visual_shader.cpp 185 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. int VisualShaderNode::get_default_input_port(PortType p_type) const {
  45. return 0;
  46. }
  47. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  48. port_preview = p_index;
  49. }
  50. int VisualShaderNode::get_output_port_for_preview() const {
  51. return port_preview;
  52. }
  53. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  54. Variant value = p_value;
  55. if (p_prev_value.get_type() != Variant::NIL) {
  56. switch (p_value.get_type()) {
  57. case Variant::FLOAT: {
  58. switch (p_prev_value.get_type()) {
  59. case Variant::INT: {
  60. value = (float)p_prev_value;
  61. } break;
  62. case Variant::FLOAT: {
  63. value = p_prev_value;
  64. } break;
  65. case Variant::VECTOR2: {
  66. Vector2 pv = p_prev_value;
  67. value = pv.x;
  68. } break;
  69. case Variant::VECTOR3: {
  70. Vector3 pv = p_prev_value;
  71. value = pv.x;
  72. } break;
  73. case Variant::QUATERNION: {
  74. Quaternion pv = p_prev_value;
  75. value = pv.x;
  76. } break;
  77. default:
  78. break;
  79. }
  80. } break;
  81. case Variant::INT: {
  82. switch (p_prev_value.get_type()) {
  83. case Variant::INT: {
  84. value = p_prev_value;
  85. } break;
  86. case Variant::FLOAT: {
  87. value = (int)p_prev_value;
  88. } break;
  89. case Variant::VECTOR2: {
  90. Vector2 pv = p_prev_value;
  91. value = (int)pv.x;
  92. } break;
  93. case Variant::VECTOR3: {
  94. Vector3 pv = p_prev_value;
  95. value = (int)pv.x;
  96. } break;
  97. case Variant::QUATERNION: {
  98. Quaternion pv = p_prev_value;
  99. value = (int)pv.x;
  100. } break;
  101. default:
  102. break;
  103. }
  104. } break;
  105. case Variant::VECTOR2: {
  106. switch (p_prev_value.get_type()) {
  107. case Variant::INT: {
  108. float pv = (float)(int)p_prev_value;
  109. value = Vector2(pv, pv);
  110. } break;
  111. case Variant::FLOAT: {
  112. float pv = p_prev_value;
  113. value = Vector2(pv, pv);
  114. } break;
  115. case Variant::VECTOR2: {
  116. value = p_prev_value;
  117. } break;
  118. case Variant::VECTOR3: {
  119. Vector3 pv = p_prev_value;
  120. value = Vector2(pv.x, pv.y);
  121. } break;
  122. case Variant::QUATERNION: {
  123. Quaternion pv = p_prev_value;
  124. value = Vector2(pv.x, pv.y);
  125. } break;
  126. default:
  127. break;
  128. }
  129. } break;
  130. case Variant::VECTOR3: {
  131. switch (p_prev_value.get_type()) {
  132. case Variant::INT: {
  133. float pv = (float)(int)p_prev_value;
  134. value = Vector3(pv, pv, pv);
  135. } break;
  136. case Variant::FLOAT: {
  137. float pv = p_prev_value;
  138. value = Vector3(pv, pv, pv);
  139. } break;
  140. case Variant::VECTOR2: {
  141. Vector2 pv = p_prev_value;
  142. value = Vector3(pv.x, pv.y, pv.y);
  143. } break;
  144. case Variant::VECTOR3: {
  145. value = p_prev_value;
  146. } break;
  147. case Variant::QUATERNION: {
  148. Quaternion pv = p_prev_value;
  149. value = Vector3(pv.x, pv.y, pv.z);
  150. } break;
  151. default:
  152. break;
  153. }
  154. } break;
  155. case Variant::QUATERNION: {
  156. switch (p_prev_value.get_type()) {
  157. case Variant::INT: {
  158. float pv = (float)(int)p_prev_value;
  159. value = Quaternion(pv, pv, pv, pv);
  160. } break;
  161. case Variant::FLOAT: {
  162. float pv = p_prev_value;
  163. value = Quaternion(pv, pv, pv, pv);
  164. } break;
  165. case Variant::VECTOR2: {
  166. Vector2 pv = p_prev_value;
  167. value = Quaternion(pv.x, pv.y, pv.y, pv.y);
  168. } break;
  169. case Variant::VECTOR3: {
  170. Vector3 pv = p_prev_value;
  171. value = Quaternion(pv.x, pv.y, pv.z, pv.z);
  172. } break;
  173. case Variant::QUATERNION: {
  174. value = p_prev_value;
  175. } break;
  176. default:
  177. break;
  178. }
  179. } break;
  180. default:
  181. break;
  182. }
  183. }
  184. default_input_values[p_port] = value;
  185. emit_changed();
  186. }
  187. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  188. if (default_input_values.has(p_port)) {
  189. return default_input_values[p_port];
  190. }
  191. return Variant();
  192. }
  193. void VisualShaderNode::remove_input_port_default_value(int p_port) {
  194. if (default_input_values.has(p_port)) {
  195. default_input_values.erase(p_port);
  196. emit_changed();
  197. }
  198. }
  199. void VisualShaderNode::clear_default_input_values() {
  200. if (!default_input_values.is_empty()) {
  201. default_input_values.clear();
  202. emit_changed();
  203. }
  204. }
  205. bool VisualShaderNode::is_port_separator(int p_index) const {
  206. return false;
  207. }
  208. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  209. if (connected_output_ports.has(p_port)) {
  210. return connected_output_ports[p_port] > 0;
  211. }
  212. return false;
  213. }
  214. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  215. if (p_connected) {
  216. connected_output_ports[p_port]++;
  217. } else {
  218. connected_output_ports[p_port]--;
  219. }
  220. }
  221. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  222. if (connected_input_ports.has(p_port)) {
  223. return connected_input_ports[p_port];
  224. }
  225. return false;
  226. }
  227. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  228. connected_input_ports[p_port] = p_connected;
  229. }
  230. bool VisualShaderNode::is_any_port_connected() const {
  231. for (const KeyValue<int, bool> &E : connected_input_ports) {
  232. if (E.value) {
  233. return true;
  234. }
  235. }
  236. for (const KeyValue<int, int> &E : connected_output_ports) {
  237. if (E.value > 0) {
  238. return true;
  239. }
  240. }
  241. return false;
  242. }
  243. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  244. return true;
  245. }
  246. bool VisualShaderNode::is_output_port_expandable(int p_port) const {
  247. VisualShaderNode::PortType port = get_output_port_type(p_port);
  248. if (get_output_port_count() == 1 && (port == PORT_TYPE_VECTOR_2D || port == PORT_TYPE_VECTOR_3D || port == PORT_TYPE_VECTOR_4D)) {
  249. return true;
  250. }
  251. return false;
  252. }
  253. bool VisualShaderNode::has_output_port_preview(int p_port) const {
  254. return true;
  255. }
  256. void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) {
  257. for (int i = 0; i < p_values.size(); i++) {
  258. expanded_output_ports[p_values[i]] = true;
  259. }
  260. emit_changed();
  261. }
  262. Array VisualShaderNode::_get_output_ports_expanded() const {
  263. Array arr;
  264. for (int i = 0; i < get_output_port_count(); i++) {
  265. if (_is_output_port_expanded(i)) {
  266. arr.push_back(i);
  267. }
  268. }
  269. return arr;
  270. }
  271. void VisualShaderNode::_set_output_port_expanded(int p_port, bool p_expanded) {
  272. expanded_output_ports[p_port] = p_expanded;
  273. emit_changed();
  274. }
  275. bool VisualShaderNode::_is_output_port_expanded(int p_port) const {
  276. if (expanded_output_ports.has(p_port)) {
  277. return expanded_output_ports[p_port];
  278. }
  279. return false;
  280. }
  281. int VisualShaderNode::get_expanded_output_port_count() const {
  282. int count = get_output_port_count();
  283. int count2 = count;
  284. for (int i = 0; i < count; i++) {
  285. if (is_output_port_expandable(i) && _is_output_port_expanded(i)) {
  286. switch (get_output_port_type(i)) {
  287. case PORT_TYPE_VECTOR_2D: {
  288. count2 += 2;
  289. } break;
  290. case PORT_TYPE_VECTOR_3D: {
  291. count2 += 3;
  292. } break;
  293. case PORT_TYPE_VECTOR_4D: {
  294. count2 += 4;
  295. } break;
  296. default:
  297. break;
  298. }
  299. }
  300. }
  301. return count2;
  302. }
  303. bool VisualShaderNode::is_code_generated() const {
  304. return true;
  305. }
  306. bool VisualShaderNode::is_show_prop_names() const {
  307. return false;
  308. }
  309. bool VisualShaderNode::is_use_prop_slots() const {
  310. return false;
  311. }
  312. bool VisualShaderNode::is_disabled() const {
  313. return disabled;
  314. }
  315. void VisualShaderNode::set_disabled(bool p_disabled) {
  316. disabled = p_disabled;
  317. }
  318. bool VisualShaderNode::is_closable() const {
  319. return closable;
  320. }
  321. void VisualShaderNode::set_closable(bool p_closable) {
  322. closable = p_closable;
  323. }
  324. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  325. return Vector<VisualShader::DefaultTextureParam>();
  326. }
  327. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  328. return String();
  329. }
  330. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  331. return String();
  332. }
  333. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  334. return String();
  335. }
  336. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  337. return Vector<StringName>();
  338. }
  339. HashMap<StringName, String> VisualShaderNode::get_editable_properties_names() const {
  340. return HashMap<StringName, String>();
  341. }
  342. Array VisualShaderNode::get_default_input_values() const {
  343. Array ret;
  344. for (const KeyValue<int, Variant> &E : default_input_values) {
  345. ret.push_back(E.key);
  346. ret.push_back(E.value);
  347. }
  348. return ret;
  349. }
  350. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  351. if (p_values.size() % 2 == 0) {
  352. for (int i = 0; i < p_values.size(); i += 2) {
  353. default_input_values[p_values[i + 0]] = p_values[i + 1];
  354. }
  355. }
  356. emit_changed();
  357. }
  358. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  359. return String();
  360. }
  361. VisualShaderNode::Category VisualShaderNode::get_category() const {
  362. WARN_PRINT(get_caption() + " is missing a category.");
  363. return CATEGORY_NONE;
  364. }
  365. bool VisualShaderNode::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  366. return false;
  367. }
  368. void VisualShaderNode::_bind_methods() {
  369. ClassDB::bind_method(D_METHOD("get_default_input_port", "type"), &VisualShaderNode::get_default_input_port);
  370. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  371. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  372. ClassDB::bind_method(D_METHOD("_set_output_port_expanded", "port"), &VisualShaderNode::_set_output_port_expanded);
  373. ClassDB::bind_method(D_METHOD("_is_output_port_expanded"), &VisualShaderNode::_is_output_port_expanded);
  374. ClassDB::bind_method(D_METHOD("_set_output_ports_expanded", "values"), &VisualShaderNode::_set_output_ports_expanded);
  375. ClassDB::bind_method(D_METHOD("_get_output_ports_expanded"), &VisualShaderNode::_get_output_ports_expanded);
  376. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value", "prev_value"), &VisualShaderNode::set_input_port_default_value, DEFVAL(Variant()));
  377. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  378. ClassDB::bind_method(D_METHOD("remove_input_port_default_value", "port"), &VisualShaderNode::remove_input_port_default_value);
  379. ClassDB::bind_method(D_METHOD("clear_default_input_values"), &VisualShaderNode::clear_default_input_values);
  380. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  381. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  382. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  383. 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");
  384. 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");
  385. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  386. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  387. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_UINT);
  388. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
  389. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
  390. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D);
  391. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  392. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  393. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  394. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  395. }
  396. VisualShaderNode::VisualShaderNode() {
  397. }
  398. /////////////////////////////////////////////////////////
  399. void VisualShaderNodeCustom::update_property_default_values() {
  400. int prop_count;
  401. if (GDVIRTUAL_CALL(_get_property_count, prop_count)) {
  402. for (int i = 0; i < prop_count; i++) {
  403. int selected = 0;
  404. if (GDVIRTUAL_CALL(_get_property_default_index, i, selected)) {
  405. dp_selected_cache[i] = selected;
  406. }
  407. }
  408. }
  409. }
  410. void VisualShaderNodeCustom::update_input_port_default_values() {
  411. int input_port_count;
  412. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  413. for (int i = 0; i < input_port_count; i++) {
  414. Variant value;
  415. if (GDVIRTUAL_CALL(_get_input_port_default_value, i, value)) {
  416. default_input_values[i] = value;
  417. }
  418. }
  419. }
  420. }
  421. void VisualShaderNodeCustom::update_ports() {
  422. {
  423. dp_props.clear();
  424. int prop_count;
  425. if (GDVIRTUAL_CALL(_get_property_count, prop_count)) {
  426. for (int i = 0; i < prop_count; i++) {
  427. DropDownListProperty prop;
  428. if (!GDVIRTUAL_CALL(_get_property_name, i, prop.name)) {
  429. prop.name = "prop";
  430. }
  431. if (!GDVIRTUAL_CALL(_get_property_options, i, prop.options)) {
  432. prop.options.push_back("Default");
  433. }
  434. dp_props.push_back(prop);
  435. }
  436. }
  437. }
  438. {
  439. Vector<String> vprops = properties.split(";", false);
  440. for (int i = 0; i < vprops.size(); i++) {
  441. Vector<String> arr = vprops[i].split(",", false);
  442. ERR_FAIL_COND(arr.size() != 2);
  443. ERR_FAIL_COND(!arr[0].is_valid_int());
  444. ERR_FAIL_COND(!arr[1].is_valid_int());
  445. int index = arr[0].to_int();
  446. int selected = arr[1].to_int();
  447. dp_selected_cache[index] = selected;
  448. }
  449. }
  450. {
  451. input_ports.clear();
  452. int input_port_count;
  453. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  454. for (int i = 0; i < input_port_count; i++) {
  455. Port port;
  456. if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) {
  457. port.name = "in" + itos(i);
  458. }
  459. PortType port_type;
  460. if (GDVIRTUAL_CALL(_get_input_port_type, i, port_type)) {
  461. port.type = (int)port_type;
  462. } else {
  463. port.type = (int)PortType::PORT_TYPE_SCALAR;
  464. }
  465. input_ports.push_back(port);
  466. }
  467. }
  468. }
  469. {
  470. output_ports.clear();
  471. int output_port_count;
  472. if (GDVIRTUAL_CALL(_get_output_port_count, output_port_count)) {
  473. for (int i = 0; i < output_port_count; i++) {
  474. Port port;
  475. if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) {
  476. port.name = "out" + itos(i);
  477. }
  478. PortType port_type;
  479. if (GDVIRTUAL_CALL(_get_output_port_type, i, port_type)) {
  480. port.type = (int)port_type;
  481. } else {
  482. port.type = (int)PortType::PORT_TYPE_SCALAR;
  483. }
  484. output_ports.push_back(port);
  485. }
  486. }
  487. }
  488. }
  489. void VisualShaderNodeCustom::update_properties() {
  490. properties = "";
  491. for (const KeyValue<int, int> &p : dp_selected_cache) {
  492. if (p.value != 0) {
  493. properties += itos(p.key) + "," + itos(p.value) + ";";
  494. }
  495. }
  496. }
  497. String VisualShaderNodeCustom::get_caption() const {
  498. String ret = "Unnamed";
  499. GDVIRTUAL_CALL(_get_name, ret);
  500. return ret;
  501. }
  502. int VisualShaderNodeCustom::get_input_port_count() const {
  503. return input_ports.size();
  504. }
  505. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  506. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  507. return (PortType)input_ports[p_port].type;
  508. }
  509. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  510. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  511. return input_ports[p_port].name;
  512. }
  513. int VisualShaderNodeCustom::get_default_input_port(PortType p_type) const {
  514. int ret = 0;
  515. GDVIRTUAL_CALL(_get_default_input_port, p_type, ret);
  516. return ret;
  517. }
  518. int VisualShaderNodeCustom::get_output_port_count() const {
  519. return output_ports.size();
  520. }
  521. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  522. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  523. return (PortType)output_ports[p_port].type;
  524. }
  525. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  526. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  527. return output_ports[p_port].name;
  528. }
  529. 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 {
  530. ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
  531. TypedArray<String> input_vars;
  532. for (int i = 0; i < get_input_port_count(); i++) {
  533. input_vars.push_back(p_input_vars[i]);
  534. }
  535. TypedArray<String> output_vars;
  536. for (int i = 0; i < get_output_port_count(); i++) {
  537. output_vars.push_back(p_output_vars[i]);
  538. }
  539. String _code;
  540. GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code);
  541. if (_is_valid_code(_code)) {
  542. String code = " {\n";
  543. bool nend = _code.ends_with("\n");
  544. _code = _code.insert(0, " ");
  545. _code = _code.replace("\n", "\n ");
  546. code += _code;
  547. if (!nend) {
  548. code += "\n }";
  549. } else {
  550. code.remove_at(code.size() - 1);
  551. code += "}";
  552. }
  553. code += "\n";
  554. return code;
  555. }
  556. return String();
  557. }
  558. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  559. String _code;
  560. if (GDVIRTUAL_CALL(_get_global_code, p_mode, _code)) {
  561. if (_is_valid_code(_code)) {
  562. String code = "// " + get_caption() + "\n";
  563. code += _code;
  564. code += "\n";
  565. return code;
  566. }
  567. }
  568. return String();
  569. }
  570. String VisualShaderNodeCustom::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  571. String _code;
  572. if (GDVIRTUAL_CALL(_get_func_code, p_mode, p_type, _code)) {
  573. if (_is_valid_code(_code)) {
  574. bool nend = _code.ends_with("\n");
  575. String code = "// " + get_caption() + "\n";
  576. code += " {\n";
  577. _code = _code.insert(0, " ");
  578. _code = _code.replace("\n", "\n ");
  579. code += _code;
  580. if (!nend) {
  581. code += "\n }";
  582. } else {
  583. code.remove_at(code.size() - 1);
  584. code += "}";
  585. }
  586. code += "\n";
  587. return code;
  588. }
  589. }
  590. return String();
  591. }
  592. bool VisualShaderNodeCustom::is_available(Shader::Mode p_mode, VisualShader::Type p_type) const {
  593. bool ret = true;
  594. GDVIRTUAL_CALL(_is_available, p_mode, p_type, ret);
  595. return ret;
  596. }
  597. void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  598. if (!is_initialized) {
  599. VisualShaderNode::set_input_port_default_value(p_port, p_value, p_prev_value);
  600. }
  601. }
  602. void VisualShaderNodeCustom::set_default_input_values(const Array &p_values) {
  603. if (!is_initialized) {
  604. VisualShaderNode::set_default_input_values(p_values);
  605. }
  606. }
  607. void VisualShaderNodeCustom::remove_input_port_default_value(int p_port) {
  608. if (!is_initialized) {
  609. VisualShaderNode::remove_input_port_default_value(p_port);
  610. }
  611. }
  612. void VisualShaderNodeCustom::clear_default_input_values() {
  613. if (!is_initialized) {
  614. VisualShaderNode::clear_default_input_values();
  615. }
  616. }
  617. void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Variant &p_value) {
  618. VisualShaderNode::set_input_port_default_value(p_port, p_value);
  619. }
  620. bool VisualShaderNodeCustom::_is_valid_code(const String &p_code) const {
  621. if (p_code.is_empty() || p_code == "null") {
  622. return false;
  623. }
  624. return true;
  625. }
  626. bool VisualShaderNodeCustom::_is_initialized() {
  627. return is_initialized;
  628. }
  629. void VisualShaderNodeCustom::_set_initialized(bool p_enabled) {
  630. is_initialized = p_enabled;
  631. }
  632. void VisualShaderNodeCustom::_set_properties(const String &p_properties) {
  633. properties = p_properties;
  634. }
  635. String VisualShaderNodeCustom::_get_properties() const {
  636. return properties;
  637. }
  638. String VisualShaderNodeCustom::_get_name() const {
  639. String ret;
  640. GDVIRTUAL_CALL(_get_name, ret);
  641. return ret;
  642. }
  643. String VisualShaderNodeCustom::_get_description() const {
  644. String ret;
  645. GDVIRTUAL_CALL(_get_description, ret);
  646. return ret;
  647. }
  648. String VisualShaderNodeCustom::_get_category() const {
  649. String ret;
  650. GDVIRTUAL_CALL(_get_category, ret);
  651. return ret;
  652. }
  653. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::_get_return_icon_type() const {
  654. PortType ret = PORT_TYPE_SCALAR;
  655. GDVIRTUAL_CALL(_get_return_icon_type, ret);
  656. return ret;
  657. }
  658. bool VisualShaderNodeCustom::_is_highend() const {
  659. bool ret = false;
  660. GDVIRTUAL_CALL(_is_highend, ret);
  661. return ret;
  662. }
  663. void VisualShaderNodeCustom::_set_option_index(int p_option, int p_value) {
  664. dp_selected_cache[p_option] = p_value;
  665. update_properties();
  666. update_ports();
  667. update_input_port_default_values();
  668. emit_changed();
  669. }
  670. int VisualShaderNodeCustom::get_option_index(int p_option) const {
  671. if (!dp_selected_cache.has(p_option)) {
  672. return 0;
  673. }
  674. return dp_selected_cache[p_option];
  675. }
  676. void VisualShaderNodeCustom::_bind_methods() {
  677. GDVIRTUAL_BIND(_get_name);
  678. GDVIRTUAL_BIND(_get_description);
  679. GDVIRTUAL_BIND(_get_category);
  680. GDVIRTUAL_BIND(_get_return_icon_type);
  681. GDVIRTUAL_BIND(_get_input_port_count);
  682. GDVIRTUAL_BIND(_get_input_port_type, "port");
  683. GDVIRTUAL_BIND(_get_input_port_name, "port");
  684. GDVIRTUAL_BIND(_get_input_port_default_value, "port");
  685. GDVIRTUAL_BIND(_get_default_input_port, "type");
