expanded;
  253. emit_changed();
  254. }
  255. bool VisualShaderNode::_is_output_port_expanded(int p_port) const {
  256. if (expanded_output_ports.has(p_port)) {
  257. return expanded_output_ports[p_port];
  258. }
  259. return false;
  260. }
  261. int VisualShaderNode::get_expanded_output_port_count() const {
  262. int count = get_output_port_count();
  263. int count2 = count;
  264. for (int i = 0; i < count; i++) {
  265. if (is_output_port_expandable(i) && _is_output_port_expanded(i)) {
  266. switch (get_output_port_type(i)) {
  267. case PORT_TYPE_VECTOR_2D: {
  268. count2 += 2;
  269. } break;
  270. case PORT_TYPE_VECTOR_3D: {
  271. count2 += 3;
  272. } break;
  273. case PORT_TYPE_VECTOR_4D: {
  274. count2 += 4;
  275. } break;
  276. default:
  277. break;
  278. }
  279. }
  280. }
  281. return count2;
  282. }
  283. bool VisualShaderNode::is_code_generated() const {
  284. return true;
  285. }
  286. bool VisualShaderNode::is_show_prop_names() const {
  287. return false;
  288. }
  289. bool VisualShaderNode::is_use_prop_slots() const {
  290. return false;
  291. }
  292. bool VisualShaderNode::is_disabled() const {
  293. return disabled;
  294. }
  295. void VisualShaderNode::set_disabled(bool p_disabled) {
  296. disabled = p_disabled;
  297. }
  298. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  299. return Vector<VisualShader::DefaultTextureParam>();
  300. }
  301. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  302. return String();
  303. }
  304. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  305. return String();
  306. }
  307. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  308. return String();
  309. }
  310. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  311. return Vector<StringName>();
  312. }
  313. HashMap<StringName, String> VisualShaderNode::get_editable_properties_names() const {
  314. return HashMap<StringName, String>();
  315. }
  316. Array VisualShaderNode::get_default_input_values() const {
  317. Array ret;
  318. for (const KeyValue<int, Variant> &E : default_input_values) {
  319. ret.push_back(E.key);
  320. ret.push_back(E.value);
  321. }
  322. return ret;
  323. }
  324. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  325. if (p_values.size() % 2 == 0) {
  326. for (int i = 0; i < p_values.size(); i += 2) {
  327. default_input_values[p_values[i + 0]] = p_values[i + 1];
  328. }
  329. }
  330. emit_changed();
  331. }
  332. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  333. return String();
  334. }
  335. bool VisualShaderNode::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  336. return false;
  337. }
  338. void VisualShaderNode::_bind_methods() {
  339. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  340. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  341. ClassDB::bind_method(D_METHOD("_set_output_port_expanded", "port"), &VisualShaderNode::_set_output_port_expanded);
  342. ClassDB::bind_method(D_METHOD("_is_output_port_expanded"), &VisualShaderNode::_is_output_port_expanded);
  343. ClassDB::bind_method(D_METHOD("_set_output_ports_expanded", "values"), &VisualShaderNode::_set_output_ports_expanded);
  344. ClassDB::bind_method(D_METHOD("_get_output_ports_expanded"), &VisualShaderNode::_get_output_ports_expanded);
  345. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value", "prev_value"), &VisualShaderNode::set_input_port_default_value, DEFVAL(Variant()));
  346. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  347. ClassDB::bind_method(D_METHOD("remove_input_port_default_value", "port"), &VisualShaderNode::remove_input_port_default_value);
  348. ClassDB::bind_method(D_METHOD("clear_default_input_values"), &VisualShaderNode::clear_default_input_values);
  349. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  350. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  351. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  352. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  353. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded", "_get_output_ports_expanded");
  354. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  355. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  356. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_UINT);
  357. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
  358. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
  359. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D);
  360. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  361. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  362. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  363. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  364. }
  365. VisualShaderNode::VisualShaderNode() {
  366. }
  367. /////////////////////////////////////////////////////////
  368. void VisualShaderNodeCustom::update_ports() {
  369. {
  370. input_ports.clear();
  371. int input_port_count;
  372. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  373. for (int i = 0; i < input_port_count; i++) {
  374. Port port;
  375. if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) {
  376. port.name = "in" + itos(i);
  377. }
  378. PortType port_type;
  379. if (GDVIRTUAL_CALL(_get_input_port_type, i, port_type)) {
  380. port.type = (int)port_type;
  381. } else {
  382. port.type = (int)PortType::PORT_TYPE_SCALAR;
  383. }
  384. input_ports.push_back(port);
  385. }
  386. }
  387. }
  388. {
  389. output_ports.clear();
  390. int output_port_count;
  391. if (GDVIRTUAL_CALL(_get_output_port_count, output_port_count)) {
  392. for (int i = 0; i < output_port_count; i++) {
  393. Port port;
  394. if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) {
  395. port.name = "out" + itos(i);
  396. }
  397. PortType port_type;
  398. if (GDVIRTUAL_CALL(_get_output_port_type, i, port_type)) {
  399. port.type = (int)port_type;
  400. } else {
  401. port.type = (int)PortType::PORT_TYPE_SCALAR;
  402. }
  403. output_ports.push_back(port);
  404. }
  405. }
  406. }
  407. }
  408. String VisualShaderNodeCustom::get_caption() const {
  409. String ret = "Unnamed";
  410. GDVIRTUAL_CALL(_get_name, ret);
  411. return ret;
  412. }
  413. int VisualShaderNodeCustom::get_input_port_count() const {
  414. return input_ports.size();
  415. }
  416. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  417. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  418. return (PortType)input_ports[p_port].type;
  419. }
  420. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  421. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  422. return input_ports[p_port].name;
  423. }
  424. int VisualShaderNodeCustom::get_output_port_count() const {
  425. return output_ports.size();
  426. }
  427. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  428. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  429. return (PortType)output_ports[p_port].type;
  430. }
  431. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  432. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  433. return output_ports[p_port].name;
  434. }
  435. String VisualShaderNodeCustom::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 {
  436. ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
  437. TypedArray<String> input_vars;
  438. for (int i = 0; i < get_input_port_count(); i++) {
  439. input_vars.push_back(p_input_vars[i]);
  440. }
  441. TypedArray<String> output_vars;
  442. for (int i = 0; i < get_output_port_count(); i++) {
  443. output_vars.push_back(p_output_vars[i]);
  444. }
  445. String _code;
  446. GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code);
  447. if (_is_valid_code(_code)) {
  448. String code = " {\n";
  449. bool nend = _code.ends_with("\n");
  450. _code = _code.insert(0, " ");
  451. _code = _code.replace("\n", "\n ");
  452. code += _code;
  453. if (!nend) {
  454. code += "\n }";
  455. } else {
  456. code.remove_at(code.size() - 1);
  457. code += "}";
  458. }
  459. code += "\n";
  460. return code;
  461. }
  462. return String();
  463. }
  464. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  465. String _code;
  466. if (GDVIRTUAL_CALL(_get_global_code, p_mode, _code)) {
  467. if (_is_valid_code(_code)) {
  468. String code = "// " + get_caption() + "\n";
  469. code += _code;
  470. code += "\n";
  471. return code;
  472. }
  473. }
  474. return String();
  475. }
  476. String VisualShaderNodeCustom::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  477. String _code;
  478. if (GDVIRTUAL_CALL(_get_func_code, p_mode, p_type, _code)) {
  479. if (_is_valid_code(_code)) {
  480. bool nend = _code.ends_with("\n");
  481. String code = "// " + get_caption() + "\n";
  482. code += " {\n";
  483. _code = _code.insert(0, " ");
  484. _code = _code.replace("\n", "\n ");
  485. code += _code;
  486. if (!nend) {
  487. code += "\n }";
  488. } else {
  489. code.remove_at(code.size() - 1);
  490. code += "}";
  491. }
  492. code += "\n";
  493. return code;
  494. }
  495. }
  496. return String();
  497. }
  498. bool VisualShaderNodeCustom::is_available(Shader::Mode p_mode, VisualShader::Type p_type) const {
  499. bool ret = true;
  500. GDVIRTUAL_CALL(_is_available, p_mode, p_type, ret);
  501. return ret;
  502. }
  503. void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  504. if (!is_initialized) {
  505. VisualShaderNode::set_input_port_default_value(p_port, p_value, p_prev_value);
  506. }
  507. }
  508. void VisualShaderNodeCustom::set_default_input_values(const Array &p_values) {
  509. if (!is_initialized) {
  510. VisualShaderNode::set_default_input_values(p_values);
  511. }
  512. }
  513. void VisualShaderNodeCustom::remove_input_port_default_value(int p_port) {
  514. if (!is_initialized) {
  515. VisualShaderNode::remove_input_port_default_value(p_port);
  516. }
  517. }
  518. void VisualShaderNodeCustom::clear_default_input_values() {
  519. if (!is_initialized) {
  520. VisualShaderNode::clear_default_input_values();
  521. }
  522. }
  523. void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Variant &p_value) {
  524. VisualShaderNode::set_input_port_default_value(p_port, p_value);
  525. }
  526. bool VisualShaderNodeCustom::_is_valid_code(const String &p_code) const {
  527. if (p_code.is_empty() || p_code == "null") {
  528. return false;
  529. }
  530. return true;
  531. }
  532. bool VisualShaderNodeCustom::_is_initialized() {
  533. return is_initialized;
  534. }
  535. void VisualShaderNodeCustom::_set_initialized(bool p_enabled) {
  536. is_initialized = p_enabled;
  537. }
  538. void VisualShaderNodeCustom::_bind_methods() {
  539. GDVIRTUAL_BIND(_get_name);
  540. GDVIRTUAL_BIND(_get_description);
  541. GDVIRTUAL_BIND(_get_category);
  542. GDVIRTUAL_BIND(_get_return_icon_type);
  543. GDVIRTUAL_BIND(_get_input_port_count);
  544. GDVIRTUAL_BIND(_get_input_port_type, "port");
  545. GDVIRTUAL_BIND(_get_input_port_name, "port");
  546. GDVIRTUAL_BIND(_get_output_port_count);
  547. GDVIRTUAL_BIND(_get_output_port_type, "port");
  548. GDVIRTUAL_BIND(_get_output_port_name, "port");
  549. GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type");
  550. GDVIRTUAL_BIND(_get_func_code, "mode", "type");
  551. GDVIRTUAL_BIND(_get_global_code, "mode");
  552. GDVIRTUAL_BIND(_is_highend);
  553. GDVIRTUAL_BIND(_is_available, "mode", "type");
  554. ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized);
  555. ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized);
  556. ClassDB::bind_method(D_METHOD("_set_input_port_default_value", "port", "value"), &VisualShaderNodeCustom::_set_input_port_default_value);
  557. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized", "_is_initialized");
  558. }
  559. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  560. simple_decl = false;
  561. }
  562. /////////////////////////////////////////////////////////
  563. void VisualShader::set_shader_type(Type p_type) {
  564. current_type = p_type;
  565. }
  566. VisualShader::Type VisualShader::get_shader_type() const {
  567. return current_type;
  568. }
  569. void VisualShader::add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type) {
  570. ERR_FAIL_COND(!p_name.is_valid_identifier());
  571. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  572. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  573. ERR_FAIL_COND(varyings.has(p_name));
  574. Varying var = Varying(p_name, p_mode, p_type);
  575. varyings[p_name] = var;
  576. varyings_list.push_back(var);
  577. _queue_update();
  578. }
  579. void VisualShader::remove_varying(const String &p_name) {
  580. ERR_FAIL_COND(!varyings.has(p_name));
  581. varyings.erase(p_name);
  582. for (List<Varying>::Element *E = varyings_list.front(); E; E = E->next()) {
  583. if (E->get().name == p_name) {
  584. varyings_list.erase(E);
  585. break;
  586. }
  587. }
  588. _queue_update();
  589. }
  590. bool VisualShader::has_varying(const String &p_name) const {
  591. return varyings.has(p_name);
  592. }
  593. int VisualShader::get_varyings_count() const {
  594. return varyings_list.size();
  595. }
  596. const VisualShader::Varying *VisualShader::get_varying_by_index(int p_idx) const {
  597. ERR_FAIL_INDEX_V(p_idx, varyings_list.size(), nullptr);
  598. return &varyings_list[p_idx];
  599. }
  600. void VisualShader::set_varying_mode(const String &p_name, VaryingMode p_mode) {
  601. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  602. ERR_FAIL_COND(!varyings.has(p_name));
  603. if (varyings[p_name].mode == p_mode) {
  604. return;
  605. }
  606. varyings[p_name].mode = p_mode;
  607. _queue_update();
  608. }
  609. VisualShader::VaryingMode VisualShader::get_varying_mode(const String &p_name) {
  610. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_MODE_MAX);
  611. return varyings[p_name].mode;
  612. }
  613. void VisualShader::set_varying_type(const String &p_name, VaryingType p_type) {
  614. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  615. ERR_FAIL_COND(!varyings.has(p_name));
  616. if (varyings[p_name].type == p_type) {
  617. return;
  618. }
  619. varyings[p_name].type = p_type;
  620. _queue_update();
  621. }
  622. VisualShader::VaryingType VisualShader::get_varying_type(const String &p_name) {
  623. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_TYPE_MAX);
  624. return varyings[p_name].type;
  625. }
  626. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  627. ERR_FAIL_COND(p_node.is_null());
  628. ERR_FAIL_COND(p_id < 2);
  629. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  630. Graph *g = &graph[p_type];
  631. ERR_FAIL_COND(g->nodes.has(p_id));
  632. Node n;
  633. n.node = p_node;
  634. n.position = p_position;
  635. Ref<VisualShaderNodeParameter> parameter = n.node;
  636. if (parameter.is_valid()) {
  637. String valid_name = validate_parameter_name(parameter->get_parameter_name(), parameter);
  638. parameter->set_parameter_name(valid_name);
  639. }
  640. Ref<VisualShaderNodeInput> input = n.node;
  641. if (input.is_valid()) {
  642. input->shader_mode = shader_mode;
  643. input->shader_type = p_type;
  644. }
  645. n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  646. Ref<VisualShaderNodeCustom> custom = n.node;
  647. if (custom.is_valid()) {
  648. custom->update_ports();
  649. }
  650. g->nodes[p_id] = n;
  651. _queue_update();
  652. }
  653. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  654. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  655. Graph *g = &graph[p_type];
  656. ERR_FAIL_COND(!g->nodes.has(p_id));
  657. g->nodes[p_id].position = p_position;
  658. }
  659. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  660. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  661. const Graph *g = &graph[p_type];
  662. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  663. return g->nodes[p_id].position;
  664. }
  665. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  666. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  667. const Graph *g = &graph[p_type];
  668. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  669. return g->nodes[p_id].node;
  670. }
  671. Vector<int> VisualShader::get_node_list(Type p_type) const {
  672. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  673. const Graph *g = &graph[p_type];
  674. Vector<int> ret;
  675. for (const KeyValue<int, Node> &E : g->nodes) {
  676. ret.push_back(E.key);
  677. }
  678. return ret;
  679. }
  680. int VisualShader::get_valid_node_id(Type p_type) const {
  681. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  682. const Graph *g = &graph[p_type];
  683. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  684. }
  685. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  686. for (const KeyValue<int, Node> &E : graph[p_type].nodes) {
  687. if (E.value.node == p_node) {
  688. return E.key;
  689. }
  690. }
  691. return NODE_ID_INVALID;
  692. }
  693. void VisualShader::remove_node(Type p_type, int p_id) {
  694. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  695. ERR_FAIL_COND(p_id < 2);
  696. Graph *g = &graph[p_type];
  697. ERR_FAIL_COND(!g->nodes.has(p_id));
  698. g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
  699. g->nodes.erase(p_id);
  700. for (List<Connection>::Element *E = g->connections.front(); E;) {
  701. List<Connection>::Element *N = E->next();
  702. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  703. g->connections.erase(E);
  704. if (E->get().from_node == p_id) {
  705. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  706. g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
  707. } else if (E->get().to_node == p_id) {
  708. g->nodes[E->get().from_node].next_connected_nodes.erase(p_id);
  709. }
  710. }
  711. E = N;
  712. }
  713. _queue_update();
  714. }
  715. void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) {
  716. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  717. ERR_FAIL_COND(p_id < 2);
  718. Graph *g = &graph[p_type];
  719. ERR_FAIL_COND(!g->nodes.has(p_id));
  720. if (g->nodes[p_id].node->get_class_name() == p_new_class) {
  721. return;
  722. }
  723. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class));
  724. VisualShaderNode *prev_vsn = g->nodes[p_id].node.ptr();
  725. // Update connection data.