  686. GDVIRTUAL_BIND(_get_output_port_count);
  687. GDVIRTUAL_BIND(_get_output_port_type, "port");
  688. GDVIRTUAL_BIND(_get_output_port_name, "port");
  689. GDVIRTUAL_BIND(_get_property_count);
  690. GDVIRTUAL_BIND(_get_property_name, "index");
  691. GDVIRTUAL_BIND(_get_property_default_index, "index");
  692. GDVIRTUAL_BIND(_get_property_options, "index");
  693. GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type");
  694. GDVIRTUAL_BIND(_get_func_code, "mode", "type");
  695. GDVIRTUAL_BIND(_get_global_code, "mode");
  696. GDVIRTUAL_BIND(_is_highend);
  697. GDVIRTUAL_BIND(_is_available, "mode", "type");
  698. ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized);
  699. ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized);
  700. ClassDB::bind_method(D_METHOD("_set_input_port_default_value", "port", "value"), &VisualShaderNodeCustom::_set_input_port_default_value);
  701. ClassDB::bind_method(D_METHOD("_set_option_index", "option", "value"), &VisualShaderNodeCustom::_set_option_index);
  702. ClassDB::bind_method(D_METHOD("_set_properties", "properties"), &VisualShaderNodeCustom::_set_properties);
  703. ClassDB::bind_method(D_METHOD("_get_properties"), &VisualShaderNodeCustom::_get_properties);
  704. ClassDB::bind_method(D_METHOD("get_option_index", "option"), &VisualShaderNodeCustom::get_option_index);
  705. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized", "_is_initialized");
  706. ADD_PROPERTY(PropertyInfo(Variant::STRING, "properties", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_properties", "_get_properties");
  707. }
  708. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  709. simple_decl = false;
  710. }
  711. /////////////////////////////////////////////////////////
  712. void VisualShader::set_shader_type(Type p_type) {
  713. current_type = p_type;
  714. }
  715. VisualShader::Type VisualShader::get_shader_type() const {
  716. return current_type;
  717. }
  718. void VisualShader::add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type) {
  719. ERR_FAIL_COND(!p_name.is_valid_identifier());
  720. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  721. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  722. ERR_FAIL_COND(varyings.has(p_name));
  723. Varying var = Varying(p_name, p_mode, p_type);
  724. varyings[p_name] = var;
  725. varyings_list.push_back(var);
  726. _queue_update();
  727. }
  728. void VisualShader::remove_varying(const String &p_name) {
  729. ERR_FAIL_COND(!varyings.has(p_name));
  730. varyings.erase(p_name);
  731. for (List<Varying>::Element *E = varyings_list.front(); E; E = E->next()) {
  732. if (E->get().name == p_name) {
  733. varyings_list.erase(E);
  734. break;
  735. }
  736. }
  737. _queue_update();
  738. }
  739. bool VisualShader::has_varying(const String &p_name) const {
  740. return varyings.has(p_name);
  741. }
  742. int VisualShader::get_varyings_count() const {
  743. return varyings_list.size();
  744. }
  745. const VisualShader::Varying *VisualShader::get_varying_by_index(int p_idx) const {
  746. ERR_FAIL_INDEX_V(p_idx, varyings_list.size(), nullptr);
  747. return &varyings_list[p_idx];
  748. }
  749. void VisualShader::set_varying_mode(const String &p_name, VaryingMode p_mode) {
  750. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  751. ERR_FAIL_COND(!varyings.has(p_name));
  752. if (varyings[p_name].mode == p_mode) {
  753. return;
  754. }
  755. varyings[p_name].mode = p_mode;
  756. _queue_update();
  757. }
  758. VisualShader::VaryingMode VisualShader::get_varying_mode(const String &p_name) {
  759. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_MODE_MAX);
  760. return varyings[p_name].mode;
  761. }
  762. void VisualShader::set_varying_type(const String &p_name, VaryingType p_type) {
  763. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  764. ERR_FAIL_COND(!varyings.has(p_name));
  765. if (varyings[p_name].type == p_type) {
  766. return;
  767. }
  768. varyings[p_name].type = p_type;
  769. _queue_update();
  770. }
  771. VisualShader::VaryingType VisualShader::get_varying_type(const String &p_name) {
  772. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_TYPE_MAX);
  773. return varyings[p_name].type;
  774. }
  775. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  776. ERR_FAIL_COND(p_node.is_null());
  777. ERR_FAIL_COND(p_id < 2);
  778. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  779. Graph *g = &graph[p_type];
  780. ERR_FAIL_COND(g->nodes.has(p_id));
  781. Node n;
  782. n.node = p_node;
  783. n.position = p_position;
  784. Ref<VisualShaderNodeParameter> parameter = n.node;
  785. if (parameter.is_valid()) {
  786. String valid_name = validate_parameter_name(parameter->get_parameter_name(), parameter);
  787. parameter->set_parameter_name(valid_name);
  788. }
  789. Ref<VisualShaderNodeInput> input = n.node;
  790. if (input.is_valid()) {
  791. input->shader_mode = shader_mode;
  792. input->shader_type = p_type;
  793. }
  794. n.node->connect_changed(callable_mp(this, &VisualShader::_queue_update));
  795. Ref<VisualShaderNodeCustom> custom = n.node;
  796. if (custom.is_valid()) {
  797. custom->update_ports();
  798. }
  799. g->nodes[p_id] = n;
  800. _queue_update();
  801. }
  802. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  803. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  804. Graph *g = &graph[p_type];
  805. ERR_FAIL_COND(!g->nodes.has(p_id));
  806. g->nodes[p_id].position = p_position;
  807. }
  808. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  809. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  810. const Graph *g = &graph[p_type];
  811. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  812. return g->nodes[p_id].position;
  813. }
  814. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  815. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  816. const Graph *g = &graph[p_type];
  817. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  818. return g->nodes[p_id].node;
  819. }
  820. Vector<int> VisualShader::get_node_list(Type p_type) const {
  821. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  822. const Graph *g = &graph[p_type];
  823. Vector<int> ret;
  824. for (const KeyValue<int, Node> &E : g->nodes) {
  825. ret.push_back(E.key);
  826. }
  827. return ret;
  828. }
  829. int VisualShader::get_valid_node_id(Type p_type) const {
  830. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  831. const Graph *g = &graph[p_type];
  832. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  833. }
  834. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  835. for (const KeyValue<int, Node> &E : graph[p_type].nodes) {
  836. if (E.value.node == p_node) {
  837. return E.key;
  838. }
  839. }
  840. return NODE_ID_INVALID;
  841. }
  842. void VisualShader::remove_node(Type p_type, int p_id) {
  843. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  844. ERR_FAIL_COND(p_id < 2);
  845. Graph *g = &graph[p_type];
  846. ERR_FAIL_COND(!g->nodes.has(p_id));
  847. g->nodes[p_id].node->disconnect_changed(callable_mp(this, &VisualShader::_queue_update));
  848. g->nodes.erase(p_id);
  849. for (List<Connection>::Element *E = g->connections.front(); E;) {
  850. List<Connection>::Element *N = E->next();
  851. const VisualShader::Connection &connection = E->get();
  852. if (connection.from_node == p_id || connection.to_node == p_id) {
  853. if (connection.from_node == p_id) {
  854. g->nodes[connection.to_node].prev_connected_nodes.erase(p_id);
  855. g->nodes[connection.to_node].node->set_input_port_connected(connection.to_port, false);
  856. } else if (connection.to_node == p_id) {
  857. g->nodes[connection.from_node].next_connected_nodes.erase(p_id);
  858. }
  859. g->connections.erase(E);
  860. }
  861. E = N;
  862. }
  863. _queue_update();
  864. }
  865. void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) {
  866. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  867. ERR_FAIL_COND(p_id < 2);
  868. Graph *g = &graph[p_type];
  869. ERR_FAIL_COND(!g->nodes.has(p_id));
  870. if (g->nodes[p_id].node->get_class_name() == p_new_class) {
  871. return;
  872. }
  873. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class));
  874. VisualShaderNode *prev_vsn = g->nodes[p_id].node.ptr();
  875. // Update connection data.
  876. for (int i = 0; i < vsn->get_output_port_count(); i++) {
  877. if (i < prev_vsn->get_output_port_count()) {
  878. if (prev_vsn->is_output_port_connected(i)) {
  879. vsn->set_output_port_connected(i, true);
  880. }
  881. if (prev_vsn->is_output_port_expandable(i) && prev_vsn->_is_output_port_expanded(i) && vsn->is_output_port_expandable(i)) {
  882. vsn->_set_output_port_expanded(i, true);
  883. int component_count = 0;
  884. switch (prev_vsn->get_output_port_type(i)) {
  885. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  886. component_count = 2;
  887. break;
  888. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  889. component_count = 3;
  890. break;
  891. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  892. component_count = 4;
  893. break;
  894. default:
  895. break;
  896. }
  897. for (int j = 0; j < component_count; j++) {
  898. int sub_port = i + 1 + j;
  899. if (prev_vsn->is_output_port_connected(sub_port)) {
  900. vsn->set_output_port_connected(sub_port, true);
  901. }
  902. }
  903. i += component_count;
  904. }
  905. } else {
  906. break;
  907. }
  908. }
  909. vsn->connect_changed(callable_mp(this, &VisualShader::_queue_update));
  910. g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
  911. _queue_update();
  912. }
  913. 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 {
  914. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  915. const Graph *g = &graph[p_type];
  916. for (const Connection &E : g->connections) {
  917. 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) {
  918. return true;
  919. }
  920. }
  921. return false;
  922. }
  923. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  924. bool result = false;
  925. const VisualShader::Node &node = p_graph->nodes[p_node];
  926. for (const int &E : node.prev_connected_nodes) {
  927. if (E == p_target) {
  928. return true;
  929. }
  930. result = is_nodes_connected_relatively(p_graph, E, p_target);
  931. if (result) {
  932. break;
  933. }
  934. }
  935. return result;
  936. }
  937. 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 {
  938. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  939. const Graph *g = &graph[p_type];
  940. if (!g->nodes.has(p_from_node)) {
  941. return false;
  942. }
  943. if (p_from_node == p_to_node) {
  944. return false;
  945. }
  946. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_expanded_output_port_count()) {
  947. return false;
  948. }
  949. if (!g->nodes.has(p_to_node)) {
  950. return false;
  951. }
  952. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  953. return false;
  954. }
  955. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  956. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  957. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  958. return false;
  959. }
  960. for (const Connection &E : g->connections) {
  961. 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) {
  962. return false;
  963. }
  964. }
  965. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  966. return false;
  967. }
  968. return true;
  969. }
  970. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  971. return MAX(0, p_a - (int)VisualShaderNode::PORT_TYPE_BOOLEAN) == (MAX(0, p_b - (int)VisualShaderNode::PORT_TYPE_BOOLEAN));
  972. }
  973. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  974. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  975. Graph *g = &graph[p_type];
  976. ERR_FAIL_COND(!g->nodes.has(p_from_node));
  977. ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count());
  978. ERR_FAIL_COND(!g->nodes.has(p_to_node));
  979. ERR_FAIL_INDEX(p_to_port, g->nodes[p_to_node].node->get_input_port_count());
  980. for (const Connection &E : g->connections) {
  981. 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) {
  982. return;
  983. }
  984. }
  985. Connection c;
  986. c.from_node = p_from_node;
  987. c.from_port = p_from_port;
  988. c.to_node = p_to_node;
  989. c.to_port = p_to_port;
  990. g->connections.push_back(c);
  991. g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node);
  992. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  993. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  994. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  995. _queue_update();
  996. }
  997. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  998. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  999. Graph *g = &graph[p_type];
  1000. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  1001. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count(), ERR_INVALID_PARAMETER);
  1002. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  1003. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  1004. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  1005. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  1006. 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.");
  1007. for (const Connection &E : g->connections) {
  1008. 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) {
  1009. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  1010. }
  1011. }
  1012. Connection c;
  1013. c.from_node = p_from_node;
  1014. c.from_port = p_from_port;
  1015. c.to_node = p_to_node;
  1016. c.to_port = p_to_port;
  1017. g->connections.push_back(c);
  1018. g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node);
  1019. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  1020. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  1021. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  1022. _queue_update();
  1023. return OK;
  1024. }
  1025. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  1026. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1027. Graph *g = &graph[p_type];
  1028. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  1029. 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) {
  1030. g->connections.erase(E);
  1031. g->nodes[p_from_node].next_connected_nodes.erase(p_to_node);
  1032. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  1033. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  1034. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  1035. _queue_update();
  1036. return;
  1037. }
  1038. }
  1039. }
  1040. TypedArray<Dictionary> VisualShader::_get_node_connections(Type p_type) const {
  1041. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  1042. const Graph *g = &graph[p_type];
  1043. TypedArray<Dictionary> ret;
  1044. for (const Connection &E : g->connections) {
  1045. Dictionary d;
  1046. d["from_node"] = E.from_node;
  1047. d["from_port"] = E.from_port;
  1048. d["to_node"] = E.to_node;
  1049. d["to_port"] = E.to_port;
  1050. ret.push_back(d);
  1051. }
  1052. return ret;
  1053. }
  1054. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  1055. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1056. const Graph *g = &graph[p_type];
  1057. for (const Connection &E : g->connections) {
  1058. r_connections->push_back(E);
  1059. }
  1060. }
  1061. void VisualShader::set_mode(Mode p_mode) {
  1062. ERR_FAIL_INDEX_MSG(p_mode, Mode::MODE_MAX, vformat("Invalid shader mode: %d.", p_mode));
  1063. if (shader_mode == p_mode) {
  1064. return;
  1065. }
  1066. //erase input/output connections
  1067. modes.clear();
  1068. flags.clear();
  1069. shader_mode = p_mode;
  1070. for (int i = 0; i < TYPE_MAX; i++) {
  1071. for (KeyValue<int, Node> &E : graph[i].nodes) {
  1072. Ref<VisualShaderNodeInput> input = E.value.node;
  1073. if (input.is_valid()) {
  1074. input->shader_mode = shader_mode;
  1075. //input->input_index = 0;
  1076. }
  1077. }
  1078. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  1079. output->shader_mode = shader_mode;
  1080. // clear connections since they are no longer valid
  1081. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  1082. bool keep = true;
  1083. List<Connection>::Element *N = E->next();
  1084. int from = E->get().from_node;
  1085. int to = E->get().to_node;
  1086. if (!graph[i].nodes.has(from)) {
  1087. keep = false;
  1088. } else {
  1089. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  1090. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  1091. keep = false;
  1092. }
  1093. }
  1094. if (!graph[i].nodes.has(to)) {
  1095. keep = false;
  1096. } else {
  1097. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  1098. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  1099. keep = false;
  1100. }
  1101. }
  1102. if (!keep) {
  1103. graph[i].connections.erase(E);
  1104. }
  1105. E = N;
  1106. }
  1107. }
  1108. _queue_update();
  1109. notify_property_list_changed();
  1110. }
  1111. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  1112. graph_offset = p_offset;
  1113. }
  1114. Vector2 VisualShader::get_graph_offset() const {
  1115. return graph_offset;
  1116. }
  1117. Shader::Mode VisualShader::get_mode() const {
  1118. return shader_mode;
  1119. }
  1120. bool VisualShader::is_text_shader() const {
  1121. return false;
  1122. }
  1123. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  1124. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  1125. ERR_FAIL_COND_V(!node.is_valid(), String());
  1126. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_expanded_output_port_count(), String());
  1127. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  1128. StringBuilder global_code;
  1129. StringBuilder global_code_per_node;
  1130. HashMap<Type, StringBuilder> global_code_per_func;
  1131. StringBuilder shader_code;
  1132. HashSet<StringName> classes;
  1133. global_code += String() + "shader_type canvas_item;\n";
  1134. String global_expressions;
  1135. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1136. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1137. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  1138. if (global_expression.is_valid()) {
  1139. String expr = "";
  1140. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1141. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1142. expr = expr.replace("\n", "\n ");
  1143. expr += "\n";
  1144. global_expressions += expr;
  1145. }
  1146. }
  1147. }
  1148. global_code += "\n";
  1149. global_code += global_expressions;
  1150. //make it faster to go around through shader
  1151. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1152. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1153. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  1154. ConnectionKey from_key;
  1155. from_key.node = E->get().from_node;
  1156. from_key.port = E->get().from_port;
  1157. output_connections.insert(from_key, E);
  1158. ConnectionKey to_key;
  1159. to_key.node = E->get().to_node;
  1160. to_key.port = E->get().to_port;
  1161. input_connections.insert(to_key, E);
  1162. }
  1163. shader_code += "\nvoid fragment() {\n";
  1164. HashSet<int> processed;
  1165. 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);
  1166. ERR_FAIL_COND_V(err != OK, String());
  1167. switch (node->get_output_port_type(p_port)) {
  1168. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1169. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n";
  1170. } break;
  1171. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1172. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1173. } break;
  1174. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1175. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1176. } break;
  1177. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1178. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  1179. } break;
  1180. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1181. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
  1182. } break;
  1183. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1184. shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  1185. } break;
  1186. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1187. shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
  1188. } break;
  1189. default: {
  1190. shader_code += " COLOR.rgb = vec3(0.0);\n";
  1191. } break;
  1192. }
  1193. shader_code += "}\n";
  1194. //set code secretly
  1195. global_code += "\n\n";
  1196. String final_code = global_code;
  1197. final_code += global_code_per_node;
  1198. final_code += shader_code;
  1199. return final_code;
  1200. }
  1201. String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
  1202. String port_name = p_port_name;
  1203. if (port_name.is_empty()) {
  1204. return String();
  1205. }
  1206. while (port_name.length() && !is_ascii_char(port_name[0])) {
  1207. port_name = port_name.substr(1, port_name.length() - 1);
  1208. }
  1209. if (!port_name.is_empty()) {
  1210. String valid_name;
  1211. for (int i = 0; i < port_name.length(); i++) {
  1212. if (is_ascii_identifier_char(port_name[i])) {
  1213. valid_name += String::chr(port_name[i]);
  1214. } else if (port_name[i] == ' ') {
  1215. valid_name += "_";
  1216. }
  1217. }
  1218. port_name = valid_name;
  1219. } else {
  1220. return String();
  1221. }
  1222. List<String> input_names;
  1223. List<String> output_names;
  1224. for (int i = 0; i < p_node->get_input_port_count(); i++) {
  1225. if (!p_output && i == p_port_id) {
  1226. continue;
  1227. }
  1228. if (port_name == p_node->get_input_port_name(i)) {
  1229. return String();
  1230. }
  1231. }
  1232. for (int i = 0; i < p_node->get_output_port_count(); i++) {
  1233. if (p_output && i == p_port_id) {
  1234. continue;
  1235. }