  726. for (int i = 0; i < vsn->get_output_port_count(); i++) {
  727. if (i < prev_vsn->get_output_port_count()) {
  728. if (prev_vsn->is_output_port_connected(i)) {
  729. vsn->set_output_port_connected(i, true);
  730. }
  731. if (prev_vsn->is_output_port_expandable(i) && prev_vsn->_is_output_port_expanded(i) && vsn->is_output_port_expandable(i)) {
  732. vsn->_set_output_port_expanded(i, true);
  733. int component_count = 0;
  734. switch (prev_vsn->get_output_port_type(i)) {
  735. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  736. component_count = 2;
  737. break;
  738. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  739. component_count = 3;
  740. break;
  741. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  742. component_count = 4;
  743. break;
  744. default:
  745. break;
  746. }
  747. for (int j = 0; j < component_count; j++) {
  748. int sub_port = i + 1 + j;
  749. if (prev_vsn->is_output_port_connected(sub_port)) {
  750. vsn->set_output_port_connected(sub_port, true);
  751. }
  752. }
  753. i += component_count;
  754. }
  755. } else {
  756. break;
  757. }
  758. }
  759. vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  760. g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
  761. _queue_update();
  762. }
  763. 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 {
  764. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  765. const Graph *g = &graph[p_type];
  766. for (const Connection &E : g->connections) {
  767. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  768. return true;
  769. }
  770. }
  771. return false;
  772. }
  773. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  774. bool result = false;
  775. const VisualShader::Node &node = p_graph->nodes[p_node];
  776. for (const int &E : node.prev_connected_nodes) {
  777. if (E == p_target) {
  778. return true;
  779. }
  780. result = is_nodes_connected_relatively(p_graph, E, p_target);
  781. if (result) {
  782. break;
  783. }
  784. }
  785. return result;
  786. }
  787. 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 {
  788. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  789. const Graph *g = &graph[p_type];
  790. if (!g->nodes.has(p_from_node)) {
  791. return false;
  792. }
  793. if (p_from_node == p_to_node) {
  794. return false;
  795. }
  796. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_expanded_output_port_count()) {
  797. return false;
  798. }
  799. if (!g->nodes.has(p_to_node)) {
  800. return false;
  801. }
  802. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  803. return false;
  804. }
  805. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  806. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  807. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  808. return false;
  809. }
  810. for (const Connection &E : g->connections) {
  811. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  812. return false;
  813. }
  814. }
  815. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  816. return false;
  817. }
  818. return true;
  819. }
  820. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  821. return MAX(0, p_a - (int)VisualShaderNode::PORT_TYPE_BOOLEAN) == (MAX(0, p_b - (int)VisualShaderNode::PORT_TYPE_BOOLEAN));
  822. }
  823. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  824. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  825. Graph *g = &graph[p_type];
  826. ERR_FAIL_COND(!g->nodes.has(p_from_node));
  827. ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count());
  828. ERR_FAIL_COND(!g->nodes.has(p_to_node));
  829. ERR_FAIL_INDEX(p_to_port, g->nodes[p_to_node].node->get_input_port_count());
  830. for (const Connection &E : g->connections) {
  831. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  832. return;
  833. }
  834. }
  835. Connection c;
  836. c.from_node = p_from_node;
  837. c.from_port = p_from_port;
  838. c.to_node = p_to_node;
  839. c.to_port = p_to_port;
  840. g->connections.push_back(c);
  841. g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node);
  842. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  843. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  844. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  845. _queue_update();
  846. }
  847. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  848. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  849. Graph *g = &graph[p_type];
  850. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  851. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count(), ERR_INVALID_PARAMETER);
  852. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  853. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  854. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  855. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  856. ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
  857. for (const Connection &E : g->connections) {
  858. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  859. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  860. }
  861. }
  862. Connection c;
  863. c.from_node = p_from_node;
  864. c.from_port = p_from_port;
  865. c.to_node = p_to_node;
  866. c.to_port = p_to_port;
  867. g->connections.push_back(c);
  868. g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node);
  869. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  870. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  871. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  872. _queue_update();
  873. return OK;
  874. }
  875. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  876. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  877. Graph *g = &graph[p_type];
  878. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  879. 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) {
  880. g->connections.erase(E);
  881. g->nodes[p_from_node].next_connected_nodes.erase(p_to_node);
  882. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  883. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  884. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  885. _queue_update();
  886. return;
  887. }
  888. }
  889. }
  890. TypedArray<Dictionary> VisualShader::_get_node_connections(Type p_type) const {
  891. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  892. const Graph *g = &graph[p_type];
  893. TypedArray<Dictionary> ret;
  894. for (const Connection &E : g->connections) {
  895. Dictionary d;
  896. d["from_node"] = E.from_node;
  897. d["from_port"] = E.from_port;
  898. d["to_node"] = E.to_node;
  899. d["to_port"] = E.to_port;
  900. ret.push_back(d);
  901. }
  902. return ret;
  903. }
  904. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  905. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  906. const Graph *g = &graph[p_type];
  907. for (const Connection &E : g->connections) {
  908. r_connections->push_back(E);
  909. }
  910. }
  911. void VisualShader::set_mode(Mode p_mode) {
  912. ERR_FAIL_INDEX_MSG(p_mode, Mode::MODE_MAX, vformat("Invalid shader mode: %d.", p_mode));
  913. if (shader_mode == p_mode) {
  914. return;
  915. }
  916. //erase input/output connections
  917. modes.clear();
  918. flags.clear();
  919. shader_mode = p_mode;
  920. for (int i = 0; i < TYPE_MAX; i++) {
  921. for (KeyValue<int, Node> &E : graph[i].nodes) {
  922. Ref<VisualShaderNodeInput> input = E.value.node;
  923. if (input.is_valid()) {
  924. input->shader_mode = shader_mode;
  925. //input->input_index = 0;
  926. }
  927. }
  928. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  929. output->shader_mode = shader_mode;
  930. // clear connections since they are no longer valid
  931. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  932. bool keep = true;
  933. List<Connection>::Element *N = E->next();
  934. int from = E->get().from_node;
  935. int to = E->get().to_node;
  936. if (!graph[i].nodes.has(from)) {
  937. keep = false;
  938. } else {
  939. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  940. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  941. keep = false;
  942. }
  943. }
  944. if (!graph[i].nodes.has(to)) {
  945. keep = false;
  946. } else {
  947. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  948. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  949. keep = false;
  950. }
  951. }
  952. if (!keep) {
  953. graph[i].connections.erase(E);
  954. }
  955. E = N;
  956. }
  957. }
  958. _queue_update();
  959. notify_property_list_changed();
  960. }
  961. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  962. graph_offset = p_offset;
  963. }
  964. Vector2 VisualShader::get_graph_offset() const {
  965. return graph_offset;
  966. }
  967. Shader::Mode VisualShader::get_mode() const {
  968. return shader_mode;
  969. }
  970. bool VisualShader::is_text_shader() const {
  971. return false;
  972. }
  973. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  974. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  975. ERR_FAIL_COND_V(!node.is_valid(), String());
  976. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_expanded_output_port_count(), String());
  977. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  978. StringBuilder global_code;
  979. StringBuilder global_code_per_node;
  980. HashMap<Type, StringBuilder> global_code_per_func;
  981. StringBuilder shader_code;
  982. HashSet<StringName> classes;
  983. global_code += String() + "shader_type canvas_item;\n";
  984. String global_expressions;
  985. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  986. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  987. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  988. if (global_expression.is_valid()) {
  989. String expr = "";
  990. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  991. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  992. expr = expr.replace("\n", "\n ");
  993. expr += "\n";
  994. global_expressions += expr;
  995. }
  996. }
  997. }
  998. global_code += "\n";
  999. global_code += global_expressions;
  1000. //make it faster to go around through shader
  1001. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1002. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1003. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  1004. ConnectionKey from_key;
  1005. from_key.node = E->get().from_node;
  1006. from_key.port = E->get().from_port;
  1007. output_connections.insert(from_key, E);
  1008. ConnectionKey to_key;
  1009. to_key.node = E->get().to_node;
  1010. to_key.port = E->get().to_port;
  1011. input_connections.insert(to_key, E);
  1012. }
  1013. shader_code += "\nvoid fragment() {\n";
  1014. HashSet<int> processed;
  1015. Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, shader_code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  1016. ERR_FAIL_COND_V(err != OK, String());
  1017. switch (node->get_output_port_type(p_port)) {
  1018. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1019. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n";
  1020. } break;
  1021. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1022. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1023. } break;
  1024. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1025. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1026. } break;
  1027. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1028. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  1029. } break;
  1030. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1031. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
  1032. } break;
  1033. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1034. shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  1035. } break;
  1036. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1037. shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
  1038. } break;
  1039. default: {
  1040. shader_code += " COLOR.rgb = vec3(0.0);\n";
  1041. } break;
  1042. }
  1043. shader_code += "}\n";
  1044. //set code secretly
  1045. global_code += "\n\n";
  1046. String final_code = global_code;
  1047. final_code += global_code_per_node;
  1048. final_code += shader_code;
  1049. return final_code;
  1050. }
  1051. String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
  1052. String port_name = p_port_name;
  1053. if (port_name.is_empty()) {
  1054. return String();
  1055. }
  1056. while (port_name.length() && !is_ascii_char(port_name[0])) {
  1057. port_name = port_name.substr(1, port_name.length() - 1);
  1058. }
  1059. if (!port_name.is_empty()) {
  1060. String valid_name;
  1061. for (int i = 0; i < port_name.length(); i++) {
  1062. if (is_ascii_identifier_char(port_name[i])) {
  1063. valid_name += String::chr(port_name[i]);
  1064. } else if (port_name[i] == ' ') {
  1065. valid_name += "_";
  1066. }
  1067. }
  1068. port_name = valid_name;
  1069. } else {
  1070. return String();
  1071. }
  1072. List<String> input_names;
  1073. List<String> output_names;
  1074. for (int i = 0; i < p_node->get_input_port_count(); i++) {
  1075. if (!p_output && i == p_port_id) {
  1076. continue;
  1077. }
  1078. if (port_name == p_node->get_input_port_name(i)) {
  1079. return String();
  1080. }
  1081. }
  1082. for (int i = 0; i < p_node->get_output_port_count(); i++) {
  1083. if (p_output && i == p_port_id) {
  1084. continue;
  1085. }
  1086. if (port_name == p_node->get_output_port_name(i)) {
  1087. return String();
  1088. }
  1089. }
  1090. return port_name;
  1091. }
  1092. String VisualShader::validate_parameter_name(const String &p_name, const Ref<VisualShaderNodeParameter> &p_parameter) const {
  1093. String param_name = p_name; //validate name first
  1094. while (param_name.length() && !is_ascii_char(param_name[0])) {
  1095. param_name = param_name.substr(1, param_name.length() - 1);
  1096. }
  1097. if (!param_name.is_empty()) {
  1098. String valid_name;
  1099. for (int i = 0; i < param_name.length(); i++) {
  1100. if (is_ascii_identifier_char(param_name[i])) {
  1101. valid_name += String::chr(param_name[i]);
  1102. } else if (param_name[i] == ' ') {
  1103. valid_name += "_";
  1104. }
  1105. }
  1106. param_name = valid_name;
  1107. }
  1108. if (param_name.is_empty()) {
  1109. param_name = p_parameter->get_caption();
  1110. }
  1111. int attempt = 1;
  1112. while (true) {
  1113. bool exists = false;
  1114. for (int i = 0; i < TYPE_MAX; i++) {
  1115. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1116. Ref<VisualShaderNodeParameter> node = E.value.node;
  1117. if (node == p_parameter) { //do not test on self
  1118. continue;
  1119. }
  1120. if (node.is_valid() && node->get_parameter_name() == param_name) {
  1121. exists = true;
  1122. break;
  1123. }
  1124. }
  1125. if (exists) {
  1126. break;
  1127. }
  1128. }
  1129. if (exists) {
  1130. //remove numbers, put new and try again
  1131. attempt++;
  1132. while (param_name.length() && is_digit(param_name[param_name.length() - 1])) {
  1133. param_name = param_name.substr(0, param_name.length() - 1);
  1134. }
  1135. ERR_FAIL_COND_V(param_name.is_empty(), String());
  1136. param_name += itos(attempt);
  1137. } else {
  1138. break;
  1139. }
  1140. }
  1141. return param_name;
  1142. }
  1143. static const char *type_string[VisualShader::TYPE_MAX] = {
  1144. "vertex",
  1145. "fragment",
  1146. "light",
  1147. "start",
  1148. "process",
  1149. "collide",
  1150. "start_custom",
  1151. "process_custom",
  1152. "sky",
  1153. "fog",
  1154. };
  1155. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  1156. String prop_name = p_name;
  1157. if (prop_name == "mode") {
  1158. set_mode(Shader::Mode(int(p_value)));
  1159. return true;
  1160. } else if (prop_name.begins_with("flags/")) {
  1161. StringName flag = prop_name.get_slicec('/', 1);
  1162. bool enable = p_value;
  1163. if (enable) {
  1164. flags.insert(flag);
  1165. } else {
  1166. flags.erase(flag);
  1167. }
  1168. _queue_update();
  1169. return true;
  1170. } else if (prop_name.begins_with("modes/")) {
  1171. String mode_name = prop_name.get_slicec('/', 1);
  1172. int value = p_value;
  1173. if (value == 0) {
  1174. modes.erase(mode_name); //means it's default anyway, so don't store it
  1175. } else {
  1176. modes[mode_name] = value;
  1177. }
  1178. _queue_update();
  1179. return true;
  1180. } else if (prop_name.begins_with("varyings/")) {
  1181. String var_name = prop_name.get_slicec('/', 1);
  1182. Varying value = Varying();
  1183. value.name = var_name;
  1184. if (value.from_string(p_value) && !varyings.has(var_name)) {
  1185. varyings[var_name] = value;
  1186. varyings_list.push_back(value);
  1187. }
  1188. _queue_update();
  1189. return true;
  1190. } else if (prop_name.begins_with("nodes/")) {
  1191. String typestr = prop_name.get_slicec('/', 1);
  1192. Type type = TYPE_VERTEX;
  1193. for (int i = 0; i < TYPE_MAX; i++) {
  1194. if (typestr == type_string[i]) {
  1195. type = Type(i);
  1196. break;
  1197. }
  1198. }
  1199. String index = prop_name.get_slicec('/', 2);
  1200. if (index == "connections") {
  1201. Vector<int> conns = p_value;
  1202. if (conns.size() % 4 == 0) {
  1203. for (int i = 0; i < conns.size(); i += 4) {
  1204. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  1205. }
  1206. }
  1207. return true;
  1208. }
  1209. int id = index.to_int();
  1210. String what = prop_name.get_slicec('/', 3);
  1211. if (what == "node") {
  1212. add_node(type, p_value, Vector2(), id);
  1213. return true;
  1214. } else if (what == "position") {
  1215. set_node_position(type, id, p_value);
  1216. return true;
  1217. } else if (what == "size") {
  1218. ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->set_size(p_value);
  1219. return true;
  1220. } else if (what == "input_ports") {
  1221. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  1222. return true;
  1223. } else if (what == "output_ports") {
  1224. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  1225. return true;
  1226. } else if (what == "expression") {
  1227. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  1228. return true;
  1229. }
  1230. }
  1231. return false;
  1232. }
  1233. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  1234. String prop_name = p_name;
  1235. if (prop_name == "mode") {
  1236. r_ret = get_mode();
  1237. return true;
  1238. } else if (prop_name.begins_with("flags/")) {
  1239. StringName flag = prop_name.get_slicec('/', 1);
  1240. r_ret = flags.has(flag);
  1241. return true;
  1242. } else if (prop_name.begins_with("modes/")) {
  1243. String mode_name = prop_name.get_slicec('/', 1);
  1244. if (modes.has(mode_name)) {
  1245. r_ret = modes[mode_name];
  1246. } else {
  1247. r_ret = 0;
  1248. }
  1249. return true;
  1250. } else if (prop_name.begins_with("varyings/")) {
  1251. String var_name = prop_name.get_slicec('/', 1);
  1252. if (varyings.has(var_name)) {
  1253. r_ret = varyings[var_name].to_string();
  1254. } else {
  1255. r_ret = String();
  1256. }
  1257. return true;
  1258. } else if (prop_name.begins_with("nodes/")) {
  1259. String typestr = prop_name.get_slicec('/', 1);
  1260. Type type = TYPE_VERTEX;
  1261. for (int i = 0; i < TYPE_MAX; i++) {
  1262. if (typestr == type_string[i]) {
  1263. type = Type(i);
  1264. break;
  1265. }
  1266. }
  1267. String index = prop_name.get_slicec('/', 2);
  1268. if (index == "connections") {
  1269. Vector<int> conns;
  1270. for (const Connection &E : graph[type].connections) {
  1271. conns.push_back(E.from_node);
  1272. conns.push_back(E.from_port);
  1273. conns.push_back(E.to_node);
  1274. conns.push_back(E.to_port);
  1275. }
  1276. r_ret = conns;
  1277. return true;
  1278. }
  1279. int id = index.to_int();
  1280. String what = prop_name.get_slicec('/', 3);
  1281. if (what == "node") {
  1282. r_ret = get_node(type, id);
  1283. return true;
  1284. } else if (what == "position") {
  1285. r_ret = get_node_position(type, id);
  1286. return true;
  1287. } else if (what == "size") {
  1288. r_ret = ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->get_size();
  1289. return true;
  1290. } else if (what == "input_ports") {
  1291. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  1292. return true;
  1293. } else if (what == "output_ports") {
  1294. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  1295. return true;
  1296. } else if (what == "expression") {
  1297. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  1298. return true;
  1299. }
  1300. }
  1301. return false;
  1302. }
  1303. void VisualShader::reset_state() {
  1304. // TODO: Everything needs to be cleared here.