  1236. if (port_name == p_node->get_output_port_name(i)) {
  1237. return String();
  1238. }
  1239. }
  1240. return port_name;
  1241. }
  1242. String VisualShader::validate_parameter_name(const String &p_name, const Ref<VisualShaderNodeParameter> &p_parameter) const {
  1243. String param_name = p_name; //validate name first
  1244. while (param_name.length() && !is_ascii_char(param_name[0])) {
  1245. param_name = param_name.substr(1, param_name.length() - 1);
  1246. }
  1247. if (!param_name.is_empty()) {
  1248. String valid_name;
  1249. for (int i = 0; i < param_name.length(); i++) {
  1250. if (is_ascii_identifier_char(param_name[i])) {
  1251. valid_name += String::chr(param_name[i]);
  1252. } else if (param_name[i] == ' ') {
  1253. valid_name += "_";
  1254. }
  1255. }
  1256. param_name = valid_name;
  1257. }
  1258. if (param_name.is_empty()) {
  1259. param_name = p_parameter->get_caption();
  1260. }
  1261. int attempt = 1;
  1262. while (true) {
  1263. bool exists = false;
  1264. for (int i = 0; i < TYPE_MAX; i++) {
  1265. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1266. Ref<VisualShaderNodeParameter> node = E.value.node;
  1267. if (node == p_parameter) { //do not test on self
  1268. continue;
  1269. }
  1270. if (node.is_valid() && node->get_parameter_name() == param_name) {
  1271. exists = true;
  1272. break;
  1273. }
  1274. }
  1275. if (exists) {
  1276. break;
  1277. }
  1278. }
  1279. if (exists) {
  1280. //remove numbers, put new and try again
  1281. attempt++;
  1282. while (param_name.length() && is_digit(param_name[param_name.length() - 1])) {
  1283. param_name = param_name.substr(0, param_name.length() - 1);
  1284. }
  1285. ERR_FAIL_COND_V(param_name.is_empty(), String());
  1286. param_name += itos(attempt);
  1287. } else {
  1288. break;
  1289. }
  1290. }
  1291. return param_name;
  1292. }
  1293. static const char *type_string[VisualShader::TYPE_MAX] = {
  1294. "vertex",
  1295. "fragment",
  1296. "light",
  1297. "start",
  1298. "process",
  1299. "collide",
  1300. "start_custom",
  1301. "process_custom",
  1302. "sky",
  1303. "fog",
  1304. };
  1305. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  1306. String prop_name = p_name;
  1307. if (prop_name == "mode") {
  1308. set_mode(Shader::Mode(int(p_value)));
  1309. return true;
  1310. } else if (prop_name.begins_with("flags/")) {
  1311. StringName flag = prop_name.get_slicec('/', 1);
  1312. bool enable = p_value;
  1313. if (enable) {
  1314. flags.insert(flag);
  1315. } else {
  1316. flags.erase(flag);
  1317. }
  1318. _queue_update();
  1319. return true;
  1320. } else if (prop_name.begins_with("modes/")) {
  1321. String mode_name = prop_name.get_slicec('/', 1);
  1322. int value = p_value;
  1323. if (value == 0) {
  1324. modes.erase(mode_name); //means it's default anyway, so don't store it
  1325. } else {
  1326. modes[mode_name] = value;
  1327. }
  1328. _queue_update();
  1329. return true;
  1330. } else if (prop_name.begins_with("varyings/")) {
  1331. String var_name = prop_name.get_slicec('/', 1);
  1332. Varying value = Varying();
  1333. value.name = var_name;
  1334. if (value.from_string(p_value) && !varyings.has(var_name)) {
  1335. varyings[var_name] = value;
  1336. varyings_list.push_back(value);
  1337. }
  1338. _queue_update();
  1339. return true;
  1340. } else if (prop_name.begins_with("nodes/")) {
  1341. String typestr = prop_name.get_slicec('/', 1);
  1342. Type type = TYPE_VERTEX;
  1343. for (int i = 0; i < TYPE_MAX; i++) {
  1344. if (typestr == type_string[i]) {
  1345. type = Type(i);
  1346. break;
  1347. }
  1348. }
  1349. String index = prop_name.get_slicec('/', 2);
  1350. if (index == "connections") {
  1351. Vector<int> conns = p_value;
  1352. if (conns.size() % 4 == 0) {
  1353. for (int i = 0; i < conns.size(); i += 4) {
  1354. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  1355. }
  1356. }
  1357. return true;
  1358. }
  1359. int id = index.to_int();
  1360. String what = prop_name.get_slicec('/', 3);
  1361. if (what == "node") {
  1362. add_node(type, p_value, Vector2(), id);
  1363. return true;
  1364. } else if (what == "position") {
  1365. set_node_position(type, id, p_value);
  1366. return true;
  1367. } else if (what == "size") {
  1368. ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->set_size(p_value);
  1369. return true;
  1370. } else if (what == "input_ports") {
  1371. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  1372. return true;
  1373. } else if (what == "output_ports") {
  1374. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  1375. return true;
  1376. } else if (what == "expression") {
  1377. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  1378. return true;
  1379. }
  1380. }
  1381. return false;
  1382. }
  1383. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  1384. String prop_name = p_name;
  1385. if (prop_name == "mode") {
  1386. r_ret = get_mode();
  1387. return true;
  1388. } else if (prop_name.begins_with("flags/")) {
  1389. StringName flag = prop_name.get_slicec('/', 1);
  1390. r_ret = flags.has(flag);
  1391. return true;
  1392. } else if (prop_name.begins_with("modes/")) {
  1393. String mode_name = prop_name.get_slicec('/', 1);
  1394. if (modes.has(mode_name)) {
  1395. r_ret = modes[mode_name];
  1396. } else {
  1397. r_ret = 0;
  1398. }
  1399. return true;
  1400. } else if (prop_name.begins_with("varyings/")) {
  1401. String var_name = prop_name.get_slicec('/', 1);
  1402. if (varyings.has(var_name)) {
  1403. r_ret = varyings[var_name].to_string();
  1404. } else {
  1405. r_ret = String();
  1406. }
  1407. return true;
  1408. } else if (prop_name.begins_with("nodes/")) {
  1409. String typestr = prop_name.get_slicec('/', 1);
  1410. Type type = TYPE_VERTEX;
  1411. for (int i = 0; i < TYPE_MAX; i++) {
  1412. if (typestr == type_string[i]) {
  1413. type = Type(i);
  1414. break;
  1415. }
  1416. }
  1417. String index = prop_name.get_slicec('/', 2);
  1418. if (index == "connections") {
  1419. Vector<int> conns;
  1420. for (const Connection &E : graph[type].connections) {
  1421. conns.push_back(E.from_node);
  1422. conns.push_back(E.from_port);
  1423. conns.push_back(E.to_node);
  1424. conns.push_back(E.to_port);
  1425. }
  1426. r_ret = conns;
  1427. return true;
  1428. }
  1429. int id = index.to_int();
  1430. String what = prop_name.get_slicec('/', 3);
  1431. if (what == "node") {
  1432. r_ret = get_node(type, id);
  1433. return true;
  1434. } else if (what == "position") {
  1435. r_ret = get_node_position(type, id);
  1436. return true;
  1437. } else if (what == "size") {
  1438. r_ret = ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->get_size();
  1439. return true;
  1440. } else if (what == "input_ports") {
  1441. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  1442. return true;
  1443. } else if (what == "output_ports") {
  1444. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  1445. return true;
  1446. } else if (what == "expression") {
  1447. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  1448. return true;
  1449. }
  1450. }
  1451. return false;
  1452. }
  1453. void VisualShader::reset_state() {
  1454. // TODO: Everything needs to be cleared here.
  1455. emit_changed();
  1456. }
  1457. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  1458. //mode
  1459. p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode"), PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog"));
  1460. //render modes
  1461. HashMap<String, String> blend_mode_enums;
  1462. HashSet<String> toggles;
  1463. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1464. for (int i = 0; i < rmodes.size(); i++) {
  1465. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1466. if (!info.options.is_empty()) {
  1467. const String begin = String(info.name);
  1468. for (int j = 0; j < info.options.size(); j++) {
  1469. const String option = String(info.options[j]).capitalize();
  1470. if (!blend_mode_enums.has(begin)) {
  1471. blend_mode_enums[begin] = option;
  1472. } else {
  1473. blend_mode_enums[begin] += "," + option;
  1474. }
  1475. }
  1476. } else {
  1477. toggles.insert(String(info.name));
  1478. }
  1479. }
  1480. for (const KeyValue<String, String> &E : blend_mode_enums) {
  1481. p_list->push_back(PropertyInfo(Variant::INT, vformat("%s/%s", PNAME("modes"), E.key), PROPERTY_HINT_ENUM, E.value));
  1482. }
  1483. for (const String &E : toggles) {
  1484. p_list->push_back(PropertyInfo(Variant::BOOL, vformat("%s/%s", PNAME("flags"), E)));
  1485. }
  1486. for (const KeyValue<String, Varying> &E : varyings) {
  1487. p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", PNAME("varyings"), E.key)));
  1488. }
  1489. for (int i = 0; i < TYPE_MAX; i++) {
  1490. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1491. String prop_name = "nodes/";
  1492. prop_name += type_string[i];
  1493. prop_name += "/" + itos(E.key);
  1494. if (E.key != NODE_ID_OUTPUT) {
  1495. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_ALWAYS_DUPLICATE));
  1496. }
  1497. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1498. if (Object::cast_to<VisualShaderNodeGroupBase>(E.value.node.ptr()) != nullptr) {
  1499. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1500. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1501. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1502. }
  1503. if (Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr()) != nullptr) {
  1504. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1505. }
  1506. }
  1507. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1508. }
  1509. }
  1510. 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 {
  1511. const Ref<VisualShaderNode> vsnode = graph[type].nodes[p_node].node;
  1512. if (vsnode->is_disabled()) {
  1513. r_code += "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1514. r_code += " // Node is disabled and code is not generated.\n";
  1515. return OK;
  1516. }
  1517. //check inputs recursively first
  1518. int input_count = vsnode->get_input_port_count();
  1519. for (int i = 0; i < input_count; i++) {
  1520. ConnectionKey ck;
  1521. ck.node = p_node;
  1522. ck.port = i;
  1523. if (p_input_connections.has(ck)) {
  1524. int from_node = p_input_connections[ck]->get().from_node;
  1525. if (r_processed.has(from_node)) {
  1526. continue;
  1527. }
  1528. 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);
  1529. if (err) {
  1530. return err;
  1531. }
  1532. }
  1533. }
  1534. // then this node
  1535. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, p_node);
  1536. for (int i = 0; i < params.size(); i++) {
  1537. r_def_tex_params.push_back(params[i]);
  1538. }
  1539. Ref<VisualShaderNodeInput> input = vsnode;
  1540. bool skip_global = input.is_valid() && p_for_preview;
  1541. if (!skip_global) {
  1542. Ref<VisualShaderNodeParameter> parameter = vsnode;
  1543. if (!parameter.is_valid() || !parameter->is_global_code_generated()) {
  1544. if (p_global_code) {
  1545. *p_global_code += vsnode->generate_global(get_mode(), type, p_node);
  1546. }
  1547. }
  1548. String class_name = vsnode->get_class_name();
  1549. if (class_name == "VisualShaderNodeCustom") {
  1550. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1551. }
  1552. if (!r_classes.has(class_name)) {
  1553. if (p_global_code_per_node) {
  1554. *p_global_code_per_node += vsnode->generate_global_per_node(get_mode(), p_node);
  1555. }
  1556. for (int i = 0; i < TYPE_MAX; i++) {
  1557. if (p_global_code_per_func) {
  1558. (*p_global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), p_node);
  1559. }
  1560. }
  1561. r_classes.insert(class_name);
  1562. }
  1563. }
  1564. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  1565. r_processed.insert(p_node);
  1566. return OK;
  1567. }
  1568. String node_name = "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1569. String node_code;
  1570. Vector<String> input_vars;
  1571. input_vars.resize(vsnode->get_input_port_count());
  1572. String *inputs = input_vars.ptrw();
  1573. for (int i = 0; i < input_count; i++) {
  1574. ConnectionKey ck;
  1575. ck.node = p_node;
  1576. ck.port = i;
  1577. if (p_input_connections.has(ck)) {
  1578. //connected to something, use that output
  1579. int from_node = p_input_connections[ck]->get().from_node;
  1580. if (graph[type].nodes[from_node].node->is_disabled()) {
  1581. continue;
  1582. }
  1583. int from_port = p_input_connections[ck]->get().from_port;
  1584. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1585. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1586. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1587. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1588. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  1589. if (ptr->has_method("get_input_real_name")) {
  1590. inputs[i] = ptr->call("get_input_real_name");
  1591. } else if (ptr->has_method("get_parameter_name")) {
  1592. inputs[i] = ptr->call("get_parameter_name");
  1593. } else {
  1594. inputs[i] = "";
  1595. }
  1596. } else if (in_type == out_type) {
  1597. inputs[i] = src_var;
  1598. } else {
  1599. switch (in_type) {
  1600. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1601. switch (out_type) {
  1602. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1603. inputs[i] = "float(" + src_var + ")";
  1604. } break;
  1605. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1606. inputs[i] = "float(" + src_var + ")";
  1607. } break;
  1608. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1609. inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
  1610. } break;
  1611. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1612. inputs[i] = src_var + ".x";
  1613. } break;
  1614. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1615. inputs[i] = src_var + ".x";
  1616. } break;
  1617. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1618. inputs[i] = src_var + ".x";
  1619. } break;
  1620. default:
  1621. break;
  1622. }
  1623. } break;
  1624. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1625. switch (out_type) {
  1626. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1627. inputs[i] = "int(" + src_var + ")";
  1628. } break;
  1629. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1630. inputs[i] = "int(" + src_var + ")";
  1631. } break;
  1632. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1633. inputs[i] = "(" + src_var + " ? 1 : 0)";
  1634. } break;
  1635. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1636. inputs[i] = "int(" + src_var + ".x)";
  1637. } break;
  1638. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1639. inputs[i] = "int(" + src_var + ".x)";
  1640. } break;
  1641. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1642. inputs[i] = "int(" + src_var + ".x)";
  1643. } break;
  1644. default:
  1645. break;
  1646. }
  1647. } break;
  1648. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1649. switch (out_type) {
  1650. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1651. inputs[i] = "uint(" + src_var + ")";
  1652. } break;
  1653. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1654. inputs[i] = "uint(" + src_var + ")";
  1655. } break;
  1656. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1657. inputs[i] = "(" + src_var + " ? 1u : 0u)";
  1658. } break;
  1659. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1660. inputs[i] = "uint(" + src_var + ".x)";
  1661. } break;
  1662. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1663. inputs[i] = "uint(" + src_var + ".x)";
  1664. } break;
  1665. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1666. inputs[i] = "uint(" + src_var + ".x)";
  1667. } break;
  1668. default:
  1669. break;
  1670. }
  1671. } break;
  1672. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1673. switch (out_type) {
  1674. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1675. inputs[i] = src_var + " > 0.0 ? true : false";
  1676. } break;
  1677. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1678. inputs[i] = src_var + " > 0 ? true : false";
  1679. } break;
  1680. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1681. inputs[i] = src_var + " > 0u ? true : false";
  1682. } break;
  1683. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1684. inputs[i] = "all(bvec2(" + src_var + "))";
  1685. } break;
  1686. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1687. inputs[i] = "all(bvec3(" + src_var + "))";
  1688. } break;
  1689. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1690. inputs[i] = "all(bvec4(" + src_var + "))";
  1691. } break;
  1692. default:
  1693. break;
  1694. }
  1695. } break;
  1696. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1697. switch (out_type) {
  1698. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1699. inputs[i] = "vec2(" + src_var + ")";
  1700. } break;
  1701. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1702. inputs[i] = "vec2(float(" + src_var + "))";
  1703. } break;
  1704. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1705. inputs[i] = "vec2(float(" + src_var + "))";
  1706. } break;
  1707. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1708. inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
  1709. } break;
  1710. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1711. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1712. inputs[i] = "vec2(" + src_var + ".xy)";
  1713. } break;
  1714. default:
  1715. break;
  1716. }
  1717. } break;
  1718. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1719. switch (out_type) {
  1720. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1721. inputs[i] = "vec3(" + src_var + ")";
  1722. } break;
  1723. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1724. inputs[i] = "vec3(float(" + src_var + "))";
  1725. } break;
  1726. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1727. inputs[i] = "vec3(float(" + src_var + "))";
  1728. } break;
  1729. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1730. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  1731. } break;
  1732. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1733. inputs[i] = "vec3(" + src_var + ", 0.0)";
  1734. } break;
  1735. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1736. inputs[i] = "vec3(" + src_var + ".xyz)";
  1737. } break;
  1738. default:
  1739. break;
  1740. }
  1741. } break;
  1742. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1743. switch (out_type) {
  1744. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1745. inputs[i] = "vec4(" + src_var + ")";
  1746. } break;
  1747. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1748. inputs[i] = "vec4(float(" + src_var + "))";
  1749. } break;
  1750. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1751. inputs[i] = "vec4(float(" + src_var + "))";
  1752. } break;
  1753. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1754. inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)";
  1755. } break;
  1756. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1757. inputs[i] = "vec4(" + src_var + ", 0.0, 0.0)";
  1758. } break;
  1759. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1760. inputs[i] = "vec4(" + src_var + ", 0.0)";
  1761. } break;
  1762. default:
  1763. break;
  1764. }
  1765. } break;
  1766. default:
  1767. break;
  1768. }
  1769. }
  1770. } else {
  1771. if (!vsnode->is_generate_input_var(i)) {
  1772. continue;
  1773. }
  1774. Variant defval = vsnode->get_input_port_default_value(i);
  1775. if (defval.get_type() == Variant::FLOAT) {
  1776. float val = defval;
  1777. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1778. node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  1779. } else if (defval.get_type() == Variant::INT) {
  1780. int val = defval;
  1781. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1782. if (vsnode->get_input_port_type(i) == VisualShaderNode::PORT_TYPE_SCALAR_UINT) {
  1783. node_code += " uint " + inputs[i] + " = " + itos(val) + "u;\n";
  1784. } else {
  1785. node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
  1786. }
  1787. } else if (defval.get_type() == Variant::BOOL) {
  1788. bool val = defval;
  1789. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1790. node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1791. } else if (defval.get_type() == Variant::VECTOR2) {
  1792. Vector2 val = defval;
  1793. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1794. node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n", val.x, val.y);
  1795. } else if (defval.get_type() == Variant::VECTOR3) {
  1796. Vector3 val = defval;
  1797. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1798. node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1799. } else if (defval.get_type() == Variant::QUATERNION) {
  1800. Quaternion val = defval;
  1801. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1802. node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
  1803. } else if (defval.get_type() == Variant::TRANSFORM3D) {
  1804. Transform3D val = defval;
  1805. val.basis.transpose();
  1806. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1807. Array values;
  1808. for (int j = 0; j < 3; j++) {
  1809. values.push_back(val.basis[j].x);
  1810. values.push_back(val.basis[j].y);
  1811. values.push_back(val.basis[j].z);
  1812. }
  1813. values.push_back(val.origin.x);
  1814. values.push_back(val.origin.y);
  1815. values.push_back(val.origin.z);
  1816. bool err = false;
  1817. 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);
  1818. } else {
  1819. //will go empty, node is expected to know what it is doing at this point and handle it
  1820. }
  1821. }
  1822. }
  1823. int output_count = vsnode->get_output_port_count();
  1824. int initial_output_count = output_count;