  1305. emit_changed();
  1306. }
  1307. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  1308. //mode
  1309. p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode"), PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog"));
  1310. //render modes
  1311. HashMap<String, String> blend_mode_enums;
  1312. HashSet<String> toggles;
  1313. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1314. for (int i = 0; i < rmodes.size(); i++) {
  1315. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1316. if (!info.options.is_empty()) {
  1317. const String begin = String(info.name);
  1318. for (int j = 0; j < info.options.size(); j++) {
  1319. const String option = String(info.options[j]).capitalize();
  1320. if (!blend_mode_enums.has(begin)) {
  1321. blend_mode_enums[begin] = option;
  1322. } else {
  1323. blend_mode_enums[begin] += "," + option;
  1324. }
  1325. }
  1326. } else {
  1327. toggles.insert(String(info.name));
  1328. }
  1329. }
  1330. for (const KeyValue<String, String> &E : blend_mode_enums) {
  1331. p_list->push_back(PropertyInfo(Variant::INT, vformat("%s/%s", PNAME("modes"), E.key), PROPERTY_HINT_ENUM, E.value));
  1332. }
  1333. for (const String &E : toggles) {
  1334. p_list->push_back(PropertyInfo(Variant::BOOL, vformat("%s/%s", PNAME("flags"), E)));
  1335. }
  1336. for (const KeyValue<String, Varying> &E : varyings) {
  1337. p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", PNAME("varyings"), E.key)));
  1338. }
  1339. for (int i = 0; i < TYPE_MAX; i++) {
  1340. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1341. String prop_name = "nodes/";
  1342. prop_name += type_string[i];
  1343. prop_name += "/" + itos(E.key);
  1344. if (E.key != NODE_ID_OUTPUT) {
  1345. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_ALWAYS_DUPLICATE));
  1346. }
  1347. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1348. if (Object::cast_to<VisualShaderNodeGroupBase>(E.value.node.ptr()) != nullptr) {
  1349. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1350. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1351. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1352. }
  1353. if (Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr()) != nullptr) {
  1354. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1355. }
  1356. }
  1357. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1358. }
  1359. }
  1360. Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<VisualShader::DefaultTextureParam> &r_def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &p_output_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const {
  1361. const Ref<VisualShaderNode> vsnode = graph[type].nodes[p_node].node;
  1362. if (vsnode->is_disabled()) {
  1363. r_code += "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1364. r_code += " // Node is disabled and code is not generated.\n";
  1365. return OK;
  1366. }
  1367. //check inputs recursively first
  1368. int input_count = vsnode->get_input_port_count();
  1369. for (int i = 0; i < input_count; i++) {
  1370. ConnectionKey ck;
  1371. ck.node = p_node;
  1372. ck.port = i;
  1373. if (p_input_connections.has(ck)) {
  1374. int from_node = p_input_connections[ck]->get().from_node;
  1375. if (r_processed.has(from_node)) {
  1376. continue;
  1377. }
  1378. Error err = _write_node(type, p_global_code, p_global_code_per_node, p_global_code_per_func, r_code, r_def_tex_params, p_input_connections, p_output_connections, from_node, r_processed, p_for_preview, r_classes);
  1379. if (err) {
  1380. return err;
  1381. }
  1382. }
  1383. }
  1384. // then this node
  1385. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, p_node);
  1386. for (int i = 0; i < params.size(); i++) {
  1387. r_def_tex_params.push_back(params[i]);
  1388. }
  1389. Ref<VisualShaderNodeInput> input = vsnode;
  1390. bool skip_global = input.is_valid() && p_for_preview;
  1391. if (!skip_global) {
  1392. Ref<VisualShaderNodeParameter> parameter = vsnode;
  1393. if (!parameter.is_valid() || !parameter->is_global_code_generated()) {
  1394. if (p_global_code) {
  1395. *p_global_code += vsnode->generate_global(get_mode(), type, p_node);
  1396. }
  1397. }
  1398. String class_name = vsnode->get_class_name();
  1399. if (class_name == "VisualShaderNodeCustom") {
  1400. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1401. }
  1402. if (!r_classes.has(class_name)) {
  1403. if (p_global_code_per_node) {
  1404. *p_global_code_per_node += vsnode->generate_global_per_node(get_mode(), p_node);
  1405. }
  1406. for (int i = 0; i < TYPE_MAX; i++) {
  1407. if (p_global_code_per_func) {
  1408. (*p_global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), p_node);
  1409. }
  1410. }
  1411. r_classes.insert(class_name);
  1412. }
  1413. }
  1414. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  1415. r_processed.insert(p_node);
  1416. return OK;
  1417. }
  1418. String node_name = "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1419. String node_code;
  1420. Vector<String> input_vars;
  1421. input_vars.resize(vsnode->get_input_port_count());
  1422. String *inputs = input_vars.ptrw();
  1423. for (int i = 0; i < input_count; i++) {
  1424. ConnectionKey ck;
  1425. ck.node = p_node;
  1426. ck.port = i;
  1427. if (p_input_connections.has(ck)) {
  1428. //connected to something, use that output
  1429. int from_node = p_input_connections[ck]->get().from_node;
  1430. if (graph[type].nodes[from_node].node->is_disabled()) {
  1431. continue;
  1432. }
  1433. int from_port = p_input_connections[ck]->get().from_port;
  1434. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1435. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1436. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1437. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1438. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  1439. if (ptr->has_method("get_input_real_name")) {
  1440. inputs[i] = ptr->call("get_input_real_name");
  1441. } else if (ptr->has_method("get_parameter_name")) {
  1442. inputs[i] = ptr->call("get_parameter_name");
  1443. } else {
  1444. inputs[i] = "";
  1445. }
  1446. } else if (in_type == out_type) {
  1447. inputs[i] = src_var;
  1448. } else {
  1449. switch (in_type) {
  1450. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1451. switch (out_type) {
  1452. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1453. inputs[i] = "float(" + src_var + ")";
  1454. } break;
  1455. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1456. inputs[i] = "float(" + src_var + ")";
  1457. } break;
  1458. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1459. inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
  1460. } break;
  1461. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1462. inputs[i] = src_var + ".x";
  1463. } break;
  1464. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1465. inputs[i] = src_var + ".x";
  1466. } break;
  1467. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1468. inputs[i] = src_var + ".x";
  1469. } break;
  1470. default:
  1471. break;
  1472. }
  1473. } break;
  1474. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1475. switch (out_type) {
  1476. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1477. inputs[i] = "int(" + src_var + ")";
  1478. } break;
  1479. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1480. inputs[i] = "int(" + src_var + ")";
  1481. } break;
  1482. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1483. inputs[i] = "(" + src_var + " ? 1 : 0)";
  1484. } break;
  1485. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1486. inputs[i] = "int(" + src_var + ".x)";
  1487. } break;
  1488. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1489. inputs[i] = "int(" + src_var + ".x)";
  1490. } break;
  1491. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1492. inputs[i] = "int(" + src_var + ".x)";
  1493. } break;
  1494. default:
  1495. break;
  1496. }
  1497. } break;
  1498. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1499. switch (out_type) {
  1500. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1501. inputs[i] = "uint(" + src_var + ")";
  1502. } break;
  1503. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1504. inputs[i] = "uint(" + src_var + ")";
  1505. } break;
  1506. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1507. inputs[i] = "(" + src_var + " ? 1u : 0u)";
  1508. } break;
  1509. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1510. inputs[i] = "uint(" + src_var + ".x)";
  1511. } break;
  1512. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1513. inputs[i] = "uint(" + src_var + ".x)";
  1514. } break;
  1515. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1516. inputs[i] = "uint(" + src_var + ".x)";
  1517. } break;
  1518. default:
  1519. break;
  1520. }
  1521. } break;
  1522. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1523. switch (out_type) {
  1524. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1525. inputs[i] = src_var + " > 0.0 ? true : false";
  1526. } break;
  1527. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1528. inputs[i] = src_var + " > 0 ? true : false";
  1529. } break;
  1530. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1531. inputs[i] = src_var + " > 0u ? true : false";
  1532. } break;
  1533. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1534. inputs[i] = "all(bvec2(" + src_var + "))";
  1535. } break;
  1536. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1537. inputs[i] = "all(bvec3(" + src_var + "))";
  1538. } break;
  1539. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1540. inputs[i] = "all(bvec4(" + src_var + "))";
  1541. } break;
  1542. default:
  1543. break;
  1544. }
  1545. } break;
  1546. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1547. switch (out_type) {
  1548. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1549. inputs[i] = "vec2(" + src_var + ")";
  1550. } break;
  1551. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1552. inputs[i] = "vec2(float(" + src_var + "))";
  1553. } break;
  1554. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1555. inputs[i] = "vec2(float(" + src_var + "))";
  1556. } break;
  1557. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1558. inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
  1559. } break;
  1560. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1561. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1562. inputs[i] = "vec2(" + src_var + ".xy)";
  1563. } break;
  1564. default:
  1565. break;
  1566. }
  1567. } break;
  1568. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1569. switch (out_type) {
  1570. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1571. inputs[i] = "vec3(" + src_var + ")";
  1572. } break;
  1573. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1574. inputs[i] = "vec3(float(" + src_var + "))";
  1575. } break;
  1576. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1577. inputs[i] = "vec3(float(" + src_var + "))";
  1578. } break;
  1579. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1580. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  1581. } break;
  1582. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1583. inputs[i] = "vec3(" + src_var + ", 0.0)";
  1584. } break;
  1585. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1586. inputs[i] = "vec3(" + src_var + ".xyz)";
  1587. } break;
  1588. default:
  1589. break;
  1590. }
  1591. } break;
  1592. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1593. switch (out_type) {
  1594. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1595. inputs[i] = "vec4(" + src_var + ")";
  1596. } break;
  1597. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1598. inputs[i] = "vec4(float(" + src_var + "))";
  1599. } break;
  1600. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1601. inputs[i] = "vec4(float(" + src_var + "))";
  1602. } break;
  1603. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1604. inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)";
  1605. } break;
  1606. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1607. inputs[i] = "vec4(" + src_var + ", 0.0, 0.0)";
  1608. } break;
  1609. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1610. inputs[i] = "vec4(" + src_var + ", 0.0)";
  1611. } break;
  1612. default:
  1613. break;
  1614. }
  1615. } break;
  1616. default:
  1617. break;
  1618. }
  1619. }
  1620. } else {
  1621. if (!vsnode->is_generate_input_var(i)) {
  1622. continue;
  1623. }
  1624. Variant defval = vsnode->get_input_port_default_value(i);
  1625. if (defval.get_type() == Variant::FLOAT) {
  1626. float val = defval;
  1627. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1628. node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  1629. } else if (defval.get_type() == Variant::INT) {
  1630. int val = defval;
  1631. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1632. if (vsnode->get_input_port_type(i) == VisualShaderNode::PORT_TYPE_SCALAR_UINT) {
  1633. node_code += " uint " + inputs[i] + " = " + itos(val) + "u;\n";
  1634. } else {
  1635. node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
  1636. }
  1637. } else if (defval.get_type() == Variant::BOOL) {
  1638. bool val = defval;
  1639. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1640. node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1641. } else if (defval.get_type() == Variant::VECTOR2) {
  1642. Vector2 val = defval;
  1643. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1644. node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n", val.x, val.y);
  1645. } else if (defval.get_type() == Variant::VECTOR3) {
  1646. Vector3 val = defval;
  1647. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1648. node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1649. } else if (defval.get_type() == Variant::QUATERNION) {
  1650. Quaternion val = defval;
  1651. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1652. node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
  1653. } else if (defval.get_type() == Variant::TRANSFORM3D) {
  1654. Transform3D val = defval;
  1655. val.basis.transpose();
  1656. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1657. Array values;
  1658. for (int j = 0; j < 3; j++) {
  1659. values.push_back(val.basis[j].x);
  1660. values.push_back(val.basis[j].y);
  1661. values.push_back(val.basis[j].z);
  1662. }
  1663. values.push_back(val.origin.x);
  1664. values.push_back(val.origin.y);
  1665. values.push_back(val.origin.z);
  1666. bool err = false;
  1667. node_code += " mat4 " + 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);
  1668. } else {
  1669. //will go empty, node is expected to know what it is doing at this point and handle it
  1670. }
  1671. }
  1672. }
  1673. int output_count = vsnode->get_output_port_count();
  1674. int initial_output_count = output_count;
  1675. HashMap<int, bool> expanded_output_ports;
  1676. for (int i = 0; i < initial_output_count; i++) {
  1677. bool expanded = false;
  1678. if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) {
  1679. expanded = true;
  1680. switch (vsnode->get_output_port_type(i)) {
  1681. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1682. output_count += 2;
  1683. } break;
  1684. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1685. output_count += 3;
  1686. } break;
  1687. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1688. output_count += 4;
  1689. } break;
  1690. default:
  1691. break;
  1692. }
  1693. }
  1694. expanded_output_ports.insert(i, expanded);
  1695. }
  1696. Vector<String> output_vars;
  1697. output_vars.resize(output_count);
  1698. String *outputs = output_vars.ptrw();
  1699. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1700. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1701. String var_name = "n_out" + itos(p_node) + "p" + itos(j);
  1702. switch (vsnode->get_output_port_type(i)) {
  1703. case VisualShaderNode::PORT_TYPE_SCALAR:
  1704. outputs[i] = "float " + var_name;
  1705. break;
  1706. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1707. outputs[i] = "int " + var_name;
  1708. break;
  1709. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  1710. outputs[i] = "uint " + var_name;
  1711. break;
  1712. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1713. outputs[i] = "vec2 " + var_name;
  1714. break;
  1715. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1716. outputs[i] = "vec3 " + var_name;
  1717. break;
  1718. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1719. outputs[i] = "vec4 " + var_name;
  1720. break;
  1721. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1722. outputs[i] = "bool " + var_name;
  1723. break;
  1724. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1725. outputs[i] = "mat4 " + var_name;
  1726. break;
  1727. default:
  1728. break;
  1729. }
  1730. if (expanded_output_ports[i]) {
  1731. switch (vsnode->get_output_port_type(i)) {
  1732. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1733. j += 2;
  1734. } break;
  1735. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1736. j += 3;
  1737. } break;
  1738. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1739. j += 4;
  1740. } break;
  1741. default:
  1742. break;
  1743. }
  1744. }
  1745. }
  1746. } else {
  1747. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1748. outputs[i] = "n_out" + itos(p_node) + "p" + itos(j);
  1749. switch (vsnode->get_output_port_type(i)) {
  1750. case VisualShaderNode::PORT_TYPE_SCALAR:
  1751. r_code += " float " + outputs[i] + ";\n";
  1752. break;
  1753. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1754. r_code += " int " + outputs[i] + ";\n";
  1755. break;
  1756. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  1757. r_code += " uint " + outputs[i] + ";\n";
  1758. break;
  1759. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1760. r_code += " vec2 " + outputs[i] + ";\n";
  1761. break;
  1762. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1763. r_code += " vec3 " + outputs[i] + ";\n";
  1764. break;
  1765. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1766. r_code += " vec4 " + outputs[i] + ";\n";
  1767. break;
  1768. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1769. r_code += " bool " + outputs[i] + ";\n";
  1770. break;
  1771. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1772. r_code += " mat4 " + outputs[i] + ";\n";
  1773. break;
  1774. default:
  1775. break;
  1776. }
  1777. if (expanded_output_ports[i]) {
  1778. switch (vsnode->get_output_port_type(i)) {
  1779. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1780. j += 2;
  1781. } break;
  1782. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1783. j += 3;
  1784. } break;
  1785. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1786. j += 4;
  1787. } break;
  1788. default:
  1789. break;
  1790. }
  1791. }
  1792. }
  1793. }
  1794. node_code += vsnode->generate_code(get_mode(), type, p_node, inputs, outputs, p_for_preview);
  1795. if (!node_code.is_empty()) {
  1796. r_code += node_name;
  1797. r_code += node_code;
  1798. }
  1799. for (int i = 0; i < output_count; i++) {
  1800. if (expanded_output_ports[i]) {
  1801. switch (vsnode->get_output_port_type(i)) {
  1802. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1803. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1804. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  1805. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  1806. outputs[i + 1] = r;
  1807. }
  1808. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1809. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  1810. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  1811. outputs[i + 2] = g;
  1812. }
  1813. i += 2;
  1814. } break;
  1815. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1816. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1817. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  1818. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  1819. outputs[i + 1] = r;
  1820. }
  1821. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1822. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  1823. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  1824. outputs[i + 2] = g;
  1825. }
  1826. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  1827. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  1828. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  1829. outputs[i + 3] = b;
  1830. }
  1831. i += 3;
  1832. } break;
  1833. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1834. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1835. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  1836. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  1837. outputs[i + 1] = r;
  1838. }
  1839. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1840. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  1841. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  1842. outputs[i + 2] = g;
  1843. }
  1844. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  1845. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  1846. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  1847. outputs[i + 3] = b;
  1848. }
  1849. if (vsnode->is_output_port_connected(i + 4) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
  1850. String a = "n_out" + itos(p_node) + "p" + itos(i + 4);
  1851. r_code += " float " + a + " = n_out" + itos(p_node) + "p" + itos(i) + ".a;\n";
  1852. outputs[i + 4] = a;
  1853. }
  1854. i += 4;
  1855. } break;
  1856. default:
  1857. break;
  1858. }
  1859. }
  1860. }
  1861. if (!node_code.is_empty()) {
  1862. r_code += "\n\n";
  1863. }
  1864. r_processed.insert(p_node);
  1865. return OK;
  1866. }
  1867. bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
  1868. if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
  1869. if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
  1870. if (p_func_name == "start_custom" || p_func_name == "process_custom" || p_func_name == "collide") {
  1871. return true;
  1872. }
  1873. }
  1874. return false;
  1875. }
  1876. return true;
  1877. }
  1878. void VisualShader::_update_shader() const {
  1879. if (!dirty.is_set()) {
  1880. return;
  1881. }
  1882. dirty.clear();
  1883. StringBuilder global_code;
  1884. StringBuilder global_code_per_node;
  1885. HashMap<Type, StringBuilder> global_code_per_func;
  1886. StringBuilder shader_code;
  1887. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1888. HashSet<StringName> classes;
  1889. HashMap<int, int> insertion_pos;
  1890. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" };
  1891. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1892. String render_mode;
  1893. {
  1894. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1895. Vector<String> flag_names;
  1896. // Add enum modes first.
  1897. for (int i = 0; i < rmodes.size(); i++) {
  1898. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1899. const String temp = String(info.name);
  1900. if (!info.options.is_empty()) {
  1901. if (!render_mode.is_empty()) {
  1902. render_mode += ", ";
  1903. }
  1904. // Always write out a render_mode for the enumerated modes as having no render mode is not always
  1905. // the same as the default. i.e. for depth_draw_opaque, the render mode has to be declared for it
  1906. // to work properly, no render mode is an invalid option.
  1907. if (modes.has(temp) && modes[temp] < info.options.size()) {
  1908. render_mode += temp + "_" + info.options[modes[temp]];
  1909. } else {
  1910. // Use the default.
  1911. render_mode += temp + "_" + info.options[0];
  1912. }
  1913. } else if (flags.has(temp)) {
  1914. flag_names.push_back(temp);
  1915. }
  1916. }
  1917. // Add flags afterward.
  1918. for (int i = 0; i < flag_names.size(); i++) {
  1919. if (!render_mode.is_empty()) {
  1920. render_mode += ", ";
  1921. }
  1922. render_mode += flag_names[i];
  1923. }
  1924. }
  1925. if (!render_mode.is_empty()) {
  1926. global_code += "render_mode " + render_mode + ";\n\n";
  1927. }
  1928. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  1929. String global_expressions;
  1930. HashSet<String> used_parameter_names;
  1931. List<VisualShaderNodeParameter *> parameters;
  1932. HashMap<int, List<int>> emitters;
  1933. HashMap<int, List<int>> varying_setters;
  1934. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1935. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1936. continue;
  1937. }
  1938. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1939. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  1940. if (global_expression.is_valid()) {
  1941. String expr = "";
  1942. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1943. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1944. expr = expr.replace("\n", "\n ");
  1945. expr += "\n";
  1946. global_expressions += expr;
  1947. }
  1948. Ref<VisualShaderNodeParameterRef> parameter_ref = E.value.node;
  1949. if (parameter_ref.is_valid()) {
  1950. used_parameter_names.insert(parameter_ref->get_parameter_name());
  1951. }
  1952. Ref<VisualShaderNodeParameter> parameter = E.value.node;
  1953. if (parameter.is_valid()) {
  1954. parameters.push_back(parameter.ptr());
  1955. }
  1956. Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node;
  1957. if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) {
  1958. if (!varying_setters.has(i)) {
  1959. varying_setters.insert(i, List<int>());
  1960. }
  1961. varying_setters[i].push_back(E.key);
  1962. }
  1963. Ref<VisualShaderNodeParticleEmit> emit_particle = E.value.node;
  1964. if (emit_particle.is_valid()) {
  1965. if (!emitters.has(i)) {
  1966. emitters.insert(i, List<int>());
  1967. }
  1968. emitters[i].push_back(E.key);
  1969. }
  1970. }
  1971. }
  1972. for (int i = 0; i < parameters.size(); i++) {
  1973. VisualShaderNodeParameter *parameter = parameters[i];
  1974. if (used_parameter_names.has(parameter->get_parameter_name())) {
  1975. global_code += parameter->generate_global(get_mode(), Type(i), -1);
  1976. const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(true);
  1977. } else {
  1978. const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(false);
  1979. }
  1980. }
  1981. if (!varyings.is_empty()) {
  1982. global_code += "\n// Varyings\n";
  1983. for (const KeyValue<String, Varying> &E : varyings) {
  1984. global_code += "varying ";
  1985. switch (E.value.type) {
  1986. case VaryingType::VARYING_TYPE_FLOAT:
  1987. global_code += "float ";
  1988. break;
  1989. case VaryingType::VARYING_TYPE_INT:
  1990. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  1991. global_code += "flat ";
  1992. }
  1993. global_code += "int ";
  1994. break;
  1995. case VaryingType::VARYING_TYPE_UINT:
  1996. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  1997. global_code += "flat ";
  1998. }
  1999. global_code += "uint ";
  2000. break;
  2001. case VaryingType::VARYING_TYPE_VECTOR_2D:
  2002. global_code += "vec2 ";
  2003. break;
  2004. case VaryingType::VARYING_TYPE_VECTOR_3D:
  2005. global_code += "vec3 ";
  2006. break;
  2007. case VaryingType::VARYING_TYPE_VECTOR_4D:
  2008. global_code += "vec4 ";
  2009. break;
  2010. case VaryingType::VARYING_TYPE_BOOLEAN:
  2011. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  2012. global_code += "flat ";
  2013. }
  2014. global_code += "bool ";
  2015. break;
  2016. case VaryingType::VARYING_TYPE_TRANSFORM:
  2017. global_code += "mat4 ";
  2018. break;
  2019. default:
  2020. break;
  2021. }
  2022. global_code += E.key + ";\n";
  2023. }
  2024. global_code += "\n";
  2025. }
  2026. HashMap<int, String> code_map;
  2027. HashSet<int> empty_funcs;
  2028. for (int i = 0; i < TYPE_MAX; i++) {
  2029. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2030. continue;
  2031. }
  2032. //make it faster to go around through shader
  2033. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  2034. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  2035. StringBuilder func_code;
  2036. HashSet<int> processed;
  2037. bool is_empty_func = false;
  2038. if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
  2039. is_empty_func = true;
  2040. }
  2041. String varying_code;
  2042. if (shader_mode == Shader::MODE_SPATIAL || shader_mode == Shader::MODE_CANVAS_ITEM) {
  2043. for (const KeyValue<String, Varying> &E : varyings) {
  2044. if ((E.value.mode == VARYING_MODE_VERTEX_TO_FRAG_LIGHT && i == TYPE_VERTEX) || (E.value.mode == VARYING_MODE_FRAG_TO_LIGHT && i == TYPE_FRAGMENT)) {
  2045. bool found = false;
  2046. for (int key : varying_setters[i]) {
  2047. Ref<VisualShaderNodeVaryingSetter> setter = Object::cast_to<VisualShaderNodeVaryingSetter>(const_cast<VisualShaderNode *>(graph[i].nodes[key].node.ptr()));
  2048. if (setter.is_valid() && E.value.name == setter->get_varying_name()) {
  2049. found = true;
  2050. break;
  2051. }
  2052. }
  2053. if (!found) {
  2054. String code2;
  2055. switch (E.value.type) {
  2056. case VaryingType::VARYING_TYPE_FLOAT:
  2057. code2 += "0.0";
  2058. break;
  2059. case VaryingType::VARYING_TYPE_INT:
  2060. code2 += "0";
  2061. break;
  2062. case VaryingType::VARYING_TYPE_UINT:
  2063. code2 += "0u";
  2064. break;
  2065. case VaryingType::VARYING_TYPE_VECTOR_2D:
  2066. code2 += "vec2(0.0)";
  2067. break;
  2068. case VaryingType::VARYING_TYPE_VECTOR_3D:
  2069. code2 += "vec3(0.0)";
  2070. break;
  2071. case VaryingType::VARYING_TYPE_VECTOR_4D:
  2072. code2 += "vec4(0.0)";
  2073. break;
  2074. case VaryingType::VARYING_TYPE_BOOLEAN:
  2075. code2 += "false";
  2076. break;
  2077. case VaryingType::VARYING_TYPE_TRANSFORM:
  2078. code2 += "mat4(1.0)";
  2079. break;
  2080. default:
  2081. break;
  2082. }
  2083. varying_code += vformat(" %s = %s;\n", E.key, code2);
  2084. }
  2085. is_empty_func = false;
  2086. }
  2087. }
  2088. }
  2089. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  2090. ConnectionKey from_key;
  2091. from_key.node = E->get().from_node;
  2092. from_key.port = E->get().from_port;
  2093. output_connections.insert(from_key, E);
  2094. ConnectionKey to_key;
  2095. to_key.node = E->get().to_node;
  2096. to_key.port = E->get().to_port;
  2097. input_connections.insert(to_key, E);
  2098. if (is_empty_func && to_key.node == NODE_ID_OUTPUT) {
  2099. is_empty_func = false;
  2100. }
  2101. }
  2102. if (is_empty_func) {
  2103. empty_funcs.insert(i);
  2104. continue;
  2105. }
  2106. if (shader_mode != Shader::MODE_PARTICLES) {
  2107. func_code += "\nvoid " + String(func_name[i]) + "() {\n";
  2108. }
  2109. insertion_pos.insert(i, shader_code.get_string_length() + func_code.get_string_length());
  2110. Error err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  2111. ERR_FAIL_COND(err != OK);
  2112. if (varying_setters.has(i)) {
  2113. for (int &E : varying_setters[i]) {
  2114. err = _write_node(Type(i), nullptr, nullptr, nullptr, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  2115. ERR_FAIL_COND(err != OK);
  2116. }
  2117. }
  2118. if (emitters.has(i)) {
  2119. for (int &E : emitters[i]) {
  2120. err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  2121. ERR_FAIL_COND(err != OK);
  2122. }
  2123. }
  2124. if (shader_mode == Shader::MODE_PARTICLES) {
  2125. code_map.insert(i, func_code);
  2126. } else {
  2127. func_code += varying_code;
  2128. func_code += "}\n";
  2129. shader_code += func_code;
  2130. }
  2131. }
  2132. String global_compute_code;
  2133. if (shader_mode == Shader::MODE_PARTICLES) {
  2134. bool has_start_custom = !code_map[TYPE_START_CUSTOM].is_empty();
  2135. bool has_process = !code_map[TYPE_PROCESS].is_empty();
  2136. bool has_process_custom = !code_map[TYPE_PROCESS_CUSTOM].is_empty();
  2137. bool has_collide = !code_map[TYPE_COLLIDE].is_empty();
  2138. shader_code += "void start() {\n";
  2139. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2140. shader_code += "\n";
  2141. shader_code += " {\n";
  2142. shader_code += code_map[TYPE_START].replace("\n ", "\n ");
  2143. shader_code += " }\n";
  2144. if (has_start_custom) {
  2145. shader_code += " \n";
  2146. shader_code += " {\n";
  2147. shader_code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
  2148. shader_code += " }\n";
  2149. }
  2150. shader_code += "}\n\n";
  2151. if (has_process || has_process_custom || has_collide) {
  2152. shader_code += "void process() {\n";
  2153. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2154. shader_code += "\n";
  2155. if (has_process || has_collide) {
  2156. shader_code += " {\n";
  2157. }
  2158. String tab = " ";
  2159. if (has_collide) {
  2160. shader_code += " if (COLLIDED) {\n\n";
  2161. shader_code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
  2162. if (has_process) {
  2163. shader_code += " } else {\n\n";
  2164. tab += " ";
  2165. }
  2166. }
  2167. if (has_process) {
  2168. shader_code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
  2169. }
  2170. if (has_collide) {
  2171. shader_code += " }\n";
  2172. }
  2173. if (has_process || has_collide) {
  2174. shader_code += " }\n";
  2175. }
  2176. if (has_process_custom) {
  2177. if (has_process || has_collide) {
  2178. shader_code += " \n";
  2179. }
  2180. shader_code += " {\n";
  2181. shader_code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
  2182. shader_code += " }\n";
  2183. }
  2184. shader_code += "}\n\n";
  2185. }
  2186. global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
  2187. global_compute_code += " int k;\n";
  2188. global_compute_code += " int s = int(seed);\n";
  2189. global_compute_code += " if (s == 0)\n";
  2190. global_compute_code += " s = 305420679;\n";
  2191. global_compute_code += " k = s / 127773;\n";
  2192. global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
  2193. global_compute_code += " if (s < 0)\n";
  2194. global_compute_code += " s += 2147483647;\n";
  2195. global_compute_code += " seed = uint(s);\n";
  2196. global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n";
  2197. global_compute_code += "}\n\n";
  2198. global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n";
  2199. global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n";
  2200. global_compute_code += "}\n\n";
  2201. global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n";
  2202. global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
  2203. global_compute_code += "}\n\n";
  2204. global_compute_code += "uint __hash(uint x) {\n";
  2205. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2206. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2207. global_compute_code += " x = (x >> uint(16)) ^ x;\n";
  2208. global_compute_code += " return x;\n";
  2209. global_compute_code += "}\n\n";
  2210. global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n";
  2211. global_compute_code += " axis = normalize(axis);\n";
  2212. global_compute_code += " float s = sin(angle);\n";
  2213. global_compute_code += " float c = cos(angle);\n";
  2214. global_compute_code += " float oc = 1.0 - c;\n";
  2215. global_compute_code += " return mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n";
  2216. global_compute_code += "}\n\n";
  2217. global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n";
  2218. global_compute_code += " axis = normalize(axis);\n";
  2219. global_compute_code += " float s = sin(angle);\n";
  2220. global_compute_code += " float c = cos(angle);\n";
  2221. global_compute_code += " float oc = 1.0 - c;\n";
  2222. global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
  2223. global_compute_code += "}\n\n";
  2224. global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
  2225. global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2226. global_compute_code += "}\n\n";
  2227. global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
  2228. global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2229. global_compute_code += "}\n\n";
  2230. }
  2231. //set code secretly
  2232. global_code += "\n\n";
  2233. String final_code = global_code;
  2234. final_code += global_compute_code;
  2235. final_code += global_code_per_node;
  2236. final_code += global_expressions;
  2237. String tcode = shader_code;
  2238. for (int i = 0; i < TYPE_MAX; i++) {
  2239. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2240. continue;
  2241. }
  2242. String func_code = global_code_per_func[Type(i)].as_string();
  2243. if (empty_funcs.has(Type(i)) && !func_code.is_empty()) {
  2244. func_code = vformat("%s%s%s", String("\nvoid " + String(func_name[i]) + "() {\n"), func_code, "}\n");
  2245. }
  2246. tcode = tcode.insert(insertion_pos[i], func_code);
  2247. }
  2248. final_code += tcode;
  2249. const_cast<VisualShader *>(this)->set_code(final_code);
  2250. for (int i = 0; i < default_tex_params.size(); i++) {
  2251. for (int j = 0; j < default_tex_params[i].params.size(); j++) {
  2252. const_cast<VisualShader *>(this)->set_default_texture_parameter(default_tex_params[i].name, default_tex_params[i].params[j], j);
  2253. }
  2254. }
  2255. if (previous_code != final_code) {
  2256. const_cast<VisualShader *>(this)->emit_signal(SNAME("changed"));
  2257. }
  2258. previous_code = final_code;
  2259. }
  2260. void VisualShader::_queue_update() {
  2261. if (dirty.is_set()) {
  2262. return;
  2263. }
  2264. dirty.set();
  2265. call_deferred(SNAME("_update_shader"));
  2266. }
  2267. void VisualShader::rebuild() {
  2268. dirty.set();
  2269. _update_shader();
  2270. }
  2271. void VisualShader::_bind_methods() {
  2272. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  2273. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  2274. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  2275. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  2276. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  2277. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  2278. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  2279. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  2280. ClassDB::bind_method(D_METHOD("replace_node", "type", "id", "new_class"), &VisualShader::replace_node);
  2281. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  2282. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  2283. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  2284. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  2285. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  2286. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  2287. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  2288. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  2289. ClassDB::bind_method(D_METHOD("add_varying", "name", "mode", "type"), &VisualShader::add_varying);
  2290. ClassDB::bind_method(D_METHOD("remove_varying", "name"), &VisualShader::remove_varying);
  2291. ClassDB::bind_method(D_METHOD("has_varying", "name"), &VisualShader::has_varying);
  2292. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  2293. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_graph_offset", "get_graph_offset");
  2294. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  2295. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  2296. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  2297. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  2298. BIND_ENUM_CONSTANT(TYPE_START);
  2299. BIND_ENUM_CONSTANT(TYPE_PROCESS);
  2300. BIND_ENUM_CONSTANT(TYPE_COLLIDE);
  2301. BIND_ENUM_CONSTANT(TYPE_START_CUSTOM);
  2302. BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM);
  2303. BIND_ENUM_CONSTANT(TYPE_SKY);
  2304. BIND_ENUM_CONSTANT(TYPE_FOG);
  2305. BIND_ENUM_CONSTANT(TYPE_MAX);
  2306. BIND_ENUM_CONSTANT(VARYING_MODE_VERTEX_TO_FRAG_LIGHT);
  2307. BIND_ENUM_CONSTANT(VARYING_MODE_FRAG_TO_LIGHT);
  2308. BIND_ENUM_CONSTANT(VARYING_MODE_MAX);
  2309. BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
  2310. BIND_ENUM_CONSTANT(VARYING_TYPE_INT);
  2311. BIND_ENUM_CONSTANT(VARYING_TYPE_UINT);
  2312. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
  2313. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
  2314. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D);
  2315. BIND_ENUM_CONSTANT(VARYING_TYPE_BOOLEAN);
  2316. BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
  2317. BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
  2318. BIND_CONSTANT(NODE_ID_INVALID);
  2319. BIND_CONSTANT(NODE_ID_OUTPUT);
  2320. }
  2321. VisualShader::VisualShader() {
  2322. dirty.set();
  2323. for (int i = 0; i < TYPE_MAX; i++) {
  2324. if (i > (int)TYPE_LIGHT && i < (int)TYPE_SKY) {
  2325. Ref<VisualShaderNodeParticleOutput> output;
  2326. output.instantiate();
  2327. output->shader_type = Type(i);
  2328. output->shader_mode = shader_mode;
  2329. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2330. } else {
  2331. Ref<VisualShaderNodeOutput> output;
  2332. output.instantiate();
  2333. output->shader_type = Type(i);
  2334. output->shader_mode = shader_mode;
  2335. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2336. }
  2337. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  2338. }
  2339. }
  2340. ///////////////////////////////////////////////////////////
  2341. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  2342. // Node3D
  2343. // Node3D, Vertex
  2344. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2345. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2346. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2347. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2348. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2349. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2350. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2351. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2352. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2353. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2354. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2355. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2356. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2357. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
  2358. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2359. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2360. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2361. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2362. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2363. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2364. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2365. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2366. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2367. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2368. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" },
  2369. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2370. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2371. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2372. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2373. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2374. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
  2375. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
  2376. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom2", "CUSTOM2" },
  2377. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom3", "CUSTOM3" },
  2378. // Node3D, Fragment