  1825. HashMap<int, bool> expanded_output_ports;
  1826. for (int i = 0; i < initial_output_count; i++) {
  1827. bool expanded = false;
  1828. if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) {
  1829. expanded = true;
  1830. switch (vsnode->get_output_port_type(i)) {
  1831. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1832. output_count += 2;
  1833. } break;
  1834. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1835. output_count += 3;
  1836. } break;
  1837. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1838. output_count += 4;
  1839. } break;
  1840. default:
  1841. break;
  1842. }
  1843. }
  1844. expanded_output_ports.insert(i, expanded);
  1845. }
  1846. Vector<String> output_vars;
  1847. output_vars.resize(output_count);
  1848. String *outputs = output_vars.ptrw();
  1849. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1850. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1851. String var_name = "n_out" + itos(p_node) + "p" + itos(j);
  1852. switch (vsnode->get_output_port_type(i)) {
  1853. case VisualShaderNode::PORT_TYPE_SCALAR:
  1854. outputs[i] = "float " + var_name;
  1855. break;
  1856. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1857. outputs[i] = "int " + var_name;
  1858. break;
  1859. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  1860. outputs[i] = "uint " + var_name;
  1861. break;
  1862. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1863. outputs[i] = "vec2 " + var_name;
  1864. break;
  1865. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1866. outputs[i] = "vec3 " + var_name;
  1867. break;
  1868. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1869. outputs[i] = "vec4 " + var_name;
  1870. break;
  1871. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1872. outputs[i] = "bool " + var_name;
  1873. break;
  1874. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1875. outputs[i] = "mat4 " + var_name;
  1876. break;
  1877. default:
  1878. break;
  1879. }
  1880. if (expanded_output_ports[i]) {
  1881. switch (vsnode->get_output_port_type(i)) {
  1882. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1883. j += 2;
  1884. } break;
  1885. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1886. j += 3;
  1887. } break;
  1888. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1889. j += 4;
  1890. } break;
  1891. default:
  1892. break;
  1893. }
  1894. }
  1895. }
  1896. } else {
  1897. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1898. outputs[i] = "n_out" + itos(p_node) + "p" + itos(j);
  1899. switch (vsnode->get_output_port_type(i)) {
  1900. case VisualShaderNode::PORT_TYPE_SCALAR:
  1901. r_code += " float " + outputs[i] + ";\n";
  1902. break;
  1903. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1904. r_code += " int " + outputs[i] + ";\n";
  1905. break;
  1906. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  1907. r_code += " uint " + outputs[i] + ";\n";
  1908. break;
  1909. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1910. r_code += " vec2 " + outputs[i] + ";\n";
  1911. break;
  1912. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1913. r_code += " vec3 " + outputs[i] + ";\n";
  1914. break;
  1915. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1916. r_code += " vec4 " + outputs[i] + ";\n";
  1917. break;
  1918. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1919. r_code += " bool " + outputs[i] + ";\n";
  1920. break;
  1921. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1922. r_code += " mat4 " + outputs[i] + ";\n";
  1923. break;
  1924. default:
  1925. break;
  1926. }
  1927. if (expanded_output_ports[i]) {
  1928. switch (vsnode->get_output_port_type(i)) {
  1929. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1930. j += 2;
  1931. } break;
  1932. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1933. j += 3;
  1934. } break;
  1935. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1936. j += 4;
  1937. } break;
  1938. default:
  1939. break;
  1940. }
  1941. }
  1942. }
  1943. }
  1944. node_code += vsnode->generate_code(get_mode(), type, p_node, inputs, outputs, p_for_preview);
  1945. if (!node_code.is_empty()) {
  1946. r_code += node_name;
  1947. r_code += node_code;
  1948. }
  1949. for (int i = 0; i < output_count; i++) {
  1950. if (expanded_output_ports[i]) {
  1951. switch (vsnode->get_output_port_type(i)) {
  1952. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1953. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1954. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  1955. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  1956. outputs[i + 1] = r;
  1957. }
  1958. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1959. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  1960. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  1961. outputs[i + 2] = g;
  1962. }
  1963. i += 2;
  1964. } break;
  1965. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1966. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1967. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  1968. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  1969. outputs[i + 1] = r;
  1970. }
  1971. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1972. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  1973. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  1974. outputs[i + 2] = g;
  1975. }
  1976. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  1977. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  1978. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  1979. outputs[i + 3] = b;
  1980. }
  1981. i += 3;
  1982. } break;
  1983. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1984. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1985. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  1986. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  1987. outputs[i + 1] = r;
  1988. }
  1989. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1990. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  1991. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  1992. outputs[i + 2] = g;
  1993. }
  1994. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  1995. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  1996. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  1997. outputs[i + 3] = b;
  1998. }
  1999. if (vsnode->is_output_port_connected(i + 4) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
  2000. String a = "n_out" + itos(p_node) + "p" + itos(i + 4);
  2001. r_code += " float " + a + " = n_out" + itos(p_node) + "p" + itos(i) + ".a;\n";
  2002. outputs[i + 4] = a;
  2003. }
  2004. i += 4;
  2005. } break;
  2006. default:
  2007. break;
  2008. }
  2009. }
  2010. }
  2011. if (!node_code.is_empty()) {
  2012. r_code += "\n\n";
  2013. }
  2014. r_processed.insert(p_node);
  2015. return OK;
  2016. }
  2017. bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
  2018. if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
  2019. if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
  2020. if (p_func_name == "start_custom" || p_func_name == "process_custom" || p_func_name == "collide") {
  2021. return true;
  2022. }
  2023. }
  2024. return false;
  2025. }
  2026. return true;
  2027. }
  2028. void VisualShader::_update_shader() const {
  2029. if (!dirty.is_set()) {
  2030. return;
  2031. }
  2032. dirty.clear();
  2033. StringBuilder global_code;
  2034. StringBuilder global_code_per_node;
  2035. HashMap<Type, StringBuilder> global_code_per_func;
  2036. StringBuilder shader_code;
  2037. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  2038. HashSet<StringName> classes;
  2039. HashMap<int, int> insertion_pos;
  2040. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" };
  2041. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  2042. String render_mode;
  2043. {
  2044. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  2045. Vector<String> flag_names;
  2046. // Add enum modes first.
  2047. for (int i = 0; i < rmodes.size(); i++) {
  2048. const ShaderLanguage::ModeInfo &info = rmodes[i];
  2049. const String temp = String(info.name);
  2050. if (!info.options.is_empty()) {
  2051. if (!render_mode.is_empty()) {
  2052. render_mode += ", ";
  2053. }
  2054. // Always write out a render_mode for the enumerated modes as having no render mode is not always
  2055. // the same as the default. i.e. for depth_draw_opaque, the render mode has to be declared for it
  2056. // to work properly, no render mode is an invalid option.
  2057. if (modes.has(temp) && modes[temp] < info.options.size()) {
  2058. render_mode += temp + "_" + info.options[modes[temp]];
  2059. } else {
  2060. // Use the default.
  2061. render_mode += temp + "_" + info.options[0];
  2062. }
  2063. } else if (flags.has(temp)) {
  2064. flag_names.push_back(temp);
  2065. }
  2066. }
  2067. // Add flags afterward.
  2068. for (int i = 0; i < flag_names.size(); i++) {
  2069. if (!render_mode.is_empty()) {
  2070. render_mode += ", ";
  2071. }
  2072. render_mode += flag_names[i];
  2073. }
  2074. }
  2075. if (!render_mode.is_empty()) {
  2076. global_code += "render_mode " + render_mode + ";\n\n";
  2077. }
  2078. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  2079. String global_expressions;
  2080. HashSet<String> used_parameter_names;
  2081. List<VisualShaderNodeParameter *> parameters;
  2082. HashMap<int, List<int>> emitters;
  2083. HashMap<int, List<int>> varying_setters;
  2084. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  2085. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2086. continue;
  2087. }
  2088. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  2089. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  2090. if (global_expression.is_valid()) {
  2091. String expr = "";
  2092. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  2093. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  2094. expr = expr.replace("\n", "\n ");
  2095. expr += "\n";
  2096. global_expressions += expr;
  2097. }
  2098. Ref<VisualShaderNodeParameterRef> parameter_ref = E.value.node;
  2099. if (parameter_ref.is_valid()) {
  2100. used_parameter_names.insert(parameter_ref->get_parameter_name());
  2101. }
  2102. Ref<VisualShaderNodeParameter> parameter = E.value.node;
  2103. if (parameter.is_valid()) {
  2104. parameters.push_back(parameter.ptr());
  2105. }
  2106. Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node;
  2107. if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) {
  2108. if (!varying_setters.has(i)) {
  2109. varying_setters.insert(i, List<int>());
  2110. }
  2111. varying_setters[i].push_back(E.key);
  2112. }
  2113. Ref<VisualShaderNodeParticleEmit> emit_particle = E.value.node;
  2114. if (emit_particle.is_valid()) {
  2115. if (!emitters.has(i)) {
  2116. emitters.insert(i, List<int>());
  2117. }
  2118. emitters[i].push_back(E.key);
  2119. }
  2120. }
  2121. }
  2122. for (int i = 0; i < parameters.size(); i++) {
  2123. VisualShaderNodeParameter *parameter = parameters[i];
  2124. if (used_parameter_names.has(parameter->get_parameter_name())) {
  2125. global_code += parameter->generate_global(get_mode(), Type(i), -1);
  2126. const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(true);
  2127. } else {
  2128. const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(false);
  2129. }
  2130. }
  2131. if (!varyings.is_empty()) {
  2132. global_code += "\n// Varyings\n";
  2133. for (const KeyValue<String, Varying> &E : varyings) {
  2134. global_code += "varying ";
  2135. switch (E.value.type) {
  2136. case VaryingType::VARYING_TYPE_FLOAT:
  2137. global_code += "float ";
  2138. break;
  2139. case VaryingType::VARYING_TYPE_INT:
  2140. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  2141. global_code += "flat ";
  2142. }
  2143. global_code += "int ";
  2144. break;
  2145. case VaryingType::VARYING_TYPE_UINT:
  2146. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  2147. global_code += "flat ";
  2148. }
  2149. global_code += "uint ";
  2150. break;
  2151. case VaryingType::VARYING_TYPE_VECTOR_2D:
  2152. global_code += "vec2 ";
  2153. break;
  2154. case VaryingType::VARYING_TYPE_VECTOR_3D:
  2155. global_code += "vec3 ";
  2156. break;
  2157. case VaryingType::VARYING_TYPE_VECTOR_4D:
  2158. global_code += "vec4 ";
  2159. break;
  2160. case VaryingType::VARYING_TYPE_BOOLEAN:
  2161. global_code += "bool ";
  2162. break;
  2163. case VaryingType::VARYING_TYPE_TRANSFORM:
  2164. global_code += "mat4 ";
  2165. break;
  2166. default:
  2167. break;
  2168. }
  2169. global_code += E.key + ";\n";
  2170. }
  2171. global_code += "\n";
  2172. }
  2173. HashMap<int, String> code_map;
  2174. HashSet<int> empty_funcs;
  2175. for (int i = 0; i < TYPE_MAX; i++) {
  2176. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2177. continue;
  2178. }
  2179. //make it faster to go around through shader
  2180. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  2181. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  2182. StringBuilder func_code;
  2183. HashSet<int> processed;
  2184. bool is_empty_func = false;
  2185. if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
  2186. is_empty_func = true;
  2187. }
  2188. String varying_code;
  2189. if (shader_mode == Shader::MODE_SPATIAL || shader_mode == Shader::MODE_CANVAS_ITEM) {
  2190. for (const KeyValue<String, Varying> &E : varyings) {
  2191. if ((E.value.mode == VARYING_MODE_VERTEX_TO_FRAG_LIGHT && i == TYPE_VERTEX) || (E.value.mode == VARYING_MODE_FRAG_TO_LIGHT && i == TYPE_FRAGMENT)) {
  2192. bool found = false;
  2193. for (int key : varying_setters[i]) {
  2194. Ref<VisualShaderNodeVaryingSetter> setter = Object::cast_to<VisualShaderNodeVaryingSetter>(const_cast<VisualShaderNode *>(graph[i].nodes[key].node.ptr()));
  2195. if (setter.is_valid() && E.value.name == setter->get_varying_name()) {
  2196. found = true;
  2197. break;
  2198. }
  2199. }
  2200. if (!found) {
  2201. String code2;
  2202. switch (E.value.type) {
  2203. case VaryingType::VARYING_TYPE_FLOAT:
  2204. code2 += "0.0";
  2205. break;
  2206. case VaryingType::VARYING_TYPE_INT:
  2207. code2 += "0";
  2208. break;
  2209. case VaryingType::VARYING_TYPE_UINT:
  2210. code2 += "0u";
  2211. break;
  2212. case VaryingType::VARYING_TYPE_VECTOR_2D:
  2213. code2 += "vec2(0.0)";
  2214. break;
  2215. case VaryingType::VARYING_TYPE_VECTOR_3D:
  2216. code2 += "vec3(0.0)";
  2217. break;
  2218. case VaryingType::VARYING_TYPE_VECTOR_4D:
  2219. code2 += "vec4(0.0)";
  2220. break;
  2221. case VaryingType::VARYING_TYPE_BOOLEAN:
  2222. code2 += "false";
  2223. break;
  2224. case VaryingType::VARYING_TYPE_TRANSFORM:
  2225. code2 += "mat4(1.0)";
  2226. break;
  2227. default:
  2228. break;
  2229. }
  2230. varying_code += vformat(" %s = %s;\n", E.key, code2);
  2231. }
  2232. is_empty_func = false;
  2233. }
  2234. }
  2235. }
  2236. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  2237. ConnectionKey from_key;
  2238. from_key.node = E->get().from_node;
  2239. from_key.port = E->get().from_port;
  2240. output_connections.insert(from_key, E);
  2241. ConnectionKey to_key;
  2242. to_key.node = E->get().to_node;
  2243. to_key.port = E->get().to_port;
  2244. input_connections.insert(to_key, E);
  2245. if (is_empty_func && to_key.node == NODE_ID_OUTPUT) {
  2246. is_empty_func = false;
  2247. }
  2248. }
  2249. if (is_empty_func) {
  2250. empty_funcs.insert(i);
  2251. continue;
  2252. }
  2253. if (shader_mode != Shader::MODE_PARTICLES) {
  2254. func_code += "\nvoid " + String(func_name[i]) + "() {\n";
  2255. }
  2256. insertion_pos.insert(i, shader_code.get_string_length() + func_code.get_string_length());
  2257. 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);
  2258. ERR_FAIL_COND(err != OK);
  2259. if (varying_setters.has(i)) {
  2260. for (int &E : varying_setters[i]) {
  2261. err = _write_node(Type(i), &global_code, nullptr, nullptr, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  2262. ERR_FAIL_COND(err != OK);
  2263. }
  2264. }
  2265. if (emitters.has(i)) {
  2266. for (int &E : emitters[i]) {
  2267. 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);
  2268. ERR_FAIL_COND(err != OK);
  2269. }
  2270. }
  2271. if (shader_mode == Shader::MODE_PARTICLES) {
  2272. code_map.insert(i, func_code);
  2273. } else {
  2274. func_code += varying_code;
  2275. func_code += "}\n";
  2276. shader_code += func_code;
  2277. }
  2278. }
  2279. String global_compute_code;
  2280. if (shader_mode == Shader::MODE_PARTICLES) {
  2281. bool has_start_custom = !code_map[TYPE_START_CUSTOM].is_empty();
  2282. bool has_process = !code_map[TYPE_PROCESS].is_empty();
  2283. bool has_process_custom = !code_map[TYPE_PROCESS_CUSTOM].is_empty();
  2284. bool has_collide = !code_map[TYPE_COLLIDE].is_empty();
  2285. shader_code += "void start() {\n";
  2286. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2287. shader_code += "\n";
  2288. shader_code += " {\n";
  2289. shader_code += code_map[TYPE_START].replace("\n ", "\n ");
  2290. shader_code += " }\n";
  2291. if (has_start_custom) {
  2292. shader_code += " \n";
  2293. shader_code += " {\n";
  2294. shader_code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
  2295. shader_code += " }\n";
  2296. }
  2297. shader_code += "}\n\n";
  2298. if (has_process || has_process_custom || has_collide) {
  2299. shader_code += "void process() {\n";
  2300. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2301. shader_code += "\n";
  2302. if (has_process || has_collide) {
  2303. shader_code += " {\n";
  2304. }
  2305. String tab = " ";
  2306. if (has_collide) {
  2307. shader_code += " if (COLLIDED) {\n\n";
  2308. shader_code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
  2309. if (has_process) {
  2310. shader_code += " } else {\n\n";
  2311. tab += " ";
  2312. }
  2313. }
  2314. if (has_process) {
  2315. shader_code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
  2316. }
  2317. if (has_collide) {
  2318. shader_code += " }\n";
  2319. }
  2320. if (has_process || has_collide) {
  2321. shader_code += " }\n";
  2322. }
  2323. if (has_process_custom) {
  2324. if (has_process || has_collide) {
  2325. shader_code += " \n";
  2326. }
  2327. shader_code += " {\n";
  2328. shader_code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
  2329. shader_code += " }\n";
  2330. }
  2331. shader_code += "}\n\n";
  2332. }
  2333. global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
  2334. global_compute_code += " int k;\n";
  2335. global_compute_code += " int s = int(seed);\n";
  2336. global_compute_code += " if (s == 0)\n";
  2337. global_compute_code += " s = 305420679;\n";
  2338. global_compute_code += " k = s / 127773;\n";
  2339. global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
  2340. global_compute_code += " if (s < 0)\n";
  2341. global_compute_code += " s += 2147483647;\n";
  2342. global_compute_code += " seed = uint(s);\n";
  2343. global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n";
  2344. global_compute_code += "}\n\n";
  2345. global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n";
  2346. global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n";
  2347. global_compute_code += "}\n\n";
  2348. global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n";
  2349. global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
  2350. global_compute_code += "}\n\n";
  2351. global_compute_code += "uint __hash(uint x) {\n";
  2352. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2353. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2354. global_compute_code += " x = (x >> uint(16)) ^ x;\n";
  2355. global_compute_code += " return x;\n";
  2356. global_compute_code += "}\n\n";
  2357. global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n";
  2358. global_compute_code += " axis = normalize(axis);\n";
  2359. global_compute_code += " float s = sin(angle);\n";
  2360. global_compute_code += " float c = cos(angle);\n";
  2361. global_compute_code += " float oc = 1.0 - c;\n";
  2362. 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";
  2363. global_compute_code += "}\n\n";
  2364. global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n";
  2365. global_compute_code += " axis = normalize(axis);\n";
  2366. global_compute_code += " float s = sin(angle);\n";
  2367. global_compute_code += " float c = cos(angle);\n";
  2368. global_compute_code += " float oc = 1.0 - c;\n";
  2369. 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";
  2370. global_compute_code += "}\n\n";
  2371. global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
  2372. global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2373. global_compute_code += "}\n\n";
  2374. global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
  2375. 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";
  2376. global_compute_code += "}\n\n";
  2377. }
  2378. //set code secretly
  2379. global_code += "\n\n";
  2380. String final_code = global_code;
  2381. final_code += global_compute_code;
  2382. final_code += global_code_per_node;
  2383. final_code += global_expressions;
  2384. String tcode = shader_code;
  2385. for (int i = 0; i < TYPE_MAX; i++) {
  2386. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2387. continue;
  2388. }
  2389. String func_code = global_code_per_func[Type(i)].as_string();
  2390. if (empty_funcs.has(Type(i)) && !func_code.is_empty()) {
  2391. func_code = vformat("%s%s%s", String("\nvoid " + String(func_name[i]) + "() {\n"), func_code, "}\n");
  2392. }
  2393. tcode = tcode.insert(insertion_pos[i], func_code);
  2394. }
  2395. final_code += tcode;
  2396. const_cast<VisualShader *>(this)->set_code(final_code);
  2397. for (int i = 0; i < default_tex_params.size(); i++) {
  2398. for (int j = 0; j < default_tex_params[i].params.size(); j++) {
  2399. const_cast<VisualShader *>(this)->set_default_texture_parameter(default_tex_params[i].name, default_tex_params[i].params[j], j);
  2400. }
  2401. }
  2402. if (previous_code != final_code) {
  2403. const_cast<VisualShader *>(this)->emit_signal(SNAME("changed"));
  2404. }
  2405. previous_code = final_code;
  2406. }
  2407. void VisualShader::_queue_update() {
  2408. if (dirty.is_set()) {
  2409. return;
  2410. }
  2411. dirty.set();
  2412. call_deferred(SNAME("_update_shader"));
  2413. }
  2414. void VisualShader::rebuild() {
  2415. dirty.set();
  2416. _update_shader();
  2417. }
  2418. void VisualShader::_bind_methods() {
  2419. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  2420. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  2421. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  2422. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  2423. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  2424. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  2425. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  2426. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  2427. ClassDB::bind_method(D_METHOD("replace_node", "type", "id", "new_class"), &VisualShader::replace_node);
  2428. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  2429. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  2430. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  2431. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  2432. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  2433. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  2434. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  2435. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  2436. ClassDB::bind_method(D_METHOD("add_varying", "name", "mode", "type"), &VisualShader::add_varying);
  2437. ClassDB::bind_method(D_METHOD("remove_varying", "name"), &VisualShader::remove_varying);
  2438. ClassDB::bind_method(D_METHOD("has_varying", "name"), &VisualShader::has_varying);
  2439. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  2440. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_graph_offset", "get_graph_offset");
  2441. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  2442. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  2443. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  2444. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  2445. BIND_ENUM_CONSTANT(TYPE_START);
  2446. BIND_ENUM_CONSTANT(TYPE_PROCESS);
  2447. BIND_ENUM_CONSTANT(TYPE_COLLIDE);
  2448. BIND_ENUM_CONSTANT(TYPE_START_CUSTOM);
  2449. BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM);
  2450. BIND_ENUM_CONSTANT(TYPE_SKY);
  2451. BIND_ENUM_CONSTANT(TYPE_FOG);
  2452. BIND_ENUM_CONSTANT(TYPE_MAX);
  2453. BIND_ENUM_CONSTANT(VARYING_MODE_VERTEX_TO_FRAG_LIGHT);
  2454. BIND_ENUM_CONSTANT(VARYING_MODE_FRAG_TO_LIGHT);
  2455. BIND_ENUM_CONSTANT(VARYING_MODE_MAX);
  2456. BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
  2457. BIND_ENUM_CONSTANT(VARYING_TYPE_INT);
  2458. BIND_ENUM_CONSTANT(VARYING_TYPE_UINT);
  2459. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
  2460. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
  2461. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D);
  2462. BIND_ENUM_CONSTANT(VARYING_TYPE_BOOLEAN);
  2463. BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
  2464. BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
  2465. BIND_CONSTANT(NODE_ID_INVALID);
  2466. BIND_CONSTANT(NODE_ID_OUTPUT);
  2467. }
  2468. VisualShader::VisualShader() {
  2469. dirty.set();
  2470. for (int i = 0; i < TYPE_MAX; i++) {
  2471. if (i > (int)TYPE_LIGHT && i < (int)TYPE_SKY) {
  2472. Ref<VisualShaderNodeParticleOutput> output;
  2473. output.instantiate();
  2474. output->shader_type = Type(i);
  2475. output->shader_mode = shader_mode;
  2476. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2477. } else {
  2478. Ref<VisualShaderNodeOutput> output;
  2479. output.instantiate();
  2480. output->shader_type = Type(i);
  2481. output->shader_mode = shader_mode;
  2482. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2483. }
  2484. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  2485. }
  2486. }
  2487. ///////////////////////////////////////////////////////////
  2488. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  2489. // Node3D
  2490. // Node3D, Vertex
  2491. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2492. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2493. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2494. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2495. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2496. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2497. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2498. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2499. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2500. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2501. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2502. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2503. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2504. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
  2505. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2506. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2507. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2508. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2509. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2510. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" },
  2511. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2512. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2513. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2514. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2515. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2516. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" },
  2517. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2518. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2519. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2520. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2521. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2522. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
  2523. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
  2524. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom2", "CUSTOM2" },
  2525. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom3", "CUSTOM3" },
  2526. // Node3D, Fragment
  2527. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2528. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2529. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2530. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2531. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2532. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2533. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2534. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2535. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2536. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2537. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2538. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2539. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2540. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2541. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2542. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2543. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2544. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" },
  2545. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2546. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2547. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  2548. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2549. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2550. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2551. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" },
  2552. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2553. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2554. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2555. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2556. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2557. // Node3D, Light
  2558. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2559. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2560. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2561. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2562. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2563. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
  2564. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
  2565. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" },
  2566. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
  2567. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
  2568. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
  2569. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
  2570. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
  2571. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2572. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  2573. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2574. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2575. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2576. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2577. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2578. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2579. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" },
  2580. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2581. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2582. // Canvas Item
  2583. // Canvas Item, Vertex
  2584. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2585. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2586. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2587. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2588. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2589. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2590. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" },
  2591. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
  2592. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2593. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2594. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
  2595. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
  2596. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2597. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2598. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2599. // Canvas Item, Fragment
  2600. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2601. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2602. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2603. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2604. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2605. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
  2606. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2607. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2608. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2609. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2610. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  2611. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2612. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
  2613. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2614. // Canvas Item, Light
  2615. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2616. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2617. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2618. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2619. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
  2620. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
  2621. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
  2622. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_direction", "LIGHT_DIRECTION" },
  2623. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" },
  2624. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_energy", "LIGHT_ENERGY" },
  2625. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
  2626. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
  2627. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2628. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2629. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2630. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2631. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2632. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2633. // Particles, Start
  2634. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2635. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2636. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2637. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2638. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2639. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2640. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2641. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2642. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2643. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2644. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2645. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2646. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2647. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2648. // Particles, Start (Custom)
  2649. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2650. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2651. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2652. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2653. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2654. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2655. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2656. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2657. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2658. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2659. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2660. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2661. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2662. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2663. // Particles, Process
  2664. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2665. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2666. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2667. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2668. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2669. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2670. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2671. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2672. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2673. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2674. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2675. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2676. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2677. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2678. // Particles, Process (Custom)
  2679. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2680. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2681. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2682. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2683. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2684. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2685. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2686. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2687. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2688. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2689. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2690. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2691. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2692. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2693. // Particles, Collide
  2694. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2695. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
  2696. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
  2697. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2698. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2699. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2700. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2701. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2702. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2703. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2704. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2705. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2706. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2707. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2708. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2709. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2710. // Sky, Sky
  2711. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  2712. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  2713. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  2714. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
  2715. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" },
  2716. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
  2717. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
  2718. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  2719. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  2720. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
  2721. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
  2722. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  2723. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  2724. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
  2725. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
  2726. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  2727. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  2728. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
  2729. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
  2730. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  2731. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  2732. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
  2733. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
  2734. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  2735. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2736. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2737. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
  2738. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2739. // Fog, Fog
  2740. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
  2741. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
  2742. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
  2743. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "size", "SIZE" },
  2744. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
  2745. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2746. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2747. };
  2748. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  2749. // Spatial, Vertex
  2750. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2751. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2752. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2753. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2754. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2755. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2756. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2757. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2758. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2759. // Spatial, Fragment
  2760. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2761. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2762. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2763. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2764. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2765. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2766. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2767. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2768. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  2769. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2770. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2771. // Spatial, Light
  2772. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2773. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2774. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2775. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2776. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2777. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2778. // Canvas Item, Vertex
  2779. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2780. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2781. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2782. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2783. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2784. // Canvas Item, Fragment
  2785. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2786. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2787. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec3(1.0)" },
  2788. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2789. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  2790. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2791. // Canvas Item, Light
  2792. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2793. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2794. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2795. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2796. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2797. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  2798. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2799. // Particles