  2379. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2380. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2381. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2382. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2383. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2384. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2385. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2386. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2387. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2388. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2389. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2390. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2391. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2392. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2393. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2394. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2395. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2396. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2397. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2398. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  2399. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2400. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2401. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2402. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" },
  2403. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2404. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2405. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2406. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2407. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2408. // Node3D, Light
  2409. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2410. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2411. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2412. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2413. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2414. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
  2415. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
  2416. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
  2417. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
  2418. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
  2419. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
  2420. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
  2421. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2422. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  2423. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2424. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2425. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2426. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2427. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2428. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2429. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2430. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2431. // Canvas Item
  2432. // Canvas Item, Vertex
  2433. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2434. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2435. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2436. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2437. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2438. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2439. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" },
  2440. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
  2441. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2442. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2443. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2444. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2445. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2446. // Canvas Item, Fragment
  2447. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2448. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2449. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2450. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2451. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2452. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
  2453. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2454. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2455. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2456. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2457. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  2458. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2459. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
  2460. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2461. // Canvas Item, Light
  2462. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2463. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2464. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2465. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2466. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
  2467. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
  2468. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
  2469. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_direction", "LIGHT_DIRECTION" },
  2470. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" },
  2471. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_energy", "LIGHT_ENERGY" },
  2472. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
  2473. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
  2474. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2475. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2476. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2477. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2478. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2479. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2480. // Particles, Start
  2481. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2482. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2483. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2484. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2485. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2486. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2487. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2488. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2489. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2490. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2491. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2492. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2493. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2494. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2495. // Particles, Start (Custom)
  2496. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2497. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2498. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2499. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2500. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2501. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2502. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2503. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2504. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2505. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2506. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2507. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2508. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2509. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2510. // Particles, Process
  2511. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2512. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2513. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2514. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2515. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2516. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2517. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2518. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2519. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2520. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2521. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2522. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2523. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2524. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2525. // Particles, Process (Custom)
  2526. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2527. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2528. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2529. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2530. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2531. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2532. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2533. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2534. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2535. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2536. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2537. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2538. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2539. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2540. // Particles, Collide
  2541. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2542. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
  2543. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
  2544. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2545. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2546. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2547. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2548. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2549. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2550. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2551. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2552. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2553. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2554. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2555. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2556. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2557. // Sky, Sky
  2558. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  2559. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  2560. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  2561. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
  2562. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" },
  2563. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
  2564. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
  2565. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  2566. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  2567. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
  2568. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
  2569. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  2570. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  2571. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
  2572. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
  2573. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  2574. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  2575. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
  2576. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
  2577. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  2578. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  2579. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
  2580. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
  2581. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  2582. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2583. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2584. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
  2585. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2586. // Fog, Fog
  2587. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
  2588. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
  2589. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
  2590. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "size", "SIZE" },
  2591. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
  2592. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2593. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2594. };
  2595. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  2596. // Spatial, Vertex
  2597. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2598. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2599. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2600. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2601. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2602. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2603. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2604. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2605. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2606. // Spatial, Fragment
  2607. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2608. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2609. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2610. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2611. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2612. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2613. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2614. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2615. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2616. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2617. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2618. // Spatial, Light
  2619. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2620. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2621. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2622. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2623. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2624. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2625. // Canvas Item, Vertex
  2626. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2627. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2628. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2629. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2630. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2631. // Canvas Item, Fragment
  2632. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2633. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2634. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec3(1.0)" },
  2635. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2636. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2637. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2638. // Canvas Item, Light
  2639. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2640. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2641. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2642. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2643. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2644. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2645. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2646. // Particles
  2647. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2648. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2649. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2650. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2651. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2652. // Sky
  2653. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2654. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2655. // Fog
  2656. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2657. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2658. };
  2659. int VisualShaderNodeInput::get_input_port_count() const {
  2660. return 0;
  2661. }
  2662. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  2663. return PORT_TYPE_SCALAR;
  2664. }
  2665. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  2666. return "";
  2667. }
  2668. int VisualShaderNodeInput::get_output_port_count() const {
  2669. return 1;
  2670. }
  2671. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  2672. return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
  2673. }
  2674. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  2675. return "";
  2676. }
  2677. String VisualShaderNodeInput::get_caption() const {
  2678. return "Input";
  2679. }
  2680. bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
  2681. if (p_port == 0) {
  2682. switch (get_input_type_by_name(input_name)) {
  2683. case PORT_TYPE_VECTOR_2D:
  2684. return true;
  2685. case PORT_TYPE_VECTOR_3D:
  2686. return true;
  2687. case PORT_TYPE_VECTOR_4D:
  2688. return true;
  2689. default:
  2690. return false;
  2691. }
  2692. }
  2693. return false;
  2694. }
  2695. 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 {
  2696. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  2697. return "";
  2698. }
  2699. if (p_for_preview) {
  2700. int idx = 0;
  2701. String code;
  2702. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  2703. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  2704. code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  2705. break;
  2706. }
  2707. idx++;
  2708. }
  2709. if (code.is_empty()) {
  2710. switch (get_output_port_type(0)) {
  2711. case PORT_TYPE_SCALAR: {
  2712. code = " " + p_output_vars[0] + " = 0.0;\n";
  2713. } break;
  2714. case PORT_TYPE_SCALAR_INT: {
  2715. code = " " + p_output_vars[0] + " = 0;\n";
  2716. } break;
  2717. case PORT_TYPE_VECTOR_2D: {
  2718. code = " " + p_output_vars[0] + " = vec2(0.0);\n";
  2719. } break;
  2720. case PORT_TYPE_VECTOR_3D: {
  2721. code = " " + p_output_vars[0] + " = vec3(0.0);\n";
  2722. } break;
  2723. case PORT_TYPE_VECTOR_4D: {
  2724. code = " " + p_output_vars[0] + " = vec4(0.0);\n";
  2725. } break;
  2726. case PORT_TYPE_BOOLEAN: {
  2727. code = " " + p_output_vars[0] + " = false;\n";
  2728. } break;
  2729. default:
  2730. break;
  2731. }
  2732. }
  2733. return code;
  2734. } else {
  2735. int idx = 0;
  2736. String code;
  2737. while (ports[idx].mode != Shader::MODE_MAX) {
  2738. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2739. code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  2740. break;
  2741. }
  2742. idx++;
  2743. }
  2744. if (code.is_empty()) {
  2745. code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  2746. }
  2747. return code;
  2748. }
  2749. }
  2750. void VisualShaderNodeInput::set_input_name(String p_name) {
  2751. PortType prev_type = get_input_type_by_name(input_name);
  2752. input_name = p_name;
  2753. emit_changed();
  2754. if (get_input_type_by_name(input_name) != prev_type) {
  2755. emit_signal(SNAME("input_type_changed"));
  2756. }
  2757. }
  2758. String VisualShaderNodeInput::get_input_name() const {
  2759. return input_name;
  2760. }
  2761. String VisualShaderNodeInput::get_input_real_name() const {
  2762. int idx = 0;
  2763. while (ports[idx].mode != Shader::MODE_MAX) {
  2764. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2765. return String(ports[idx].string);
  2766. }
  2767. idx++;
  2768. }
  2769. return "";
  2770. }
  2771. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  2772. int idx = 0;
  2773. while (ports[idx].mode != Shader::MODE_MAX) {
  2774. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  2775. return ports[idx].type;
  2776. }
  2777. idx++;
  2778. }
  2779. return PORT_TYPE_SCALAR;
  2780. }
  2781. int VisualShaderNodeInput::get_input_index_count() const {
  2782. int idx = 0;
  2783. int count = 0;
  2784. while (ports[idx].mode != Shader::MODE_MAX) {
  2785. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2786. count++;
  2787. }
  2788. idx++;
  2789. }
  2790. return count;
  2791. }
  2792. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  2793. int idx = 0;
  2794. int count = 0;
  2795. while (ports[idx].mode != Shader::MODE_MAX) {
  2796. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2797. if (count == p_index) {
  2798. return ports[idx].type;
  2799. }
  2800. count++;
  2801. }
  2802. idx++;
  2803. }
  2804. return PORT_TYPE_SCALAR;
  2805. }
  2806. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  2807. int idx = 0;
  2808. int count = 0;
  2809. while (ports[idx].mode != Shader::MODE_MAX) {
  2810. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2811. if (count == p_index) {
  2812. return ports[idx].name;
  2813. }
  2814. count++;
  2815. }
  2816. idx++;
  2817. }
  2818. return "";
  2819. }