  2800. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2801. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2802. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2803. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2804. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2805. // Sky
  2806. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  2807. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2808. // Fog
  2809. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2810. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2811. };
  2812. int VisualShaderNodeInput::get_input_port_count() const {
  2813. return 0;
  2814. }
  2815. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  2816. return PORT_TYPE_SCALAR;
  2817. }
  2818. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  2819. return "";
  2820. }
  2821. int VisualShaderNodeInput::get_output_port_count() const {
  2822. return 1;
  2823. }
  2824. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  2825. return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
  2826. }
  2827. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  2828. return "";
  2829. }
  2830. String VisualShaderNodeInput::get_caption() const {
  2831. return "Input";
  2832. }
  2833. bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
  2834. if (p_port == 0) {
  2835. switch (get_input_type_by_name(input_name)) {
  2836. case PORT_TYPE_VECTOR_2D:
  2837. return true;
  2838. case PORT_TYPE_VECTOR_3D:
  2839. return true;
  2840. case PORT_TYPE_VECTOR_4D:
  2841. return true;
  2842. default:
  2843. return false;
  2844. }
  2845. }
  2846. return false;
  2847. }
  2848. 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 {
  2849. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  2850. return "";
  2851. }
  2852. if (p_for_preview) {
  2853. int idx = 0;
  2854. String code;
  2855. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  2856. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  2857. code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  2858. break;
  2859. }
  2860. idx++;
  2861. }
  2862. if (code.is_empty()) {
  2863. switch (get_output_port_type(0)) {
  2864. case PORT_TYPE_SCALAR: {
  2865. code = " " + p_output_vars[0] + " = 0.0;\n";
  2866. } break;
  2867. case PORT_TYPE_SCALAR_INT: {
  2868. code = " " + p_output_vars[0] + " = 0;\n";
  2869. } break;
  2870. case PORT_TYPE_VECTOR_2D: {
  2871. code = " " + p_output_vars[0] + " = vec2(0.0);\n";
  2872. } break;
  2873. case PORT_TYPE_VECTOR_3D: {
  2874. code = " " + p_output_vars[0] + " = vec3(0.0);\n";
  2875. } break;
  2876. case PORT_TYPE_VECTOR_4D: {
  2877. code = " " + p_output_vars[0] + " = vec4(0.0);\n";
  2878. } break;
  2879. case PORT_TYPE_BOOLEAN: {
  2880. code = " " + p_output_vars[0] + " = false;\n";
  2881. } break;
  2882. default:
  2883. break;
  2884. }
  2885. }
  2886. return code;
  2887. } else {
  2888. int idx = 0;
  2889. String code;
  2890. while (ports[idx].mode != Shader::MODE_MAX) {
  2891. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2892. code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  2893. break;
  2894. }
  2895. idx++;
  2896. }
  2897. if (code.is_empty()) {
  2898. code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  2899. }
  2900. return code;
  2901. }
  2902. }
  2903. void VisualShaderNodeInput::set_input_name(String p_name) {
  2904. PortType prev_type = get_input_type_by_name(input_name);
  2905. input_name = p_name;
  2906. emit_changed();
  2907. if (get_input_type_by_name(input_name) != prev_type) {
  2908. emit_signal(SNAME("input_type_changed"));
  2909. }
  2910. }
  2911. String VisualShaderNodeInput::get_input_name() const {
  2912. return input_name;
  2913. }
  2914. String VisualShaderNodeInput::get_input_real_name() const {
  2915. int idx = 0;
  2916. while (ports[idx].mode != Shader::MODE_MAX) {
  2917. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2918. return String(ports[idx].string);
  2919. }
  2920. idx++;
  2921. }
  2922. return "";
  2923. }
  2924. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  2925. int idx = 0;
  2926. while (ports[idx].mode != Shader::MODE_MAX) {
  2927. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  2928. return ports[idx].type;
  2929. }
  2930. idx++;
  2931. }
  2932. return PORT_TYPE_SCALAR;
  2933. }
  2934. int VisualShaderNodeInput::get_input_index_count() const {
  2935. int idx = 0;
  2936. int count = 0;
  2937. while (ports[idx].mode != Shader::MODE_MAX) {
  2938. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2939. count++;
  2940. }
  2941. idx++;
  2942. }
  2943. return count;
  2944. }
  2945. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  2946. int idx = 0;
  2947. int count = 0;
  2948. while (ports[idx].mode != Shader::MODE_MAX) {
  2949. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2950. if (count == p_index) {
  2951. return ports[idx].type;
  2952. }
  2953. count++;
  2954. }
  2955. idx++;
  2956. }
  2957. return PORT_TYPE_SCALAR;
  2958. }
  2959. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  2960. int idx = 0;
  2961. int count = 0;
  2962. while (ports[idx].mode != Shader::MODE_MAX) {
  2963. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2964. if (count == p_index) {
  2965. return ports[idx].name;
  2966. }
  2967. count++;
  2968. }
  2969. idx++;
  2970. }
  2971. return "";
  2972. }
  2973. void VisualShaderNodeInput::_validate_property(PropertyInfo &p_property) const {
  2974. if (p_property.name == "input_name") {
  2975. String port_list;
  2976. int idx = 0;
  2977. while (ports[idx].mode != Shader::MODE_MAX) {
  2978. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2979. if (!port_list.is_empty()) {
  2980. port_list += ",";
  2981. }
  2982. port_list += ports[idx].name;
  2983. }
  2984. idx++;
  2985. }
  2986. if (port_list.is_empty()) {
  2987. port_list = RTR("None");
  2988. }
  2989. p_property.hint_string = port_list;
  2990. }
  2991. }
  2992. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  2993. Vector<StringName> props;
  2994. props.push_back("input_name");
  2995. return props;
  2996. }
  2997. void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) {
  2998. shader_type = p_shader_type;
  2999. }
  3000. void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) {
  3001. shader_mode = p_shader_mode;
  3002. }
  3003. void VisualShaderNodeInput::_bind_methods() {
  3004. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  3005. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  3006. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  3007. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  3008. ADD_SIGNAL(MethodInfo("input_type_changed"));
  3009. }
  3010. VisualShaderNodeInput::VisualShaderNodeInput() {
  3011. }
  3012. ////////////// ParameterRef
  3013. RBMap<RID, List<VisualShaderNodeParameterRef::Parameter>> parameters;
  3014. void VisualShaderNodeParameterRef::add_parameter(RID p_shader_rid, const String &p_name, ParameterType p_type) {
  3015. parameters[p_shader_rid].push_back({ p_name, p_type });
  3016. }
  3017. void VisualShaderNodeParameterRef::clear_parameters(RID p_shader_rid) {
  3018. parameters[p_shader_rid].clear();
  3019. }
  3020. bool VisualShaderNodeParameterRef::has_parameter(RID p_shader_rid, const String &p_name) {
  3021. for (const VisualShaderNodeParameterRef::Parameter &E : parameters[p_shader_rid]) {
  3022. if (E.name == p_name) {
  3023. return true;
  3024. }
  3025. }
  3026. return false;
  3027. }
  3028. String VisualShaderNodeParameterRef::get_caption() const {
  3029. return "ParameterRef";
  3030. }
  3031. int VisualShaderNodeParameterRef::get_input_port_count() const {
  3032. return 0;
  3033. }
  3034. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_input_port_type(int p_port) const {
  3035. return PortType::PORT_TYPE_SCALAR;
  3036. }
  3037. String VisualShaderNodeParameterRef::get_input_port_name(int p_port) const {
  3038. return "";
  3039. }
  3040. int VisualShaderNodeParameterRef::get_output_port_count() const {
  3041. switch (param_type) {
  3042. case PARAMETER_TYPE_FLOAT:
  3043. return 1;
  3044. case PARAMETER_TYPE_INT:
  3045. return 1;
  3046. case PARAMETER_TYPE_UINT:
  3047. return 1;
  3048. case PARAMETER_TYPE_BOOLEAN:
  3049. return 1;
  3050. case PARAMETER_TYPE_VECTOR2:
  3051. return 1;
  3052. case PARAMETER_TYPE_VECTOR3:
  3053. return 1;
  3054. case PARAMETER_TYPE_VECTOR4:
  3055. return 1;
  3056. case PARAMETER_TYPE_TRANSFORM:
  3057. return 1;
  3058. case PARAMETER_TYPE_COLOR:
  3059. return 2;
  3060. case UNIFORM_TYPE_SAMPLER:
  3061. return 1;
  3062. default:
  3063. break;
  3064. }
  3065. return 1;
  3066. }
  3067. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_output_port_type(int p_port) const {
  3068. switch (param_type) {
  3069. case PARAMETER_TYPE_FLOAT:
  3070. return PortType::PORT_TYPE_SCALAR;
  3071. case PARAMETER_TYPE_INT:
  3072. return PortType::PORT_TYPE_SCALAR_INT;
  3073. case PARAMETER_TYPE_UINT:
  3074. return PortType::PORT_TYPE_SCALAR_UINT;
  3075. case PARAMETER_TYPE_BOOLEAN:
  3076. return PortType::PORT_TYPE_BOOLEAN;
  3077. case PARAMETER_TYPE_VECTOR2:
  3078. return PortType::PORT_TYPE_VECTOR_2D;
  3079. case PARAMETER_TYPE_VECTOR3:
  3080. return PortType::PORT_TYPE_VECTOR_3D;
  3081. case PARAMETER_TYPE_VECTOR4:
  3082. return PortType::PORT_TYPE_VECTOR_4D;
  3083. case PARAMETER_TYPE_TRANSFORM:
  3084. return PortType::PORT_TYPE_TRANSFORM;
  3085. case PARAMETER_TYPE_COLOR:
  3086. if (p_port == 0) {
  3087. return PortType::PORT_TYPE_VECTOR_3D;
  3088. } else if (p_port == 1) {
  3089. return PORT_TYPE_SCALAR;
  3090. }
  3091. break;
  3092. case UNIFORM_TYPE_SAMPLER:
  3093. return PortType::PORT_TYPE_SAMPLER;
  3094. default:
  3095. break;
  3096. }
  3097. return PORT_TYPE_SCALAR;
  3098. }
  3099. String VisualShaderNodeParameterRef::get_output_port_name(int p_port) const {
  3100. switch (param_type) {
  3101. case PARAMETER_TYPE_FLOAT:
  3102. return "";
  3103. case PARAMETER_TYPE_INT:
  3104. return "";
  3105. case PARAMETER_TYPE_UINT:
  3106. return "";
  3107. case PARAMETER_TYPE_BOOLEAN:
  3108. return "";
  3109. case PARAMETER_TYPE_VECTOR2:
  3110. return "";
  3111. case PARAMETER_TYPE_VECTOR3:
  3112. return "";
  3113. case PARAMETER_TYPE_VECTOR4:
  3114. return "";
  3115. case PARAMETER_TYPE_TRANSFORM:
  3116. return "";
  3117. case PARAMETER_TYPE_COLOR:
  3118. if (p_port == 0) {
  3119. return "rgb";
  3120. } else if (p_port == 1) {
  3121. return "alpha";
  3122. }
  3123. break;
  3124. case UNIFORM_TYPE_SAMPLER:
  3125. return "";
  3126. break;
  3127. default:
  3128. break;
  3129. }
  3130. return "";
  3131. }
  3132. bool VisualShaderNodeParameterRef::is_shader_valid() const {
  3133. return shader_rid.is_valid();
  3134. }
  3135. void VisualShaderNodeParameterRef::set_shader_rid(const RID &p_shader_rid) {
  3136. shader_rid = p_shader_rid;
  3137. }
  3138. void VisualShaderNodeParameterRef::set_parameter_name(const String &p_name) {
  3139. parameter_name = p_name;
  3140. if (shader_rid.is_valid()) {
  3141. update_parameter_type();
  3142. }
  3143. emit_changed();
  3144. }
  3145. void VisualShaderNodeParameterRef::update_parameter_type() {
  3146. if (parameter_name != "[None]") {
  3147. param_type = get_parameter_type_by_name(parameter_name);
  3148. } else {
  3149. param_type = PARAMETER_TYPE_FLOAT;
  3150. }
  3151. }
  3152. String VisualShaderNodeParameterRef::get_parameter_name() const {
  3153. return parameter_name;
  3154. }
  3155. int VisualShaderNodeParameterRef::get_parameters_count() const {
  3156. ERR_FAIL_COND_V(!shader_rid.is_valid(), 0);
  3157. return parameters[shader_rid].size();
  3158. }
  3159. String VisualShaderNodeParameterRef::get_parameter_name_by_index(int p_idx) const {
  3160. ERR_FAIL_COND_V(!shader_rid.is_valid(), String());
  3161. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3162. return parameters[shader_rid][p_idx].name;
  3163. }
  3164. return "";
  3165. }
  3166. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_name(const String &p_name) const {
  3167. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  3168. for (int i = 0; i < parameters[shader_rid].size(); i++) {
  3169. if (parameters[shader_rid][i].name == p_name) {
  3170. return parameters[shader_rid][i].type;
  3171. }
  3172. }
  3173. return PARAMETER_TYPE_FLOAT;
  3174. }
  3175. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_index(int p_idx) const {
  3176. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  3177. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3178. return parameters[shader_rid][p_idx].type;
  3179. }
  3180. return PARAMETER_TYPE_FLOAT;
  3181. }
  3182. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_port_type_by_index(int p_idx) const {
  3183. ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR);
  3184. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3185. switch (parameters[shader_rid][p_idx].type) {
  3186. case PARAMETER_TYPE_FLOAT:
  3187. return PORT_TYPE_SCALAR;
  3188. case PARAMETER_TYPE_INT:
  3189. return PORT_TYPE_SCALAR_INT;
  3190. case PARAMETER_TYPE_UINT:
  3191. return PORT_TYPE_SCALAR_UINT;
  3192. case UNIFORM_TYPE_SAMPLER:
  3193. return PORT_TYPE_SAMPLER;
  3194. case PARAMETER_TYPE_VECTOR2:
  3195. return PORT_TYPE_VECTOR_2D;
  3196. case PARAMETER_TYPE_VECTOR3:
  3197. return PORT_TYPE_VECTOR_3D;
  3198. case PARAMETER_TYPE_VECTOR4:
  3199. return PORT_TYPE_VECTOR_4D;
  3200. case PARAMETER_TYPE_TRANSFORM:
  3201. return PORT_TYPE_TRANSFORM;
  3202. case PARAMETER_TYPE_COLOR:
  3203. return PORT_TYPE_VECTOR_3D;
  3204. default:
  3205. break;
  3206. }
  3207. }
  3208. return PORT_TYPE_SCALAR;
  3209. }
  3210. 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 {
  3211. switch (param_type) {
  3212. case PARAMETER_TYPE_FLOAT:
  3213. if (parameter_name == "[None]") {
  3214. return " " + p_output_vars[0] + " = 0.0;\n";
  3215. }
  3216. break;
  3217. case PARAMETER_TYPE_COLOR: {
  3218. String code = " " + p_output_vars[0] + " = " + get_parameter_name() + ".rgb;\n";
  3219. code += " " + p_output_vars[1] + " = " + get_parameter_name() + ".a;\n";
  3220. return code;
  3221. } break;
  3222. case UNIFORM_TYPE_SAMPLER:
  3223. return String();
  3224. default:
  3225. break;
  3226. }
  3227. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  3228. }
  3229. void VisualShaderNodeParameterRef::_set_parameter_type(int p_type) {
  3230. param_type = (ParameterType)p_type;
  3231. }
  3232. int VisualShaderNodeParameterRef::_get_parameter_type() const {
  3233. return (int)param_type;
  3234. }
  3235. void VisualShaderNodeParameterRef::_bind_methods() {
  3236. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameterRef::set_parameter_name);
  3237. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameterRef::get_parameter_name);
  3238. ClassDB::bind_method(D_METHOD("_set_parameter_type", "type"), &VisualShaderNodeParameterRef::_set_parameter_type);
  3239. ClassDB::bind_method(D_METHOD("_get_parameter_type"), &VisualShaderNodeParameterRef::_get_parameter_type);
  3240. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name", PROPERTY_HINT_ENUM, ""), "set_parameter_name", "get_parameter_name");
  3241. ADD_PROPERTY(PropertyInfo(Variant::INT, "param_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_parameter_type", "_get_parameter_type");
  3242. }
  3243. Vector<StringName> VisualShaderNodeParameterRef::get_editable_properties() const {
  3244. Vector<StringName> props;
  3245. props.push_back("parameter_name");
  3246. props.push_back("param_type");
  3247. return props;
  3248. }
  3249. VisualShaderNodeParameterRef::VisualShaderNodeParameterRef() {
  3250. }
  3251. ////////////////////////////////////////////
  3252. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  3253. ////////////////////////////////////////////////////////////////////////
  3254. // Node3D.
  3255. ////////////////////////////////////////////////////////////////////////
  3256. // Node3D, Vertex.
  3257. ////////////////////////////////////////////////////////////////////////
  3258. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Vertex", "VERTEX" },
  3259. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3260. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Tangent", "TANGENT" },
  3261. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Binormal", "BINORMAL" },
  3262. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3263. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV2", "UV2" },
  3264. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3265. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3266. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3267. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3268. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Model View Matrix", "MODELVIEW_MATRIX" },
  3269. ////////////////////////////////////////////////////////////////////////
  3270. // Node3D, Fragment.
  3271. ////////////////////////////////////////////////////////////////////////
  3272. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3273. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3274. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Metallic", "METALLIC" },
  3275. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3276. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Specular", "SPECULAR" },
  3277. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3278. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO", "AO" },
  3279. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO Light Affect", "AO_LIGHT_AFFECT" },
  3280. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3281. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3282. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3283. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim", "RIM" },
  3284. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim Tint", "RIM_TINT" },
  3285. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat", "CLEARCOAT" },
  3286. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat Roughness", "CLEARCOAT_ROUGHNESS" },
  3287. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Anisotropy", "ANISOTROPY" },
  3288. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Anisotropy Flow", "ANISOTROPY_FLOW" },
  3289. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Subsurf Scatter", "SSS_STRENGTH" },
  3290. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Backlight", "BACKLIGHT" },
  3291. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Scissor Threshold", "ALPHA_SCISSOR_THRESHOLD" },
  3292. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Hash Scale", "ALPHA_HASH_SCALE" },
  3293. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha AA Edge", "ALPHA_ANTIALIASING_EDGE" },
  3294. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Alpha UV", "ALPHA_TEXTURE_COORDINATE" },
  3295. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Depth", "DEPTH" },
  3296. ////////////////////////////////////////////////////////////////////////
  3297. // Node3D, Light.
  3298. ////////////////////////////////////////////////////////////////////////
  3299. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Diffuse", "DIFFUSE_LIGHT" },
  3300. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Specular", "SPECULAR_LIGHT" },
  3301. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3302. ////////////////////////////////////////////////////////////////////////
  3303. // Canvas Item.
  3304. ////////////////////////////////////////////////////////////////////////
  3305. // Canvas Item, Vertex.
  3306. ////////////////////////////////////////////////////////////////////////
  3307. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Vertex", "VERTEX" },
  3308. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3309. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3310. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3311. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3312. ////////////////////////////////////////////////////////////////////////
  3313. // Canvas Item, Fragment.
  3314. ////////////////////////////////////////////////////////////////////////
  3315. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3316. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3317. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3318. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3319. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3320. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light Vertex", "LIGHT_VERTEX" },
  3321. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Shadow Vertex", "SHADOW_VERTEX" },
  3322. ////////////////////////////////////////////////////////////////////////
  3323. // Canvas Item, Light.
  3324. ////////////////////////////////////////////////////////////////////////
  3325. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light", "LIGHT.rgb" },
  3326. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Light Alpha", "LIGHT.a" },
  3327. ////////////////////////////////////////////////////////////////////////
  3328. // Sky, Sky.
  3329. ////////////////////////////////////////////////////////////////////////
  3330. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR" },
  3331. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3332. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Fog", "FOG.rgb" },
  3333. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Fog Alpha", "FOG.a" },
  3334. ////////////////////////////////////////////////////////////////////////
  3335. // Fog, Fog.
  3336. ////////////////////////////////////////////////////////////////////////
  3337. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "Density", "DENSITY" },
  3338. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3339. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3340. ////////////////////////////////////////////////////////////////////////
  3341. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  3342. };
  3343. int VisualShaderNodeOutput::get_input_port_count() const {
  3344. int idx = 0;
  3345. int count = 0;
  3346. while (ports[idx].mode != Shader::MODE_MAX) {
  3347. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3348. count++;
  3349. }
  3350. idx++;
  3351. }
  3352. return count;
  3353. }
  3354. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  3355. int idx = 0;
  3356. int count = 0;
  3357. while (ports[idx].mode != Shader::MODE_MAX) {
  3358. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3359. if (count == p_port) {
  3360. return ports[idx].type;
  3361. }
  3362. count++;
  3363. }
  3364. idx++;
  3365. }
  3366. return PORT_TYPE_SCALAR;
  3367. }
  3368. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  3369. int idx = 0;
  3370. int count = 0;
  3371. while (ports[idx].mode != Shader::MODE_MAX) {
  3372. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3373. if (count == p_port) {
  3374. return String(ports[idx].name);
  3375. }
  3376. count++;
  3377. }
  3378. idx++;
  3379. }
  3380. return String();
  3381. }
  3382. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  3383. return Variant();
  3384. }
  3385. int VisualShaderNodeOutput::get_output_port_count() const {
  3386. return 0;
  3387. }
  3388. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  3389. return PORT_TYPE_SCALAR;
  3390. }
  3391. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  3392. return String();
  3393. }
  3394. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  3395. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_VERTEX) {
  3396. String port_name = get_input_port_name(p_index);
  3397. return bool(port_name == "Model View Matrix");
  3398. }
  3399. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  3400. String port_name = get_input_port_name(p_index);
  3401. 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" || port_name == "Depth");
  3402. }
  3403. return false;
  3404. }
  3405. String VisualShaderNodeOutput::get_caption() const {
  3406. return "Output";
  3407. }
  3408. 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 {
  3409. int idx = 0;
  3410. int count = 0;
  3411. String shader_code;
  3412. while (ports[idx].mode != Shader::MODE_MAX) {
  3413. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3414. if (!p_input_vars[count].is_empty()) {
  3415. String s = ports[idx].string;
  3416. if (s.contains(":")) {
  3417. shader_code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  3418. } else {
  3419. shader_code += " " + s + " = " + p_input_vars[count] + ";\n";
  3420. }
  3421. }
  3422. count++;
  3423. }
  3424. idx++;
  3425. }
  3426. return shader_code;
  3427. }
  3428. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  3429. }
  3430. ///////////////////////////
  3431. void VisualShaderNodeParameter::set_parameter_name(const String &p_name) {
  3432. parameter_name = p_name;
  3433. emit_signal(SNAME("name_changed"));
  3434. emit_changed();
  3435. }
  3436. String VisualShaderNodeParameter::get_parameter_name() const {
  3437. return parameter_name;
  3438. }
  3439. void VisualShaderNodeParameter::set_qualifier(VisualShaderNodeParameter::Qualifier p_qual) {
  3440. ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX));
  3441. if (qualifier == p_qual) {
  3442. return;
  3443. }
  3444. qualifier = p_qual;
  3445. emit_changed();
  3446. }
  3447. VisualShaderNodeParameter::Qualifier VisualShaderNodeParameter::get_qualifier() const {
  3448. return qualifier;
  3449. }
  3450. void VisualShaderNodeParameter::set_global_code_generated(bool p_enabled) {
  3451. global_code_generated = p_enabled;
  3452. }
  3453. bool VisualShaderNodeParameter::is_global_code_generated() const {
  3454. return global_code_generated;
  3455. }
  3456. #ifndef DISABLE_DEPRECATED
  3457. // Kept for compatibility from 3.x to 4.0.
  3458. bool VisualShaderNodeParameter::_set(const StringName &p_name, const Variant &p_value) {
  3459. if (p_name == "uniform_name") {
  3460. set_parameter_name(p_value);
  3461. return true;
  3462. }
  3463. return false;
  3464. }
  3465. #endif
  3466. void VisualShaderNodeParameter::_bind_methods() {
  3467. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameter::set_parameter_name);
  3468. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameter::get_parameter_name);
  3469. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeParameter::set_qualifier);
  3470. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeParameter::get_qualifier);
  3471. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name"), "set_parameter_name", "get_parameter_name");
  3472. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  3473. BIND_ENUM_CONSTANT(QUAL_NONE);
  3474. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  3475. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  3476. BIND_ENUM_CONSTANT(QUAL_MAX);
  3477. }
  3478. String VisualShaderNodeParameter::_get_qual_str() const {
  3479. if (is_qualifier_supported(qualifier)) {
  3480. switch (qualifier) {
  3481. case QUAL_NONE:
  3482. break;
  3483. case QUAL_GLOBAL:
  3484. return "global ";
  3485. case QUAL_INSTANCE:
  3486. return "instance ";
  3487. default:
  3488. break;
  3489. }
  3490. }
  3491. return String();
  3492. }
  3493. String VisualShaderNodeParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  3494. List<String> keyword_list;
  3495. ShaderLanguage::get_keyword_list(&keyword_list);
  3496. if (keyword_list.find(parameter_name)) {
  3497. return RTR("Shader keywords cannot be used as parameter names.\nChoose another name.");
  3498. }
  3499. if (!is_qualifier_supported(qualifier)) {
  3500. String qualifier_str;
  3501. switch (qualifier) {
  3502. case QUAL_NONE:
  3503. break;
  3504. case QUAL_GLOBAL:
  3505. qualifier_str = "global";
  3506. break;
  3507. case QUAL_INSTANCE:
  3508. qualifier_str = "instance";
  3509. break;
  3510. default:
  3511. break;
  3512. }
  3513. return vformat(RTR("This parameter type does not support the '%s' qualifier."), qualifier_str);
  3514. } else if (qualifier == Qualifier::QUAL_GLOBAL) {
  3515. RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(parameter_name);
  3516. if (gvt == RS::GLOBAL_VAR_TYPE_MAX) {
  3517. return vformat(RTR("Global parameter '%s' does not exist.\nCreate it in the Project Settings."), parameter_name);
  3518. }
  3519. bool incompatible_type = false;
  3520. switch (gvt) {
  3521. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  3522. if (!Object::cast_to<VisualShaderNodeFloatParameter>(this)) {
  3523. incompatible_type = true;
  3524. }
  3525. } break;
  3526. case RS::GLOBAL_VAR_TYPE_INT: {
  3527. if (!Object::cast_to<VisualShaderNodeIntParameter>(this)) {
  3528. incompatible_type = true;
  3529. }
  3530. } break;
  3531. case RS::GLOBAL_VAR_TYPE_BOOL: {
  3532. if (!Object::cast_to<VisualShaderNodeBooleanParameter>(this)) {
  3533. incompatible_type = true;
  3534. }
  3535. } break;
  3536. case RS::GLOBAL_VAR_TYPE_COLOR: {
  3537. if (!Object::cast_to<VisualShaderNodeColorParameter>(this)) {
  3538. incompatible_type = true;
  3539. }
  3540. } break;
  3541. case RS::GLOBAL_VAR_TYPE_VEC3: {
  3542. if (!Object::cast_to<VisualShaderNodeVec3Parameter>(this)) {
  3543. incompatible_type = true;
  3544. }
  3545. } break;
  3546. case RS::GLOBAL_VAR_TYPE_VEC4: {
  3547. if (!Object::cast_to<VisualShaderNodeVec4Parameter>(this)) {
  3548. incompatible_type = true;
  3549. }
  3550. } break;
  3551. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  3552. if (!Object::cast_to<VisualShaderNodeTransformParameter>(this)) {
  3553. incompatible_type = true;
  3554. }
  3555. } break;
  3556. case RS::GLOBAL_VAR_TYPE_SAMPLER2D: {
  3557. if (!Object::cast_to<VisualShaderNodeTextureParameter>(this)) {
  3558. incompatible_type = true;
  3559. }
  3560. } break;
  3561. case RS::GLOBAL_VAR_TYPE_SAMPLER3D: {
  3562. if (!Object::cast_to<VisualShaderNodeTexture3DParameter>(this)) {
  3563. incompatible_type = true;
  3564. }
  3565. } break;
  3566. case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: {
  3567. if (!Object::cast_to<VisualShaderNodeTexture2DArrayParameter>(this)) {
  3568. incompatible_type = true;
  3569. }
  3570. } break;
  3571. case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: {
  3572. if (!Object::cast_to<VisualShaderNodeCubemapParameter>(this)) {
  3573. incompatible_type = true;
  3574. }
  3575. } break;
  3576. default:
  3577. break;
  3578. }
  3579. if (incompatible_type) {
  3580. return vformat(RTR("Global parameter '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), parameter_name);
  3581. }
  3582. }
  3583. return String();
  3584. }
  3585. Vector<StringName> VisualShaderNodeParameter::get_editable_properties() const {
  3586. Vector<StringName> props;
  3587. props.push_back("qualifier");
  3588. return props;
  3589. }
  3590. VisualShaderNodeParameter::VisualShaderNodeParameter() {
  3591. }
  3592. ////////////// ResizeableBase
  3593. void VisualShaderNodeResizableBase::set_size(const Size2 &p_size) {
  3594. size = p_size;
  3595. }
  3596. Size2 VisualShaderNodeResizableBase::get_size() const {
  3597. return size;
  3598. }
  3599. void VisualShaderNodeResizableBase::set_allow_v_resize(bool p_enabled) {
  3600. allow_v_resize = p_enabled;
  3601. }
  3602. bool VisualShaderNodeResizableBase::is_allow_v_resize() const {
  3603. return allow_v_resize;
  3604. }
  3605. void VisualShaderNodeResizableBase::_bind_methods() {
  3606. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeResizableBase::set_size);
  3607. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeResizableBase::get_size);
  3608. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  3609. }
  3610. VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() {
  3611. set_allow_v_resize(true);
  3612. }
  3613. ////////////// Comment
  3614. String VisualShaderNodeComment::get_caption() const {
  3615. return title;
  3616. }
  3617. int VisualShaderNodeComment::get_input_port_count() const {
  3618. return 0;
  3619. }
  3620. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_input_port_type(int p_port) const {
  3621. return PortType::PORT_TYPE_SCALAR;
  3622. }
  3623. String VisualShaderNodeComment::get_input_port_name(int p_port) const {
  3624. return String();
  3625. }
  3626. int VisualShaderNodeComment::get_output_port_count() const {
  3627. return 0;
  3628. }
  3629. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_output_port_type(int p_port) const {
  3630. return PortType::PORT_TYPE_SCALAR;
  3631. }
  3632. String VisualShaderNodeComment::get_output_port_name(int p_port) const {
  3633. return String();
  3634. }
  3635. void VisualShaderNodeComment::set_title(const String &p_title) {
  3636. title = p_title;
  3637. }
  3638. String VisualShaderNodeComment::get_title() const {
  3639. return title;
  3640. }
  3641. void VisualShaderNodeComment::set_description(const String &p_description) {
  3642. description = p_description;
  3643. }
  3644. String VisualShaderNodeComment::get_description() const {
  3645. return description;
  3646. }
  3647. 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 {
  3648. return String();
  3649. }
  3650. void VisualShaderNodeComment::_bind_methods() {
  3651. ClassDB::bind_method(D_METHOD("set_title", "title"), &VisualShaderNodeComment::set_title);
  3652. ClassDB::bind_method(D_METHOD("get_title"), &VisualShaderNodeComment::get_title);
  3653. ClassDB::bind_method(D_METHOD("set_description", "description"), &VisualShaderNodeComment::set_description);
  3654. ClassDB::bind_method(D_METHOD("get_description"), &VisualShaderNodeComment::get_description);
  3655. ADD_PROPERTY(PropertyInfo(Variant::STRING, "title"), "set_title", "get_title");
  3656. ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_description", "get_description");
  3657. }
  3658. VisualShaderNodeComment::VisualShaderNodeComment() {
  3659. }
  3660. ////////////// GroupBase
  3661. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  3662. if (inputs == p_inputs) {
  3663. return;
  3664. }
  3665. clear_input_ports();
  3666. inputs = p_inputs;
  3667. Vector<String> input_strings = inputs.split(";", false);
  3668. int input_port_count = input_strings.size();
  3669. for (int i = 0; i < input_port_count; i++) {
  3670. Vector<String> arr = input_strings[i].split(",");
  3671. ERR_FAIL_COND(arr.size() != 3);
  3672. int port_idx = arr[0].to_int();
  3673. int port_type = arr[1].to_int();
  3674. String port_name = arr[2];
  3675. Port port;
  3676. port.type = (PortType)port_type;
  3677. port.name = port_name;
  3678. input_ports[port_idx] = port;
  3679. }
  3680. }
  3681. String VisualShaderNodeGroupBase::get_inputs() const {
  3682. return inputs;
  3683. }
  3684. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  3685. if (outputs == p_outputs) {
  3686. return;
  3687. }
  3688. clear_output_ports();
  3689. outputs = p_outputs;
  3690. Vector<String> output_strings = outputs.split(";", false);
  3691. int output_port_count = output_strings.size();
  3692. for (int i = 0; i < output_port_count; i++) {
  3693. Vector<String> arr = output_strings[i].split(",");
  3694. ERR_FAIL_COND(arr.size() != 3);
  3695. int port_idx = arr[0].to_int();
  3696. int port_type = arr[1].to_int();
  3697. String port_name = arr[2];
  3698. Port port;
  3699. port.type = (PortType)port_type;
  3700. port.name = port_name;
  3701. output_ports[port_idx] = port;
  3702. }
  3703. }
  3704. String VisualShaderNodeGroupBase::get_outputs() const {
  3705. return outputs;
  3706. }
  3707. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  3708. if (!p_name.is_valid_identifier()) {
  3709. return false;
  3710. }
  3711. for (int i = 0; i < get_input_port_count(); i++) {
  3712. if (get_input_port_name(i) == p_name) {
  3713. return false;
  3714. }
  3715. }
  3716. for (int i = 0; i < get_output_port_count(); i++) {
  3717. if (get_output_port_name(i) == p_name) {
  3718. return false;
  3719. }
  3720. }
  3721. return true;
  3722. }
  3723. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  3724. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3725. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3726. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3727. Vector<String> inputs_strings = inputs.split(";", false);
  3728. int index = 0;
  3729. if (p_id < inputs_strings.size()) {
  3730. for (int i = 0; i < inputs_strings.size(); i++) {
  3731. if (i == p_id) {
  3732. inputs = inputs.insert(index, str);
  3733. break;
  3734. }
  3735. index += inputs_strings[i].size();
  3736. }
  3737. } else {
  3738. inputs += str;
  3739. }
  3740. inputs_strings = inputs.split(";", false);
  3741. index = 0;
  3742. for (int i = 0; i < inputs_strings.size(); i++) {
  3743. int count = 0;
  3744. for (int j = 0; j < inputs_strings[i].size(); j++) {
  3745. if (inputs_strings[i][j] == ',') {
  3746. break;
  3747. }
  3748. count++;
  3749. }
  3750. inputs = inputs.left(index) + inputs.substr(index + count);
  3751. inputs = inputs.insert(index, itos(i));
  3752. index += inputs_strings[i].size();
  3753. }
  3754. _apply_port_changes();
  3755. emit_changed();
  3756. }
  3757. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  3758. ERR_FAIL_COND(!has_input_port(p_id));
  3759. Vector<String> inputs_strings = inputs.split(";", false);
  3760. int count = 0;
  3761. int index = 0;
  3762. for (int i = 0; i < inputs_strings.size(); i++) {
  3763. Vector<String> arr = inputs_strings[i].split(",");
  3764. if (arr[0].to_int() == p_id) {
  3765. count = inputs_strings[i].size();
  3766. break;
  3767. }
  3768. index += inputs_strings[i].size();
  3769. }
  3770. inputs = inputs.left(index) + inputs.substr(index + count);
  3771. inputs_strings = inputs.split(";", false);
  3772. inputs = inputs.substr(0, index);
  3773. for (int i = p_id; i < inputs_strings.size(); i++) {
  3774. inputs += inputs_strings[i].replace_first(inputs_strings[i].split(",")[0], itos(i)) + ";";
  3775. }
  3776. _apply_port_changes();
  3777. emit_changed();
  3778. }
  3779. int VisualShaderNodeGroupBase::get_input_port_count() const {
  3780. return input_ports.size();
  3781. }
  3782. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  3783. return input_ports.has(p_id);
  3784. }
  3785. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  3786. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3787. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3788. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3789. Vector<String> outputs_strings = outputs.split(";", false);
  3790. int index = 0;
  3791. if (p_id < outputs_strings.size()) {
  3792. for (int i = 0; i < outputs_strings.size(); i++) {
  3793. if (i == p_id) {
  3794. outputs = outputs.insert(index, str);
  3795. break;
  3796. }
  3797. index += outputs_strings[i].size();
  3798. }
  3799. } else {
  3800. outputs += str;
  3801. }
  3802. outputs_strings = outputs.split(";", false);
  3803. index = 0;
  3804. for (int i = 0; i < outputs_strings.size(); i++) {
  3805. int count = 0;
  3806. for (int j = 0; j < outputs_strings[i].size(); j++) {
  3807. if (outputs_strings[i][j] == ',') {
  3808. break;
  3809. }
  3810. count++;
  3811. }
  3812. outputs = outputs.left(index) + outputs.substr(index + count);
  3813. outputs = outputs.insert(index, itos(i));
  3814. index += outputs_strings[i].size();
  3815. }
  3816. _apply_port_changes();
  3817. emit_changed();
  3818. }
  3819. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  3820. ERR_FAIL_COND(!has_output_port(p_id));
  3821. Vector<String> outputs_strings = outputs.split(";", false);
  3822. int count = 0;
  3823. int index = 0;
  3824. for (int i = 0; i < outputs_strings.size(); i++) {
  3825. Vector<String> arr = outputs_strings[i].split(",");
  3826. if (arr[0].to_int() == p_id) {
  3827. count = outputs_strings[i].size();
  3828. break;
  3829. }
  3830. index += outputs_strings[i].size();
  3831. }
  3832. outputs = outputs.left(index) + outputs.substr(index + count);
  3833. outputs_strings = outputs.split(";", false);
  3834. outputs = outputs.substr(0, index);
  3835. for (int i = p_id; i < outputs_strings.size(); i++) {
  3836. outputs += outputs_strings[i].replace_first(outputs_strings[i].split(",")[0], itos(i)) + ";";
  3837. }
  3838. _apply_port_changes();
  3839. emit_changed();
  3840. }
  3841. int VisualShaderNodeGroupBase::get_output_port_count() const {
  3842. return output_ports.size();
  3843. }
  3844. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  3845. return output_ports.has(p_id);
  3846. }
  3847. void VisualShaderNodeGroupBase::clear_input_ports() {
  3848. input_ports.clear();
  3849. }
  3850. void VisualShaderNodeGroupBase::clear_output_ports() {
  3851. output_ports.clear();
  3852. }
  3853. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  3854. ERR_FAIL_COND(!has_input_port(p_id));
  3855. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3856. if (input_ports[p_id].type == p_type) {
  3857. return;
  3858. }
  3859. Vector<String> inputs_strings = inputs.split(";", false);
  3860. int count = 0;
  3861. int index = 0;
  3862. for (int i = 0; i < inputs_strings.size(); i++) {