  2820. void VisualShaderNodeInput::_validate_property(PropertyInfo &p_property) const {
  2821. if (p_property.name == "input_name") {
  2822. String port_list;
  2823. int idx = 0;
  2824. while (ports[idx].mode != Shader::MODE_MAX) {
  2825. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2826. if (!port_list.is_empty()) {
  2827. port_list += ",";
  2828. }
  2829. port_list += ports[idx].name;
  2830. }
  2831. idx++;
  2832. }
  2833. if (port_list.is_empty()) {
  2834. port_list = RTR("None");
  2835. }
  2836. p_property.hint_string = port_list;
  2837. }
  2838. }
  2839. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  2840. Vector<StringName> props;
  2841. props.push_back("input_name");
  2842. return props;
  2843. }
  2844. void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) {
  2845. shader_type = p_shader_type;
  2846. }
  2847. void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) {
  2848. shader_mode = p_shader_mode;
  2849. }
  2850. void VisualShaderNodeInput::_bind_methods() {
  2851. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  2852. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  2853. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  2854. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  2855. ADD_SIGNAL(MethodInfo("input_type_changed"));
  2856. }
  2857. VisualShaderNodeInput::VisualShaderNodeInput() {
  2858. }
  2859. ////////////// ParameterRef
  2860. RBMap<RID, List<VisualShaderNodeParameterRef::Parameter>> parameters;
  2861. void VisualShaderNodeParameterRef::add_parameter(RID p_shader_rid, const String &p_name, ParameterType p_type) {
  2862. parameters[p_shader_rid].push_back({ p_name, p_type });
  2863. }
  2864. void VisualShaderNodeParameterRef::clear_parameters(RID p_shader_rid) {
  2865. parameters[p_shader_rid].clear();
  2866. }
  2867. bool VisualShaderNodeParameterRef::has_parameter(RID p_shader_rid, const String &p_name) {
  2868. for (const VisualShaderNodeParameterRef::Parameter &E : parameters[p_shader_rid]) {
  2869. if (E.name == p_name) {
  2870. return true;
  2871. }
  2872. }
  2873. return false;
  2874. }
  2875. String VisualShaderNodeParameterRef::get_caption() const {
  2876. return "ParameterRef";
  2877. }
  2878. int VisualShaderNodeParameterRef::get_input_port_count() const {
  2879. return 0;
  2880. }
  2881. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_input_port_type(int p_port) const {
  2882. return PortType::PORT_TYPE_SCALAR;
  2883. }
  2884. String VisualShaderNodeParameterRef::get_input_port_name(int p_port) const {
  2885. return "";
  2886. }
  2887. int VisualShaderNodeParameterRef::get_output_port_count() const {
  2888. switch (param_type) {
  2889. case PARAMETER_TYPE_FLOAT:
  2890. return 1;
  2891. case PARAMETER_TYPE_INT:
  2892. return 1;
  2893. case PARAMETER_TYPE_UINT:
  2894. return 1;
  2895. case PARAMETER_TYPE_BOOLEAN:
  2896. return 1;
  2897. case PARAMETER_TYPE_VECTOR2:
  2898. return 1;
  2899. case PARAMETER_TYPE_VECTOR3:
  2900. return 1;
  2901. case PARAMETER_TYPE_VECTOR4:
  2902. return 1;
  2903. case PARAMETER_TYPE_TRANSFORM:
  2904. return 1;
  2905. case PARAMETER_TYPE_COLOR:
  2906. return 2;
  2907. case UNIFORM_TYPE_SAMPLER:
  2908. return 1;
  2909. default:
  2910. break;
  2911. }
  2912. return 1;
  2913. }
  2914. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_output_port_type(int p_port) const {
  2915. switch (param_type) {
  2916. case PARAMETER_TYPE_FLOAT:
  2917. return PortType::PORT_TYPE_SCALAR;
  2918. case PARAMETER_TYPE_INT:
  2919. return PortType::PORT_TYPE_SCALAR_INT;
  2920. case PARAMETER_TYPE_UINT:
  2921. return PortType::PORT_TYPE_SCALAR_UINT;
  2922. case PARAMETER_TYPE_BOOLEAN:
  2923. return PortType::PORT_TYPE_BOOLEAN;
  2924. case PARAMETER_TYPE_VECTOR2:
  2925. return PortType::PORT_TYPE_VECTOR_2D;
  2926. case PARAMETER_TYPE_VECTOR3:
  2927. return PortType::PORT_TYPE_VECTOR_3D;
  2928. case PARAMETER_TYPE_VECTOR4:
  2929. return PortType::PORT_TYPE_VECTOR_4D;
  2930. case PARAMETER_TYPE_TRANSFORM:
  2931. return PortType::PORT_TYPE_TRANSFORM;
  2932. case PARAMETER_TYPE_COLOR:
  2933. if (p_port == 0) {
  2934. return PortType::PORT_TYPE_VECTOR_3D;
  2935. } else if (p_port == 1) {
  2936. return PORT_TYPE_SCALAR;
  2937. }
  2938. break;
  2939. case UNIFORM_TYPE_SAMPLER:
  2940. return PortType::PORT_TYPE_SAMPLER;
  2941. default:
  2942. break;
  2943. }
  2944. return PORT_TYPE_SCALAR;
  2945. }
  2946. String VisualShaderNodeParameterRef::get_output_port_name(int p_port) const {
  2947. switch (param_type) {
  2948. case PARAMETER_TYPE_FLOAT:
  2949. return "";
  2950. case PARAMETER_TYPE_INT:
  2951. return "";
  2952. case PARAMETER_TYPE_UINT:
  2953. return "";
  2954. case PARAMETER_TYPE_BOOLEAN:
  2955. return "";
  2956. case PARAMETER_TYPE_VECTOR2:
  2957. return "";
  2958. case PARAMETER_TYPE_VECTOR3:
  2959. return "";
  2960. case PARAMETER_TYPE_VECTOR4:
  2961. return "";
  2962. case PARAMETER_TYPE_TRANSFORM:
  2963. return "";
  2964. case PARAMETER_TYPE_COLOR:
  2965. if (p_port == 0) {
  2966. return "rgb";
  2967. } else if (p_port == 1) {
  2968. return "alpha";
  2969. }
  2970. break;
  2971. case UNIFORM_TYPE_SAMPLER:
  2972. return "";
  2973. break;
  2974. default:
  2975. break;
  2976. }
  2977. return "";
  2978. }
  2979. void VisualShaderNodeParameterRef::set_shader_rid(const RID &p_shader_rid) {
  2980. shader_rid = p_shader_rid;
  2981. }
  2982. void VisualShaderNodeParameterRef::set_parameter_name(const String &p_name) {
  2983. parameter_name = p_name;
  2984. if (shader_rid.is_valid()) {
  2985. update_parameter_type();
  2986. }
  2987. emit_changed();
  2988. }
  2989. void VisualShaderNodeParameterRef::update_parameter_type() {
  2990. if (parameter_name != "[None]") {
  2991. param_type = get_parameter_type_by_name(parameter_name);
  2992. } else {
  2993. param_type = PARAMETER_TYPE_FLOAT;
  2994. }
  2995. }
  2996. String VisualShaderNodeParameterRef::get_parameter_name() const {
  2997. return parameter_name;
  2998. }
  2999. int VisualShaderNodeParameterRef::get_parameters_count() const {
  3000. ERR_FAIL_COND_V(!shader_rid.is_valid(), 0);
  3001. return parameters[shader_rid].size();
  3002. }
  3003. String VisualShaderNodeParameterRef::get_parameter_name_by_index(int p_idx) const {
  3004. ERR_FAIL_COND_V(!shader_rid.is_valid(), String());
  3005. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3006. return parameters[shader_rid][p_idx].name;
  3007. }
  3008. return "";
  3009. }
  3010. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_name(const String &p_name) const {
  3011. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  3012. for (int i = 0; i < parameters[shader_rid].size(); i++) {
  3013. if (parameters[shader_rid][i].name == p_name) {
  3014. return parameters[shader_rid][i].type;
  3015. }
  3016. }
  3017. return PARAMETER_TYPE_FLOAT;
  3018. }
  3019. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_index(int p_idx) const {
  3020. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  3021. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3022. return parameters[shader_rid][p_idx].type;
  3023. }
  3024. return PARAMETER_TYPE_FLOAT;
  3025. }
  3026. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_port_type_by_index(int p_idx) const {
  3027. ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR);
  3028. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3029. switch (parameters[shader_rid][p_idx].type) {
  3030. case PARAMETER_TYPE_FLOAT:
  3031. return PORT_TYPE_SCALAR;
  3032. case PARAMETER_TYPE_INT:
  3033. return PORT_TYPE_SCALAR_INT;
  3034. case PARAMETER_TYPE_UINT:
  3035. return PORT_TYPE_SCALAR_UINT;
  3036. case UNIFORM_TYPE_SAMPLER:
  3037. return PORT_TYPE_SAMPLER;
  3038. case PARAMETER_TYPE_VECTOR2:
  3039. return PORT_TYPE_VECTOR_2D;
  3040. case PARAMETER_TYPE_VECTOR3:
  3041. return PORT_TYPE_VECTOR_3D;
  3042. case PARAMETER_TYPE_VECTOR4:
  3043. return PORT_TYPE_VECTOR_4D;
  3044. case PARAMETER_TYPE_TRANSFORM:
  3045. return PORT_TYPE_TRANSFORM;
  3046. case PARAMETER_TYPE_COLOR:
  3047. return PORT_TYPE_VECTOR_3D;
  3048. default:
  3049. break;
  3050. }
  3051. }
  3052. return PORT_TYPE_SCALAR;
  3053. }
  3054. String VisualShaderNodeParameterRef::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 {
  3055. switch (param_type) {
  3056. case PARAMETER_TYPE_FLOAT:
  3057. if (parameter_name == "[None]") {
  3058. return " " + p_output_vars[0] + " = 0.0;\n";
  3059. }
  3060. break;
  3061. case PARAMETER_TYPE_COLOR: {
  3062. String code = " " + p_output_vars[0] + " = " + get_parameter_name() + ".rgb;\n";
  3063. code += " " + p_output_vars[1] + " = " + get_parameter_name() + ".a;\n";
  3064. return code;
  3065. } break;
  3066. case UNIFORM_TYPE_SAMPLER:
  3067. return String();
  3068. default:
  3069. break;
  3070. }
  3071. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  3072. }
  3073. void VisualShaderNodeParameterRef::_set_parameter_type(int p_type) {
  3074. param_type = (ParameterType)p_type;
  3075. }
  3076. int VisualShaderNodeParameterRef::_get_parameter_type() const {
  3077. return (int)param_type;
  3078. }
  3079. void VisualShaderNodeParameterRef::_bind_methods() {
  3080. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameterRef::set_parameter_name);
  3081. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameterRef::get_parameter_name);
  3082. ClassDB::bind_method(D_METHOD("_set_parameter_type", "type"), &VisualShaderNodeParameterRef::_set_parameter_type);
  3083. ClassDB::bind_method(D_METHOD("_get_parameter_type"), &VisualShaderNodeParameterRef::_get_parameter_type);
  3084. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name", PROPERTY_HINT_ENUM, ""), "set_parameter_name", "get_parameter_name");
  3085. ADD_PROPERTY(PropertyInfo(Variant::INT, "param_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_parameter_type", "_get_parameter_type");
  3086. }
  3087. Vector<StringName> VisualShaderNodeParameterRef::get_editable_properties() const {
  3088. Vector<StringName> props;
  3089. props.push_back("parameter_name");
  3090. props.push_back("param_type");
  3091. return props;
  3092. }
  3093. VisualShaderNodeParameterRef::VisualShaderNodeParameterRef() {
  3094. }
  3095. ////////////////////////////////////////////
  3096. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  3097. ////////////////////////////////////////////////////////////////////////
  3098. // Node3D.
  3099. ////////////////////////////////////////////////////////////////////////
  3100. // Node3D, Vertex.
  3101. ////////////////////////////////////////////////////////////////////////
  3102. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Vertex", "VERTEX" },
  3103. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3104. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Tangent", "TANGENT" },
  3105. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Binormal", "BINORMAL" },
  3106. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3107. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV2", "UV2" },
  3108. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3109. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3110. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3111. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3112. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Model View Matrix", "MODELVIEW_MATRIX" },
  3113. ////////////////////////////////////////////////////////////////////////
  3114. // Node3D, Fragment.
  3115. ////////////////////////////////////////////////////////////////////////
  3116. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3117. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3118. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Metallic", "METALLIC" },
  3119. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3120. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Specular", "SPECULAR" },
  3121. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3122. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO", "AO" },
  3123. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO Light Affect", "AO_LIGHT_AFFECT" },
  3124. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3125. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3126. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3127. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim", "RIM" },
  3128. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim Tint", "RIM_TINT" },
  3129. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat", "CLEARCOAT" },
  3130. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat Roughness", "CLEARCOAT_ROUGHNESS" },
  3131. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Anisotropy", "ANISOTROPY" },
  3132. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Anisotropy Flow", "ANISOTROPY_FLOW" },
  3133. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Subsurf Scatter", "SSS_STRENGTH" },
  3134. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Backlight", "BACKLIGHT" },
  3135. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Scissor Threshold", "ALPHA_SCISSOR_THRESHOLD" },
  3136. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Hash Scale", "ALPHA_HASH_SCALE" },
  3137. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha AA Edge", "ALPHA_ANTIALIASING_EDGE" },
  3138. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Alpha UV", "ALPHA_TEXTURE_COORDINATE" },
  3139. ////////////////////////////////////////////////////////////////////////
  3140. // Node3D, Light.
  3141. ////////////////////////////////////////////////////////////////////////
  3142. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Diffuse", "DIFFUSE_LIGHT" },
  3143. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Specular", "SPECULAR_LIGHT" },
  3144. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3145. ////////////////////////////////////////////////////////////////////////
  3146. // Canvas Item.
  3147. ////////////////////////////////////////////////////////////////////////
  3148. // Canvas Item, Vertex.
  3149. ////////////////////////////////////////////////////////////////////////
  3150. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Vertex", "VERTEX" },
  3151. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3152. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3153. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3154. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3155. ////////////////////////////////////////////////////////////////////////
  3156. // Canvas Item, Fragment.
  3157. ////////////////////////////////////////////////////////////////////////
  3158. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3159. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3160. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3161. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3162. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3163. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light Vertex", "LIGHT_VERTEX" },
  3164. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Shadow Vertex", "SHADOW_VERTEX" },
  3165. ////////////////////////////////////////////////////////////////////////
  3166. // Canvas Item, Light.
  3167. ////////////////////////////////////////////////////////////////////////
  3168. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light", "LIGHT.rgb" },
  3169. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Light Alpha", "LIGHT.a" },
  3170. ////////////////////////////////////////////////////////////////////////
  3171. // Sky, Sky.
  3172. ////////////////////////////////////////////////////////////////////////
  3173. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR" },
  3174. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3175. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Fog", "FOG.rgb" },
  3176. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Fog Alpha", "FOG.a" },
  3177. ////////////////////////////////////////////////////////////////////////
  3178. // Fog, Fog.
  3179. ////////////////////////////////////////////////////////////////////////
  3180. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "Density", "DENSITY" },
  3181. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3182. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3183. ////////////////////////////////////////////////////////////////////////
  3184. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  3185. };
  3186. int VisualShaderNodeOutput::get_input_port_count() const {
  3187. int idx = 0;
  3188. int count = 0;
  3189. while (ports[idx].mode != Shader::MODE_MAX) {
  3190. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3191. count++;
  3192. }
  3193. idx++;
  3194. }
  3195. return count;
  3196. }
  3197. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  3198. int idx = 0;
  3199. int count = 0;
  3200. while (ports[idx].mode != Shader::MODE_MAX) {
  3201. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3202. if (count == p_port) {
  3203. return ports[idx].type;
  3204. }
  3205. count++;
  3206. }
  3207. idx++;
  3208. }
  3209. return PORT_TYPE_SCALAR;
  3210. }
  3211. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  3212. int idx = 0;
  3213. int count = 0;
  3214. while (ports[idx].mode != Shader::MODE_MAX) {
  3215. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3216. if (count == p_port) {
  3217. return String(ports[idx].name);
  3218. }
  3219. count++;
  3220. }
  3221. idx++;
  3222. }
  3223. return String();
  3224. }
  3225. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  3226. return Variant();
  3227. }
  3228. int VisualShaderNodeOutput::get_output_port_count() const {
  3229. return 0;
  3230. }
  3231. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  3232. return PORT_TYPE_SCALAR;
  3233. }
  3234. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  3235. return String();
  3236. }
  3237. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  3238. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_VERTEX) {
  3239. String port_name = get_input_port_name(p_index);
  3240. return bool(port_name == "Model View Matrix");
  3241. }
  3242. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  3243. String port_name = get_input_port_name(p_index);
  3244. return bool(port_name == "AO" || port_name == "Normal" || port_name == "Rim" || port_name == "Clearcoat" || port_name == "Anisotropy" || port_name == "Subsurf Scatter" || port_name == "Alpha Scissor Threshold");
  3245. }
  3246. return false;
  3247. }
  3248. String VisualShaderNodeOutput::get_caption() const {
  3249. return "Output";
  3250. }
  3251. 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 {
  3252. int idx = 0;
  3253. int count = 0;
  3254. String shader_code;
  3255. while (ports[idx].mode != Shader::MODE_MAX) {
  3256. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3257. if (!p_input_vars[count].is_empty()) {
  3258. String s = ports[idx].string;
  3259. if (s.contains(":")) {
  3260. shader_code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  3261. } else {
  3262. shader_code += " " + s + " = " + p_input_vars[count] + ";\n";
  3263. }
  3264. }
  3265. count++;
  3266. }
  3267. idx++;
  3268. }
  3269. return shader_code;
  3270. }
  3271. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  3272. }
  3273. ///////////////////////////
  3274. void VisualShaderNodeParameter::set_parameter_name(const String &p_name) {
  3275. parameter_name = p_name;
  3276. emit_signal(SNAME("name_changed"));
  3277. emit_changed();
  3278. }
  3279. String VisualShaderNodeParameter::get_parameter_name() const {
  3280. return parameter_name;
  3281. }
  3282. void VisualShaderNodeParameter::set_qualifier(VisualShaderNodeParameter::Qualifier p_qual) {
  3283. ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX));
  3284. if (qualifier == p_qual) {
  3285. return;
  3286. }
  3287. qualifier = p_qual;
  3288. emit_changed();
  3289. }
  3290. VisualShaderNodeParameter::Qualifier VisualShaderNodeParameter::get_qualifier() const {
  3291. return qualifier;
  3292. }
  3293. void VisualShaderNodeParameter::set_global_code_generated(bool p_enabled) {
  3294. global_code_generated = p_enabled;
  3295. }
  3296. bool VisualShaderNodeParameter::is_global_code_generated() const {
  3297. return global_code_generated;
  3298. }
  3299. #ifndef DISABLE_DEPRECATED
  3300. // Kept for compatibility from 3.x to 4.0.
  3301. bool VisualShaderNodeParameter::_set(const StringName &p_name, const Variant &p_value) {
  3302. if (p_name == "uniform_name") {
  3303. set_parameter_name(p_value);
  3304. return true;
  3305. }
  3306. return false;
  3307. }
  3308. #endif
  3309. void VisualShaderNodeParameter::_bind_methods() {
  3310. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameter::set_parameter_name);
  3311. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameter::get_parameter_name);
  3312. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeParameter::set_qualifier);
  3313. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeParameter::get_qualifier);
  3314. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name"), "set_parameter_name", "get_parameter_name");
  3315. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  3316. BIND_ENUM_CONSTANT(QUAL_NONE);
  3317. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  3318. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  3319. BIND_ENUM_CONSTANT(QUAL_MAX);
  3320. }
  3321. String VisualShaderNodeParameter::_get_qual_str() const {
  3322. if (is_qualifier_supported(qualifier)) {
  3323. switch (qualifier) {
  3324. case QUAL_NONE:
  3325. break;
  3326. case QUAL_GLOBAL:
  3327. return "global ";
  3328. case QUAL_INSTANCE:
  3329. return "instance ";
  3330. default:
  3331. break;
  3332. }
  3333. }
  3334. return String();
  3335. }
  3336. String VisualShaderNodeParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  3337. List<String> keyword_list;
  3338. ShaderLanguage::get_keyword_list(&keyword_list);
  3339. if (keyword_list.find(parameter_name)) {
  3340. return RTR("Shader keywords cannot be used as parameter names.\nChoose another name.");
  3341. }
  3342. if (!is_qualifier_supported(qualifier)) {
  3343. String qualifier_str;
  3344. switch (qualifier) {
  3345. case QUAL_NONE:
  3346. break;
  3347. case QUAL_GLOBAL:
  3348. qualifier_str = "global";
  3349. break;
  3350. case QUAL_INSTANCE:
  3351. qualifier_str = "instance";
  3352. break;
  3353. default:
  3354. break;
  3355. }
  3356. return vformat(RTR("This parameter type does not support the '%s' qualifier."), qualifier_str);
  3357. } else if (qualifier == Qualifier::QUAL_GLOBAL) {
  3358. RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(parameter_name);
  3359. if (gvt == RS::GLOBAL_VAR_TYPE_MAX) {
  3360. return vformat(RTR("Global parameter '%s' does not exist.\nCreate it in the Project Settings."), parameter_name);
  3361. }
  3362. bool incompatible_type = false;
  3363. switch (gvt) {
  3364. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  3365. if (!Object::cast_to<VisualShaderNodeFloatParameter>(this)) {
  3366. incompatible_type = true;
  3367. }
  3368. } break;
  3369. case RS::GLOBAL_VAR_TYPE_INT: {
  3370. if (!Object::cast_to<VisualShaderNodeIntParameter>(this)) {
  3371. incompatible_type = true;
  3372. }
  3373. } break;
  3374. case RS::GLOBAL_VAR_TYPE_BOOL: {
  3375. if (!Object::cast_to<VisualShaderNodeBooleanParameter>(this)) {
  3376. incompatible_type = true;
  3377. }
  3378. } break;
  3379. case RS::GLOBAL_VAR_TYPE_COLOR: {
  3380. if (!Object::cast_to<VisualShaderNodeColorParameter>(this)) {
  3381. incompatible_type = true;
  3382. }
  3383. } break;
  3384. case RS::GLOBAL_VAR_TYPE_VEC3: {
  3385. if (!Object::cast_to<VisualShaderNodeVec3Parameter>(this)) {
  3386. incompatible_type = true;
  3387. }
  3388. } break;
  3389. case RS::GLOBAL_VAR_TYPE_VEC4: {
  3390. if (!Object::cast_to<VisualShaderNodeVec4Parameter>(this)) {
  3391. incompatible_type = true;
  3392. }
  3393. } break;
  3394. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  3395. if (!Object::cast_to<VisualShaderNodeTransformParameter>(this)) {
  3396. incompatible_type = true;
  3397. }
  3398. } break;
  3399. case RS::GLOBAL_VAR_TYPE_SAMPLER2D: {
  3400. if (!Object::cast_to<VisualShaderNodeTextureParameter>(this)) {
  3401. incompatible_type = true;
  3402. }
  3403. } break;
  3404. case RS::GLOBAL_VAR_TYPE_SAMPLER3D: {
  3405. if (!Object::cast_to<VisualShaderNodeTexture3DParameter>(this)) {
  3406. incompatible_type = true;
  3407. }
  3408. } break;
  3409. case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: {
  3410. if (!Object::cast_to<VisualShaderNodeTexture2DArrayParameter>(this)) {
  3411. incompatible_type = true;
  3412. }
  3413. } break;
  3414. case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: {
  3415. if (!Object::cast_to<VisualShaderNodeCubemapParameter>(this)) {
  3416. incompatible_type = true;
  3417. }
  3418. } break;
  3419. default:
  3420. break;
  3421. }
  3422. if (incompatible_type) {
  3423. return vformat(RTR("Global parameter '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), parameter_name);
  3424. }
  3425. }
  3426. return String();
  3427. }
  3428. Vector<StringName> VisualShaderNodeParameter::get_editable_properties() const {
  3429. Vector<StringName> props;
  3430. props.push_back("qualifier");
  3431. return props;
  3432. }
  3433. VisualShaderNodeParameter::VisualShaderNodeParameter() {
  3434. }
  3435. ////////////// ResizeableBase
  3436. void VisualShaderNodeResizableBase::set_size(const Size2 &p_size) {
  3437. size = p_size;
  3438. }
  3439. Size2 VisualShaderNodeResizableBase::get_size() const {
  3440. return size;
  3441. }
  3442. void VisualShaderNodeResizableBase::set_allow_v_resize(bool p_enabled) {
  3443. allow_v_resize = p_enabled;
  3444. }
  3445. bool VisualShaderNodeResizableBase::is_allow_v_resize() const {
  3446. return allow_v_resize;
  3447. }
  3448. void VisualShaderNodeResizableBase::_bind_methods() {
  3449. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeResizableBase::set_size);
  3450. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeResizableBase::get_size);
  3451. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  3452. }
  3453. VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() {
  3454. set_allow_v_resize(true);
  3455. }
  3456. ////////////// Comment
  3457. String VisualShaderNodeComment::get_caption() const {
  3458. return title;
  3459. }
  3460. int VisualShaderNodeComment::get_input_port_count() const {
  3461. return 0;
  3462. }
  3463. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_input_port_type(int p_port) const {
  3464. return PortType::PORT_TYPE_SCALAR;
  3465. }
  3466. String VisualShaderNodeComment::get_input_port_name(int p_port) const {
  3467. return String();
  3468. }
  3469. int VisualShaderNodeComment::get_output_port_count() const {
  3470. return 0;
  3471. }
  3472. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_output_port_type(int p_port) const {
  3473. return PortType::PORT_TYPE_SCALAR;
  3474. }
  3475. String VisualShaderNodeComment::get_output_port_name(int p_port) const {
  3476. return String();
  3477. }
  3478. void VisualShaderNodeComment::set_title(const String &p_title) {
  3479. title = p_title;
  3480. }
  3481. String VisualShaderNodeComment::get_title() const {
  3482. return title;
  3483. }
  3484. void VisualShaderNodeComment::set_description(const String &p_description) {
  3485. description = p_description;
  3486. }
  3487. String VisualShaderNodeComment::get_description() const {
  3488. return description;
  3489. }
  3490. String VisualShaderNodeComment::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 {
  3491. return String();
  3492. }
  3493. void VisualShaderNodeComment::_bind_methods() {
  3494. ClassDB::bind_method(D_METHOD("set_title", "title"), &VisualShaderNodeComment::set_title);
  3495. ClassDB::bind_method(D_METHOD("get_title"), &VisualShaderNodeComment::get_title);
  3496. ClassDB::bind_method(D_METHOD("set_description", "description"), &VisualShaderNodeComment::set_description);
  3497. ClassDB::bind_method(D_METHOD("get_description"), &VisualShaderNodeComment::get_description);
  3498. ADD_PROPERTY(PropertyInfo(Variant::STRING, "title"), "set_title", "get_title");
  3499. ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_description", "get_description");
  3500. }
  3501. VisualShaderNodeComment::VisualShaderNodeComment() {
  3502. }
  3503. ////////////// GroupBase
  3504. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  3505. if (inputs == p_inputs) {
  3506. return;
  3507. }
  3508. clear_input_ports();
  3509. inputs = p_inputs;
  3510. Vector<String> input_strings = inputs.split(";", false);
  3511. int input_port_count = input_strings.size();
  3512. for (int i = 0; i < input_port_count; i++) {
  3513. Vector<String> arr = input_strings[i].split(",");
  3514. ERR_FAIL_COND(arr.size() != 3);
  3515. int port_idx = arr[0].to_int();
  3516. int port_type = arr[1].to_int();
  3517. String port_name = arr[2];
  3518. Port port;
  3519. port.type = (PortType)port_type;
  3520. port.name = port_name;
  3521. input_ports[port_idx] = port;
  3522. }
  3523. }
  3524. String VisualShaderNodeGroupBase::get_inputs() const {
  3525. return inputs;
  3526. }
  3527. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  3528. if (outputs == p_outputs) {
  3529. return;
  3530. }
  3531. clear_output_ports();
  3532. outputs = p_outputs;
  3533. Vector<String> output_strings = outputs.split(";", false);
  3534. int output_port_count = output_strings.size();
  3535. for (int i = 0; i < output_port_count; i++) {
  3536. Vector<String> arr = output_strings[i].split(",");
  3537. ERR_FAIL_COND(arr.size() != 3);
  3538. int port_idx = arr[0].to_int();
  3539. int port_type = arr[1].to_int();
  3540. String port_name = arr[2];
  3541. Port port;
  3542. port.type = (PortType)port_type;
  3543. port.name = port_name;
  3544. output_ports[port_idx] = port;
  3545. }
  3546. }
  3547. String VisualShaderNodeGroupBase::get_outputs() const {
  3548. return outputs;
  3549. }
  3550. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  3551. if (!p_name.is_valid_identifier()) {
  3552. return false;
  3553. }
  3554. for (int i = 0; i < get_input_port_count(); i++) {
  3555. if (get_input_port_name(i) == p_name) {
  3556. return false;
  3557. }
  3558. }
  3559. for (int i = 0; i < get_output_port_count(); i++) {
  3560. if (get_output_port_name(i) == p_name) {
  3561. return false;
  3562. }
  3563. }
  3564. return true;
  3565. }
  3566. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  3567. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3568. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3569. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3570. Vector<String> inputs_strings = inputs.split(";", false);
  3571. int index = 0;
  3572. if (p_id < inputs_strings.size()) {
  3573. for (int i = 0; i < inputs_strings.size(); i++) {
  3574. if (i == p_id) {
  3575. inputs = inputs.insert(index, str);
  3576. break;
  3577. }
  3578. index += inputs_strings[i].size();
  3579. }
  3580. } else {
  3581. inputs += str;
  3582. }
  3583. inputs_strings = inputs.split(";", false);
  3584. index = 0;
  3585. for (int i = 0; i < inputs_strings.size(); i++) {
  3586. int count = 0;
  3587. for (int j = 0; j < inputs_strings[i].size(); j++) {
  3588. if (inputs_strings[i][j] == ',') {
  3589. break;
  3590. }
  3591. count++;
  3592. }
  3593. inputs = inputs.left(index) + inputs.substr(index + count);
  3594. inputs = inputs.insert(index, itos(i));
  3595. index += inputs_strings[i].size();
  3596. }
  3597. _apply_port_changes();
  3598. emit_changed();
  3599. }
  3600. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  3601. ERR_FAIL_COND(!has_input_port(p_id));
  3602. Vector<String> inputs_strings = inputs.split(";", false);
  3603. int count = 0;
  3604. int index = 0;
  3605. for (int i = 0; i < inputs_strings.size(); i++) {
  3606. Vector<String> arr = inputs_strings[i].split(",");
  3607. if (arr[0].to_int() == p_id) {
  3608. count = inputs_strings[i].size();
  3609. break;
  3610. }
  3611. index += inputs_strings[i].size();
  3612. }
  3613. inputs = inputs.left(index) + inputs.substr(index + count);
  3614. inputs_strings = inputs.split(";", false);
  3615. inputs = inputs.substr(0, index);
  3616. for (int i = p_id; i < inputs_strings.size(); i++) {
  3617. inputs += inputs_strings[i].replace_first(inputs_strings[i].split(",")[0], itos(i)) + ";";
  3618. }
  3619. _apply_port_changes();
  3620. emit_changed();
  3621. }
  3622. int VisualShaderNodeGroupBase::get_input_port_count() const {
  3623. return input_ports.size();
  3624. }
  3625. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  3626. return input_ports.has(p_id);
  3627. }
  3628. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  3629. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3630. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3631. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3632. Vector<String> outputs_strings = outputs.split(";", false);
  3633. int index = 0;
  3634. if (p_id < outputs_strings.size()) {
  3635. for (int i = 0; i < outputs_strings.size(); i++) {
  3636. if (i == p_id) {
  3637. outputs = outputs.insert(index, str);
  3638. break;
  3639. }
  3640. index += outputs_strings[i].size();
  3641. }
  3642. } else {
  3643. outputs += str;
  3644. }
  3645. outputs_strings = outputs.split(";", false);
  3646. index = 0;
  3647. for (int i = 0; i < outputs_strings.size(); i++) {
  3648. int count = 0;
  3649. for (int j = 0; j < outputs_strings[i].size(); j++) {
  3650. if (outputs_strings[i][j] == ',') {
  3651. break;
  3652. }
  3653. count++;
  3654. }
  3655. outputs = outputs.left(index) + outputs.substr(index + count);
  3656. outputs = outputs.insert(index, itos(i));
  3657. index += outputs_strings[i].size();
  3658. }
  3659. _apply_port_changes();
  3660. emit_changed();
  3661. }
  3662. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  3663. ERR_FAIL_COND(!has_output_port(p_id));
  3664. Vector<String> outputs_strings = outputs.split(";", false);
  3665. int count = 0;
  3666. int index = 0;
  3667. for (int i = 0; i < outputs_strings.size(); i++) {
  3668. Vector<String> arr = outputs_strings[i].split(",");
  3669. if (arr[0].to_int() == p_id) {
  3670. count = outputs_strings[i].size();
  3671. break;
  3672. }
  3673. index += outputs_strings[i].size();
  3674. }
  3675. outputs = outputs.left(index) + outputs.substr(index + count);
  3676. outputs_strings = outputs.split(";", false);
  3677. outputs = outputs.substr(0, index);
  3678. for (int i = p_id; i < outputs_strings.size(); i++) {
  3679. outputs += outputs_strings[i].replace_first(outputs_strings[i].split(",")[0], itos(i)) + ";";
  3680. }
  3681. _apply_port_changes();
  3682. emit_changed();
  3683. }
  3684. int VisualShaderNodeGroupBase::get_output_port_count() const {
  3685. return output_ports.size();
  3686. }
  3687. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  3688. return output_ports.has(p_id);
  3689. }
  3690. void VisualShaderNodeGroupBase::clear_input_ports() {
  3691. input_ports.clear();
  3692. }
  3693. void VisualShaderNodeGroupBase::clear_output_ports() {
  3694. output_ports.clear();
  3695. }
  3696. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  3697. ERR_FAIL_COND(!has_input_port(p_id));
  3698. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3699. if (input_ports[p_id].type == p_type) {
  3700. return;
  3701. }
  3702. Vector<String> inputs_strings = inputs.split(";", false);
  3703. int count = 0;
  3704. int index = 0;
  3705. for (int i = 0; i < inputs_strings.size(); i++) {
  3706. Vector<String> arr = inputs_strings[i].split(",");
  3707. ERR_FAIL_COND(arr.size() != 3);
  3708. if (arr[0].to_int() == p_id) {
  3709. index += arr[0].size();
  3710. count = arr[1].size() - 1;
  3711. break;
  3712. }
  3713. index += inputs_strings[i].size();
  3714. }
  3715. inputs = inputs.left(index) + inputs.substr(index + count);
  3716. inputs = inputs.insert(index, itos(p_type));
  3717. _apply_port_changes();
  3718. emit_changed();
  3719. }
  3720. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  3721. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  3722. return input_ports[p_id].type;
  3723. }
  3724. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  3725. ERR_FAIL_COND(!has_input_port(p_id));
  3726. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3727. if (input_ports[p_id].name == p_name) {
  3728. return;
  3729. }
  3730. Vector<String> inputs_strings = inputs.split(";", false);
  3731. int count = 0;
  3732. int index = 0;
  3733. for (int i = 0; i < inputs_strings.size(); i++) {
  3734. Vector<String> arr = inputs_strings[i].split(",");
  3735. ERR_FAIL_COND(arr.size() != 3);
  3736. if (arr[0].to_int() == p_id) {
  3737. index += arr[0].size() + arr[1].size();
  3738. count = arr[2].size() - 1;
  3739. break;
  3740. }
  3741. index += inputs_strings[i].size();
  3742. }
  3743. inputs = inputs.left(index) + inputs.substr(index + count);
  3744. inputs = inputs.insert(index, p_name);
  3745. _apply_port_changes();
  3746. emit_changed();
  3747. }
  3748. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  3749. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  3750. return input_ports[p_id].name;
  3751. }
  3752. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  3753. ERR_FAIL_COND(!has_output_port(p_id));
  3754. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3755. if (output_ports[p_id].type == p_type) {
  3756. return;
  3757. }
  3758. Vector<String> output_strings = outputs.split(";", false);
  3759. int count = 0;
  3760. int index = 0;
  3761. for (int i = 0; i < output_strings.size(); i++) {
  3762. Vector<String> arr = output_strings[i].split(",");