  3863. Vector<String> arr = inputs_strings[i].split(",");
  3864. ERR_FAIL_COND(arr.size() != 3);
  3865. if (arr[0].to_int() == p_id) {
  3866. index += arr[0].size();
  3867. count = arr[1].size() - 1;
  3868. break;
  3869. }
  3870. index += inputs_strings[i].size();
  3871. }
  3872. inputs = inputs.left(index) + inputs.substr(index + count);
  3873. inputs = inputs.insert(index, itos(p_type));
  3874. _apply_port_changes();
  3875. emit_changed();
  3876. }
  3877. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  3878. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  3879. return input_ports[p_id].type;
  3880. }
  3881. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  3882. ERR_FAIL_COND(!has_input_port(p_id));
  3883. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3884. if (input_ports[p_id].name == p_name) {
  3885. return;
  3886. }
  3887. Vector<String> inputs_strings = inputs.split(";", false);
  3888. int count = 0;
  3889. int index = 0;
  3890. for (int i = 0; i < inputs_strings.size(); i++) {
  3891. Vector<String> arr = inputs_strings[i].split(",");
  3892. ERR_FAIL_COND(arr.size() != 3);
  3893. if (arr[0].to_int() == p_id) {
  3894. index += arr[0].size() + arr[1].size();
  3895. count = arr[2].size() - 1;
  3896. break;
  3897. }
  3898. index += inputs_strings[i].size();
  3899. }
  3900. inputs = inputs.left(index) + inputs.substr(index + count);
  3901. inputs = inputs.insert(index, p_name);
  3902. _apply_port_changes();
  3903. emit_changed();
  3904. }
  3905. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  3906. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  3907. return input_ports[p_id].name;
  3908. }
  3909. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  3910. ERR_FAIL_COND(!has_output_port(p_id));
  3911. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3912. if (output_ports[p_id].type == p_type) {
  3913. return;
  3914. }
  3915. Vector<String> output_strings = outputs.split(";", false);
  3916. int count = 0;
  3917. int index = 0;
  3918. for (int i = 0; i < output_strings.size(); i++) {
  3919. Vector<String> arr = output_strings[i].split(",");
  3920. ERR_FAIL_COND(arr.size() != 3);
  3921. if (arr[0].to_int() == p_id) {
  3922. index += arr[0].size();
  3923. count = arr[1].size() - 1;
  3924. break;
  3925. }
  3926. index += output_strings[i].size();
  3927. }
  3928. outputs = outputs.left(index) + outputs.substr(index + count);
  3929. outputs = outputs.insert(index, itos(p_type));
  3930. _apply_port_changes();
  3931. emit_changed();
  3932. }
  3933. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  3934. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  3935. return output_ports[p_id].type;
  3936. }
  3937. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  3938. ERR_FAIL_COND(!has_output_port(p_id));
  3939. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3940. if (output_ports[p_id].name == p_name) {
  3941. return;
  3942. }
  3943. Vector<String> output_strings = outputs.split(";", false);
  3944. int count = 0;
  3945. int index = 0;
  3946. for (int i = 0; i < output_strings.size(); i++) {
  3947. Vector<String> arr = output_strings[i].split(",");
  3948. ERR_FAIL_COND(arr.size() != 3);
  3949. if (arr[0].to_int() == p_id) {
  3950. index += arr[0].size() + arr[1].size();
  3951. count = arr[2].size() - 1;
  3952. break;
  3953. }
  3954. index += output_strings[i].size();
  3955. }
  3956. outputs = outputs.left(index) + outputs.substr(index + count);
  3957. outputs = outputs.insert(index, p_name);
  3958. _apply_port_changes();
  3959. emit_changed();
  3960. }
  3961. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  3962. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  3963. return output_ports[p_id].name;
  3964. }
  3965. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  3966. return input_ports.size();
  3967. }
  3968. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  3969. return output_ports.size();
  3970. }
  3971. void VisualShaderNodeGroupBase::set_ctrl_pressed(Control *p_control, int p_index) {
  3972. controls[p_index] = p_control;
  3973. }
  3974. Control *VisualShaderNodeGroupBase::is_ctrl_pressed(int p_index) {
  3975. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  3976. return controls[p_index];
  3977. }
  3978. void VisualShaderNodeGroupBase::_apply_port_changes() {
  3979. Vector<String> inputs_strings = inputs.split(";", false);
  3980. Vector<String> outputs_strings = outputs.split(";", false);
  3981. clear_input_ports();
  3982. clear_output_ports();
  3983. for (int i = 0; i < inputs_strings.size(); i++) {
  3984. Vector<String> arr = inputs_strings[i].split(",");
  3985. ERR_FAIL_COND(arr.size() != 3);
  3986. Port port;
  3987. port.type = (PortType)arr[1].to_int();
  3988. port.name = arr[2];
  3989. input_ports[i] = port;
  3990. }
  3991. for (int i = 0; i < outputs_strings.size(); i++) {
  3992. Vector<String> arr = outputs_strings[i].split(",");
  3993. ERR_FAIL_COND(arr.size() != 3);
  3994. Port port;
  3995. port.type = (PortType)arr[1].to_int();
  3996. port.name = arr[2];
  3997. output_ports[i] = port;
  3998. }
  3999. }
  4000. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  4001. editable = p_enabled;
  4002. }
  4003. bool VisualShaderNodeGroupBase::is_editable() const {
  4004. return editable;
  4005. }
  4006. void VisualShaderNodeGroupBase::_bind_methods() {
  4007. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  4008. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  4009. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  4010. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  4011. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  4012. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  4013. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  4014. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  4015. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  4016. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  4017. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  4018. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  4019. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  4020. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  4021. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  4022. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  4023. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  4024. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  4025. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  4026. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  4027. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  4028. }
  4029. 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 {
  4030. return "";
  4031. }
  4032. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  4033. simple_decl = false;
  4034. }
  4035. ////////////// Expression
  4036. String VisualShaderNodeExpression::get_caption() const {
  4037. return "Expression";
  4038. }
  4039. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  4040. expression = p_expression;
  4041. emit_changed();
  4042. }
  4043. String VisualShaderNodeExpression::get_expression() const {
  4044. return expression;
  4045. }
  4046. 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 {
  4047. String _expression = expression;
  4048. _expression = _expression.insert(0, "\n");
  4049. _expression = _expression.replace("\n", "\n ");
  4050. static Vector<String> pre_symbols;
  4051. if (pre_symbols.is_empty()) {
  4052. pre_symbols.push_back(" ");
  4053. pre_symbols.push_back(",");
  4054. pre_symbols.push_back(";");
  4055. pre_symbols.push_back("{");
  4056. pre_symbols.push_back("[");
  4057. pre_symbols.push_back("]");
  4058. pre_symbols.push_back("(");
  4059. pre_symbols.push_back(" ");
  4060. pre_symbols.push_back("-");
  4061. pre_symbols.push_back("*");
  4062. pre_symbols.push_back("/");
  4063. pre_symbols.push_back("+");
  4064. pre_symbols.push_back("=");
  4065. pre_symbols.push_back("&");
  4066. pre_symbols.push_back("|");
  4067. pre_symbols.push_back("!");
  4068. }
  4069. static Vector<String> post_symbols;
  4070. if (post_symbols.is_empty()) {
  4071. post_symbols.push_back(" ");
  4072. post_symbols.push_back("\n");
  4073. post_symbols.push_back(",");
  4074. post_symbols.push_back(";");
  4075. post_symbols.push_back("}");
  4076. post_symbols.push_back("[");
  4077. post_symbols.push_back("]");
  4078. post_symbols.push_back(")");
  4079. post_symbols.push_back(" ");
  4080. post_symbols.push_back(".");
  4081. post_symbols.push_back("-");
  4082. post_symbols.push_back("*");
  4083. post_symbols.push_back("/");
  4084. post_symbols.push_back("+");
  4085. post_symbols.push_back("=");
  4086. post_symbols.push_back("&");
  4087. post_symbols.push_back("|");
  4088. post_symbols.push_back("!");
  4089. }
  4090. for (int i = 0; i < get_input_port_count(); i++) {
  4091. for (int j = 0; j < pre_symbols.size(); j++) {
  4092. for (int k = 0; k < post_symbols.size(); k++) {
  4093. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  4094. }
  4095. }
  4096. }
  4097. for (int i = 0; i < get_output_port_count(); i++) {
  4098. for (int j = 0; j < pre_symbols.size(); j++) {
  4099. for (int k = 0; k < post_symbols.size(); k++) {
  4100. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  4101. }
  4102. }
  4103. }
  4104. String output_initializer;
  4105. for (int i = 0; i < get_output_port_count(); i++) {
  4106. int port_type = get_output_port_type(i);
  4107. String tk = "";
  4108. switch (port_type) {
  4109. case PORT_TYPE_SCALAR:
  4110. tk = "0.0";
  4111. break;
  4112. case PORT_TYPE_SCALAR_INT:
  4113. tk = "0";
  4114. break;
  4115. case PORT_TYPE_VECTOR_2D:
  4116. tk = "vec2(0.0, 0.0)";
  4117. break;
  4118. case PORT_TYPE_VECTOR_3D:
  4119. tk = "vec3(0.0, 0.0, 0.0)";
  4120. break;
  4121. case PORT_TYPE_VECTOR_4D:
  4122. tk = "vec4(0.0, 0.0, 0.0, 0.0)";
  4123. break;
  4124. case PORT_TYPE_BOOLEAN:
  4125. tk = "false";
  4126. break;
  4127. case PORT_TYPE_TRANSFORM:
  4128. tk = "mat4(1.0)";
  4129. break;
  4130. default:
  4131. continue;
  4132. }
  4133. output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n";
  4134. }
  4135. String code;
  4136. code += output_initializer;
  4137. code += " {";
  4138. code += _expression;
  4139. code += "\n }\n";
  4140. return code;
  4141. }
  4142. void VisualShaderNodeExpression::_bind_methods() {
  4143. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  4144. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  4145. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  4146. }
  4147. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  4148. set_editable(true);
  4149. }
  4150. ////////////// Global Expression
  4151. String VisualShaderNodeGlobalExpression::get_caption() const {
  4152. return "GlobalExpression";
  4153. }
  4154. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4155. return expression;
  4156. }
  4157. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  4158. set_editable(false);
  4159. }
  4160. ////////////// Varying
  4161. List<VisualShaderNodeVarying::Varying> varyings;
  4162. void VisualShaderNodeVarying::add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
  4163. varyings.push_back({ p_name, p_mode, p_type });
  4164. }
  4165. void VisualShaderNodeVarying::clear_varyings() { // static
  4166. varyings.clear();
  4167. }
  4168. bool VisualShaderNodeVarying::has_varying(const String &p_name) { // static
  4169. for (const VisualShaderNodeVarying::Varying &E : varyings) {
  4170. if (E.name == p_name) {
  4171. return true;
  4172. }
  4173. }
  4174. return false;
  4175. }
  4176. int VisualShaderNodeVarying::get_varyings_count() const {
  4177. return varyings.size();
  4178. }
  4179. String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const {
  4180. if (p_idx >= 0 && p_idx < varyings.size()) {
  4181. return varyings[p_idx].name;
  4182. }
  4183. return "";
  4184. }
  4185. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const {
  4186. for (int i = 0; i < varyings.size(); i++) {
  4187. if (varyings[i].name == p_name) {
  4188. return varyings[i].type;
  4189. }
  4190. }
  4191. return VisualShader::VARYING_TYPE_FLOAT;
  4192. }
  4193. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const {
  4194. if (p_idx >= 0 && p_idx < varyings.size()) {
  4195. return varyings[p_idx].type;
  4196. }
  4197. return VisualShader::VARYING_TYPE_FLOAT;
  4198. }
  4199. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const {
  4200. for (int i = 0; i < varyings.size(); i++) {
  4201. if (varyings[i].name == p_name) {
  4202. return varyings[i].mode;
  4203. }
  4204. }
  4205. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4206. }
  4207. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const {
  4208. if (p_idx >= 0 && p_idx < varyings.size()) {
  4209. return varyings[p_idx].mode;
  4210. }
  4211. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4212. }
  4213. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const {
  4214. if (p_idx >= 0 && p_idx < varyings.size()) {
  4215. return get_port_type(varyings[p_idx].type, 0);
  4216. }
  4217. return PORT_TYPE_SCALAR;
  4218. }
  4219. //////////////
  4220. void VisualShaderNodeVarying::_bind_methods() {
  4221. ClassDB::bind_method(D_METHOD("set_varying_name", "name"), &VisualShaderNodeVarying::set_varying_name);
  4222. ClassDB::bind_method(D_METHOD("get_varying_name"), &VisualShaderNodeVarying::get_varying_name);
  4223. ClassDB::bind_method(D_METHOD("set_varying_type", "type"), &VisualShaderNodeVarying::set_varying_type);
  4224. ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type);
  4225. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name");
  4226. ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_varying_type", "get_varying_type");
  4227. }
  4228. String VisualShaderNodeVarying::get_type_str() const {
  4229. switch (varying_type) {
  4230. case VisualShader::VARYING_TYPE_FLOAT:
  4231. return "float";
  4232. case VisualShader::VARYING_TYPE_INT:
  4233. return "int";
  4234. case VisualShader::VARYING_TYPE_UINT:
  4235. return "uint";
  4236. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4237. return "vec2";
  4238. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4239. return "vec3";
  4240. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4241. return "vec4";
  4242. case VisualShader::VARYING_TYPE_BOOLEAN:
  4243. return "bool";
  4244. case VisualShader::VARYING_TYPE_TRANSFORM:
  4245. return "mat4";
  4246. default:
  4247. break;
  4248. }
  4249. return "";
  4250. }
  4251. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const {
  4252. switch (p_type) {
  4253. case VisualShader::VARYING_TYPE_INT:
  4254. return PORT_TYPE_SCALAR_INT;
  4255. case VisualShader::VARYING_TYPE_UINT:
  4256. return PORT_TYPE_SCALAR_UINT;
  4257. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4258. return PORT_TYPE_VECTOR_2D;
  4259. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4260. return PORT_TYPE_VECTOR_3D;
  4261. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4262. return PORT_TYPE_VECTOR_4D;
  4263. case VisualShader::VARYING_TYPE_BOOLEAN:
  4264. return PORT_TYPE_BOOLEAN;
  4265. case VisualShader::VARYING_TYPE_TRANSFORM:
  4266. return PORT_TYPE_TRANSFORM;
  4267. default:
  4268. break;
  4269. }
  4270. return PORT_TYPE_SCALAR;
  4271. }
  4272. void VisualShaderNodeVarying::set_varying_name(String p_varying_name) {
  4273. if (varying_name == p_varying_name) {
  4274. return;
  4275. }
  4276. varying_name = p_varying_name;
  4277. emit_changed();
  4278. }
  4279. String VisualShaderNodeVarying::get_varying_name() const {
  4280. return varying_name;
  4281. }
  4282. void VisualShaderNodeVarying::set_varying_type(VisualShader::VaryingType p_varying_type) {
  4283. ERR_FAIL_INDEX(p_varying_type, VisualShader::VARYING_TYPE_MAX);
  4284. if (varying_type == p_varying_type) {
  4285. return;
  4286. }
  4287. varying_type = p_varying_type;
  4288. emit_changed();
  4289. }
  4290. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type() const {
  4291. return varying_type;
  4292. }
  4293. VisualShaderNodeVarying::VisualShaderNodeVarying() {
  4294. }
  4295. ////////////// Varying Setter
  4296. String VisualShaderNodeVaryingSetter::get_caption() const {
  4297. return "VaryingSetter";
  4298. }
  4299. int VisualShaderNodeVaryingSetter::get_input_port_count() const {
  4300. return 1;
  4301. }
  4302. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input_port_type(int p_port) const {
  4303. return get_port_type(varying_type, p_port);
  4304. }
  4305. String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const {
  4306. return "";
  4307. }
  4308. int VisualShaderNodeVaryingSetter::get_output_port_count() const {
  4309. return 0;
  4310. }
  4311. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_output_port_type(int p_port) const {
  4312. return PORT_TYPE_SCALAR;
  4313. }
  4314. String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const {
  4315. return "";
  4316. }
  4317. 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 {
  4318. String code;
  4319. if (varying_name == "[None]") {
  4320. return code;
  4321. }
  4322. code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]);
  4323. return code;
  4324. }
  4325. VisualShaderNodeVaryingSetter::VisualShaderNodeVaryingSetter() {
  4326. }
  4327. ////////////// Varying Getter
  4328. String VisualShaderNodeVaryingGetter::get_caption() const {
  4329. return "VaryingGetter";
  4330. }
  4331. int VisualShaderNodeVaryingGetter::get_input_port_count() const {
  4332. return 0;
  4333. }
  4334. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_input_port_type(int p_port) const {
  4335. return PORT_TYPE_SCALAR;
  4336. }
  4337. String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const {
  4338. return "";
  4339. }
  4340. int VisualShaderNodeVaryingGetter::get_output_port_count() const {
  4341. return 1;
  4342. }
  4343. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_output_port_type(int p_port) const {
  4344. return get_port_type(varying_type, p_port);
  4345. }
  4346. String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const {
  4347. return "";
  4348. }
  4349. bool VisualShaderNodeVaryingGetter::has_output_port_preview(int p_port) const {
  4350. return false;
  4351. }
  4352. 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 {
  4353. String from = varying_name;
  4354. String from2;
  4355. if (varying_name == "[None]") {
  4356. switch (varying_type) {
  4357. case VisualShader::VARYING_TYPE_FLOAT:
  4358. from = "0.0";
  4359. break;
  4360. case VisualShader::VARYING_TYPE_INT:
  4361. from = "0";
  4362. break;
  4363. case VisualShader::VARYING_TYPE_UINT:
  4364. from = "0u";
  4365. break;
  4366. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4367. from = "vec2(0.0)";
  4368. break;
  4369. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4370. from = "vec3(0.0)";
  4371. break;
  4372. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4373. from = "vec4(0.0)";
  4374. break;
  4375. case VisualShader::VARYING_TYPE_BOOLEAN:
  4376. from = "false";
  4377. break;
  4378. case VisualShader::VARYING_TYPE_TRANSFORM:
  4379. from = "mat4(1.0)";
  4380. break;
  4381. default:
  4382. break;
  4383. }
  4384. }
  4385. return vformat(" %s = %s;\n", p_output_vars[0], from);
  4386. }
  4387. VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() {
  4388. varying_name = "[None]";
  4389. }