  3763. ERR_FAIL_COND(arr.size() != 3);
  3764. if (arr[0].to_int() == p_id) {
  3765. index += arr[0].size();
  3766. count = arr[1].size() - 1;
  3767. break;
  3768. }
  3769. index += output_strings[i].size();
  3770. }
  3771. outputs = outputs.left(index) + outputs.substr(index + count);
  3772. outputs = outputs.insert(index, itos(p_type));
  3773. _apply_port_changes();
  3774. emit_changed();
  3775. }
  3776. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  3777. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  3778. return output_ports[p_id].type;
  3779. }
  3780. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  3781. ERR_FAIL_COND(!has_output_port(p_id));
  3782. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3783. if (output_ports[p_id].name == p_name) {
  3784. return;
  3785. }
  3786. Vector<String> output_strings = outputs.split(";", false);
  3787. int count = 0;
  3788. int index = 0;
  3789. for (int i = 0; i < output_strings.size(); i++) {
  3790. Vector<String> arr = output_strings[i].split(",");
  3791. ERR_FAIL_COND(arr.size() != 3);
  3792. if (arr[0].to_int() == p_id) {
  3793. index += arr[0].size() + arr[1].size();
  3794. count = arr[2].size() - 1;
  3795. break;
  3796. }
  3797. index += output_strings[i].size();
  3798. }
  3799. outputs = outputs.left(index) + outputs.substr(index + count);
  3800. outputs = outputs.insert(index, p_name);
  3801. _apply_port_changes();
  3802. emit_changed();
  3803. }
  3804. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  3805. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  3806. return output_ports[p_id].name;
  3807. }
  3808. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  3809. return input_ports.size();
  3810. }
  3811. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  3812. return output_ports.size();
  3813. }
  3814. void VisualShaderNodeGroupBase::set_ctrl_pressed(Control *p_control, int p_index) {
  3815. controls[p_index] = p_control;
  3816. }
  3817. Control *VisualShaderNodeGroupBase::is_ctrl_pressed(int p_index) {
  3818. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  3819. return controls[p_index];
  3820. }
  3821. void VisualShaderNodeGroupBase::_apply_port_changes() {
  3822. Vector<String> inputs_strings = inputs.split(";", false);
  3823. Vector<String> outputs_strings = outputs.split(";", false);
  3824. clear_input_ports();
  3825. clear_output_ports();
  3826. for (int i = 0; i < inputs_strings.size(); i++) {
  3827. Vector<String> arr = inputs_strings[i].split(",");
  3828. ERR_FAIL_COND(arr.size() != 3);
  3829. Port port;
  3830. port.type = (PortType)arr[1].to_int();
  3831. port.name = arr[2];
  3832. input_ports[i] = port;
  3833. }
  3834. for (int i = 0; i < outputs_strings.size(); i++) {
  3835. Vector<String> arr = outputs_strings[i].split(",");
  3836. ERR_FAIL_COND(arr.size() != 3);
  3837. Port port;
  3838. port.type = (PortType)arr[1].to_int();
  3839. port.name = arr[2];
  3840. output_ports[i] = port;
  3841. }
  3842. }
  3843. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  3844. editable = p_enabled;
  3845. }
  3846. bool VisualShaderNodeGroupBase::is_editable() const {
  3847. return editable;
  3848. }
  3849. void VisualShaderNodeGroupBase::_bind_methods() {
  3850. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  3851. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  3852. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  3853. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  3854. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  3855. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  3856. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  3857. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  3858. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  3859. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  3860. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  3861. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  3862. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  3863. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  3864. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  3865. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  3866. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  3867. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  3868. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  3869. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  3870. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  3871. }
  3872. 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 {
  3873. return "";
  3874. }
  3875. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  3876. simple_decl = false;
  3877. }
  3878. ////////////// Expression
  3879. String VisualShaderNodeExpression::get_caption() const {
  3880. return "Expression";
  3881. }
  3882. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  3883. expression = p_expression;
  3884. emit_changed();
  3885. }
  3886. String VisualShaderNodeExpression::get_expression() const {
  3887. return expression;
  3888. }
  3889. 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 {
  3890. String _expression = expression;
  3891. _expression = _expression.insert(0, "\n");
  3892. _expression = _expression.replace("\n", "\n ");
  3893. static Vector<String> pre_symbols;
  3894. if (pre_symbols.is_empty()) {
  3895. pre_symbols.push_back(" ");
  3896. pre_symbols.push_back(",");
  3897. pre_symbols.push_back(";");
  3898. pre_symbols.push_back("{");
  3899. pre_symbols.push_back("[");
  3900. pre_symbols.push_back("]");
  3901. pre_symbols.push_back("(");
  3902. pre_symbols.push_back(" ");
  3903. pre_symbols.push_back("-");
  3904. pre_symbols.push_back("*");
  3905. pre_symbols.push_back("/");
  3906. pre_symbols.push_back("+");
  3907. pre_symbols.push_back("=");
  3908. pre_symbols.push_back("&");
  3909. pre_symbols.push_back("|");
  3910. pre_symbols.push_back("!");
  3911. }
  3912. static Vector<String> post_symbols;
  3913. if (post_symbols.is_empty()) {
  3914. post_symbols.push_back(" ");
  3915. post_symbols.push_back("\n");
  3916. post_symbols.push_back(",");
  3917. post_symbols.push_back(";");
  3918. post_symbols.push_back("}");
  3919. post_symbols.push_back("[");
  3920. post_symbols.push_back("]");
  3921. post_symbols.push_back(")");
  3922. post_symbols.push_back(" ");
  3923. post_symbols.push_back(".");
  3924. post_symbols.push_back("-");
  3925. post_symbols.push_back("*");
  3926. post_symbols.push_back("/");
  3927. post_symbols.push_back("+");
  3928. post_symbols.push_back("=");
  3929. post_symbols.push_back("&");
  3930. post_symbols.push_back("|");
  3931. post_symbols.push_back("!");
  3932. }
  3933. for (int i = 0; i < get_input_port_count(); i++) {
  3934. for (int j = 0; j < pre_symbols.size(); j++) {
  3935. for (int k = 0; k < post_symbols.size(); k++) {
  3936. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  3937. }
  3938. }
  3939. }
  3940. for (int i = 0; i < get_output_port_count(); i++) {
  3941. for (int j = 0; j < pre_symbols.size(); j++) {
  3942. for (int k = 0; k < post_symbols.size(); k++) {
  3943. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  3944. }
  3945. }
  3946. }
  3947. String output_initializer;
  3948. for (int i = 0; i < get_output_port_count(); i++) {
  3949. int port_type = get_output_port_type(i);
  3950. String tk = "";
  3951. switch (port_type) {
  3952. case PORT_TYPE_SCALAR:
  3953. tk = "0.0";
  3954. break;
  3955. case PORT_TYPE_SCALAR_INT:
  3956. tk = "0";
  3957. break;
  3958. case PORT_TYPE_VECTOR_2D:
  3959. tk = "vec2(0.0, 0.0)";
  3960. break;
  3961. case PORT_TYPE_VECTOR_3D:
  3962. tk = "vec3(0.0, 0.0, 0.0)";
  3963. break;
  3964. case PORT_TYPE_VECTOR_4D:
  3965. tk = "vec4(0.0, 0.0, 0.0, 0.0)";
  3966. break;
  3967. case PORT_TYPE_BOOLEAN:
  3968. tk = "false";
  3969. break;
  3970. case PORT_TYPE_TRANSFORM:
  3971. tk = "mat4(1.0)";
  3972. break;
  3973. default:
  3974. continue;
  3975. }
  3976. output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n";
  3977. }
  3978. String code;
  3979. code += output_initializer;
  3980. code += " {";
  3981. code += _expression;
  3982. code += "\n }\n";
  3983. return code;
  3984. }
  3985. void VisualShaderNodeExpression::_bind_methods() {
  3986. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  3987. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  3988. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  3989. }
  3990. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  3991. set_editable(true);
  3992. }
  3993. ////////////// Global Expression
  3994. String VisualShaderNodeGlobalExpression::get_caption() const {
  3995. return "GlobalExpression";
  3996. }
  3997. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3998. return expression;
  3999. }
  4000. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  4001. set_editable(false);
  4002. }
  4003. ////////////// Varying
  4004. List<VisualShaderNodeVarying::Varying> varyings;
  4005. void VisualShaderNodeVarying::add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
  4006. varyings.push_back({ p_name, p_mode, p_type });
  4007. }
  4008. void VisualShaderNodeVarying::clear_varyings() { // static
  4009. varyings.clear();
  4010. }
  4011. bool VisualShaderNodeVarying::has_varying(const String &p_name) { // static
  4012. for (const VisualShaderNodeVarying::Varying &E : varyings) {
  4013. if (E.name == p_name) {
  4014. return true;
  4015. }
  4016. }
  4017. return false;
  4018. }
  4019. int VisualShaderNodeVarying::get_varyings_count() const {
  4020. return varyings.size();
  4021. }
  4022. String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const {
  4023. if (p_idx >= 0 && p_idx < varyings.size()) {
  4024. return varyings[p_idx].name;
  4025. }
  4026. return "";
  4027. }
  4028. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const {
  4029. for (int i = 0; i < varyings.size(); i++) {
  4030. if (varyings[i].name == p_name) {
  4031. return varyings[i].type;
  4032. }
  4033. }
  4034. return VisualShader::VARYING_TYPE_FLOAT;
  4035. }
  4036. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const {
  4037. if (p_idx >= 0 && p_idx < varyings.size()) {
  4038. return varyings[p_idx].type;
  4039. }
  4040. return VisualShader::VARYING_TYPE_FLOAT;
  4041. }
  4042. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const {
  4043. for (int i = 0; i < varyings.size(); i++) {
  4044. if (varyings[i].name == p_name) {
  4045. return varyings[i].mode;
  4046. }
  4047. }
  4048. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4049. }
  4050. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const {
  4051. if (p_idx >= 0 && p_idx < varyings.size()) {
  4052. return varyings[p_idx].mode;
  4053. }
  4054. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4055. }
  4056. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const {
  4057. if (p_idx >= 0 && p_idx < varyings.size()) {
  4058. return get_port_type(varyings[p_idx].type, 0);
  4059. }
  4060. return PORT_TYPE_SCALAR;
  4061. }
  4062. //////////////
  4063. void VisualShaderNodeVarying::_bind_methods() {
  4064. ClassDB::bind_method(D_METHOD("set_varying_name", "name"), &VisualShaderNodeVarying::set_varying_name);
  4065. ClassDB::bind_method(D_METHOD("get_varying_name"), &VisualShaderNodeVarying::get_varying_name);
  4066. ClassDB::bind_method(D_METHOD("set_varying_type", "type"), &VisualShaderNodeVarying::set_varying_type);
  4067. ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type);
  4068. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name");
  4069. ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_varying_type", "get_varying_type");
  4070. }
  4071. String VisualShaderNodeVarying::get_type_str() const {
  4072. switch (varying_type) {
  4073. case VisualShader::VARYING_TYPE_FLOAT:
  4074. return "float";
  4075. case VisualShader::VARYING_TYPE_INT:
  4076. return "int";
  4077. case VisualShader::VARYING_TYPE_UINT:
  4078. return "uint";
  4079. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4080. return "vec2";
  4081. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4082. return "vec3";
  4083. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4084. return "vec4";
  4085. case VisualShader::VARYING_TYPE_BOOLEAN:
  4086. return "bool";
  4087. case VisualShader::VARYING_TYPE_TRANSFORM:
  4088. return "mat4";
  4089. default:
  4090. break;
  4091. }
  4092. return "";
  4093. }
  4094. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const {
  4095. switch (p_type) {
  4096. case VisualShader::VARYING_TYPE_INT:
  4097. return PORT_TYPE_SCALAR_INT;
  4098. case VisualShader::VARYING_TYPE_UINT:
  4099. return PORT_TYPE_SCALAR_UINT;
  4100. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4101. return PORT_TYPE_VECTOR_2D;
  4102. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4103. return PORT_TYPE_VECTOR_3D;
  4104. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4105. return PORT_TYPE_VECTOR_4D;
  4106. case VisualShader::VARYING_TYPE_BOOLEAN:
  4107. return PORT_TYPE_BOOLEAN;
  4108. case VisualShader::VARYING_TYPE_TRANSFORM:
  4109. return PORT_TYPE_TRANSFORM;
  4110. default:
  4111. break;
  4112. }
  4113. return PORT_TYPE_SCALAR;
  4114. }
  4115. void VisualShaderNodeVarying::set_varying_name(String p_varying_name) {
  4116. if (varying_name == p_varying_name) {
  4117. return;
  4118. }
  4119. varying_name = p_varying_name;
  4120. emit_changed();
  4121. }
  4122. String VisualShaderNodeVarying::get_varying_name() const {
  4123. return varying_name;
  4124. }
  4125. void VisualShaderNodeVarying::set_varying_type(VisualShader::VaryingType p_varying_type) {
  4126. ERR_FAIL_INDEX(p_varying_type, VisualShader::VARYING_TYPE_MAX);
  4127. if (varying_type == p_varying_type) {
  4128. return;
  4129. }
  4130. varying_type = p_varying_type;
  4131. emit_changed();
  4132. }
  4133. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type() const {
  4134. return varying_type;
  4135. }
  4136. VisualShaderNodeVarying::VisualShaderNodeVarying() {
  4137. }
  4138. ////////////// Varying Setter
  4139. String VisualShaderNodeVaryingSetter::get_caption() const {
  4140. return vformat("VaryingSetter");
  4141. }
  4142. int VisualShaderNodeVaryingSetter::get_input_port_count() const {
  4143. return 1;
  4144. }
  4145. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input_port_type(int p_port) const {
  4146. return get_port_type(varying_type, p_port);
  4147. }
  4148. String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const {
  4149. return "";
  4150. }
  4151. int VisualShaderNodeVaryingSetter::get_output_port_count() const {
  4152. return 0;
  4153. }
  4154. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_output_port_type(int p_port) const {
  4155. return PORT_TYPE_SCALAR;
  4156. }
  4157. String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const {
  4158. return "";
  4159. }
  4160. String VisualShaderNodeVaryingSetter::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 {
  4161. String code;
  4162. if (varying_name == "[None]") {
  4163. return code;
  4164. }
  4165. code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]);
  4166. return code;
  4167. }
  4168. VisualShaderNodeVaryingSetter::VisualShaderNodeVaryingSetter() {
  4169. }
  4170. ////////////// Varying Getter
  4171. String VisualShaderNodeVaryingGetter::get_caption() const {
  4172. return vformat("VaryingGetter");
  4173. }
  4174. int VisualShaderNodeVaryingGetter::get_input_port_count() const {
  4175. return 0;
  4176. }
  4177. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_input_port_type(int p_port) const {
  4178. return PORT_TYPE_SCALAR;
  4179. }
  4180. String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const {
  4181. return "";
  4182. }
  4183. int VisualShaderNodeVaryingGetter::get_output_port_count() const {
  4184. return 1;
  4185. }
  4186. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_output_port_type(int p_port) const {
  4187. return get_port_type(varying_type, p_port);
  4188. }
  4189. String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const {
  4190. return "";
  4191. }
  4192. bool VisualShaderNodeVaryingGetter::has_output_port_preview(int p_port) const {
  4193. return false;
  4194. }
  4195. String VisualShaderNodeVaryingGetter::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 {
  4196. String from = varying_name;
  4197. String from2;
  4198. if (varying_name == "[None]") {
  4199. switch (varying_type) {
  4200. case VisualShader::VARYING_TYPE_FLOAT:
  4201. from = "0.0";
  4202. break;
  4203. case VisualShader::VARYING_TYPE_INT:
  4204. from = "0";
  4205. break;
  4206. case VisualShader::VARYING_TYPE_UINT:
  4207. from = "0u";
  4208. break;
  4209. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4210. from = "vec2(0.0)";
  4211. break;
  4212. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4213. from = "vec3(0.0)";
  4214. break;
  4215. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4216. from = "vec4(0.0)";
  4217. break;
  4218. case VisualShader::VARYING_TYPE_BOOLEAN:
  4219. from = "false";
  4220. break;
  4221. case VisualShader::VARYING_TYPE_TRANSFORM:
  4222. from = "mat4(1.0)";
  4223. break;
  4224. default:
  4225. break;
  4226. }
  4227. }
  4228. return vformat(" %s = %s;\n", p_output_vars[0], from);
  4229. }
  4230. VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() {
  4231. varying_name = "[None]";
  4232. }