visual_shader_nodes.cpp 178 KB

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  1. /*************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_nodes.h"
  31. ////////////// Constants Base
  32. VisualShaderNodeConstant::VisualShaderNodeConstant() {
  33. }
  34. ////////////// Scalar(Float)
  35. String VisualShaderNodeFloatConstant::get_caption() const {
  36. return "FloatConstant";
  37. }
  38. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  39. return 0;
  40. }
  41. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  42. return PORT_TYPE_SCALAR;
  43. }
  44. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  45. return String();
  46. }
  47. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  48. return 1;
  49. }
  50. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  51. return PORT_TYPE_SCALAR;
  52. }
  53. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  54. return ""; //no output port means the editor will be used as port
  55. }
  56. String VisualShaderNodeFloatConstant::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 {
  57. return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  58. }
  59. void VisualShaderNodeFloatConstant::set_constant(float p_value) {
  60. constant = p_value;
  61. emit_changed();
  62. }
  63. float VisualShaderNodeFloatConstant::get_constant() const {
  64. return constant;
  65. }
  66. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  67. Vector<StringName> props;
  68. props.push_back("constant");
  69. return props;
  70. }
  71. void VisualShaderNodeFloatConstant::_bind_methods() {
  72. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeFloatConstant::set_constant);
  73. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  74. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  75. }
  76. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  77. }
  78. ////////////// Scalar(Int)
  79. String VisualShaderNodeIntConstant::get_caption() const {
  80. return "IntConstant";
  81. }
  82. int VisualShaderNodeIntConstant::get_input_port_count() const {
  83. return 0;
  84. }
  85. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  86. return PORT_TYPE_SCALAR_INT;
  87. }
  88. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  89. return String();
  90. }
  91. int VisualShaderNodeIntConstant::get_output_port_count() const {
  92. return 1;
  93. }
  94. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  95. return PORT_TYPE_SCALAR_INT;
  96. }
  97. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  98. return ""; //no output port means the editor will be used as port
  99. }
  100. String VisualShaderNodeIntConstant::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 {
  101. return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
  102. }
  103. void VisualShaderNodeIntConstant::set_constant(int p_value) {
  104. constant = p_value;
  105. emit_changed();
  106. }
  107. int VisualShaderNodeIntConstant::get_constant() const {
  108. return constant;
  109. }
  110. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  111. Vector<StringName> props;
  112. props.push_back("constant");
  113. return props;
  114. }
  115. void VisualShaderNodeIntConstant::_bind_methods() {
  116. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeIntConstant::set_constant);
  117. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  118. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  119. }
  120. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  121. }
  122. ////////////// Boolean
  123. String VisualShaderNodeBooleanConstant::get_caption() const {
  124. return "BooleanConstant";
  125. }
  126. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  127. return 0;
  128. }
  129. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  130. return PORT_TYPE_BOOLEAN;
  131. }
  132. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  133. return String();
  134. }
  135. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  136. return 1;
  137. }
  138. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  139. return PORT_TYPE_BOOLEAN;
  140. }
  141. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  142. return ""; //no output port means the editor will be used as port
  143. }
  144. String VisualShaderNodeBooleanConstant::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 {
  145. return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  146. }
  147. void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
  148. constant = p_value;
  149. emit_changed();
  150. }
  151. bool VisualShaderNodeBooleanConstant::get_constant() const {
  152. return constant;
  153. }
  154. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  155. Vector<StringName> props;
  156. props.push_back("constant");
  157. return props;
  158. }
  159. void VisualShaderNodeBooleanConstant::_bind_methods() {
  160. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
  161. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  162. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  163. }
  164. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  165. }
  166. ////////////// Color
  167. String VisualShaderNodeColorConstant::get_caption() const {
  168. return "ColorConstant";
  169. }
  170. int VisualShaderNodeColorConstant::get_input_port_count() const {
  171. return 0;
  172. }
  173. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  174. return PORT_TYPE_VECTOR;
  175. }
  176. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  177. return String();
  178. }
  179. int VisualShaderNodeColorConstant::get_output_port_count() const {
  180. return 2;
  181. }
  182. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  183. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  184. }
  185. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  186. return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
  187. }
  188. bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
  189. if (p_port == 0) {
  190. return true;
  191. }
  192. return false;
  193. }
  194. String VisualShaderNodeColorConstant::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 {
  195. String code;
  196. code += " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
  197. code += " " + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
  198. return code;
  199. }
  200. void VisualShaderNodeColorConstant::set_constant(Color p_value) {
  201. constant = p_value;
  202. emit_changed();
  203. }
  204. Color VisualShaderNodeColorConstant::get_constant() const {
  205. return constant;
  206. }
  207. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  208. Vector<StringName> props;
  209. props.push_back("constant");
  210. return props;
  211. }
  212. void VisualShaderNodeColorConstant::_bind_methods() {
  213. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant);
  214. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  215. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  216. }
  217. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  218. }
  219. ////////////// Vector
  220. String VisualShaderNodeVec3Constant::get_caption() const {
  221. return "VectorConstant";
  222. }
  223. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  224. return 0;
  225. }
  226. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  227. return PORT_TYPE_VECTOR;
  228. }
  229. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  230. return String();
  231. }
  232. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  233. return 1;
  234. }
  235. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  236. return PORT_TYPE_VECTOR;
  237. }
  238. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  239. return ""; //no output port means the editor will be used as port
  240. }
  241. String VisualShaderNodeVec3Constant::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 {
  242. return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  243. }
  244. void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
  245. constant = p_value;
  246. emit_changed();
  247. }
  248. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  249. return constant;
  250. }
  251. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  252. Vector<StringName> props;
  253. props.push_back("constant");
  254. return props;
  255. }
  256. void VisualShaderNodeVec3Constant::_bind_methods() {
  257. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant);
  258. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  259. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  260. }
  261. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  262. }
  263. ////////////// Transform3D
  264. String VisualShaderNodeTransformConstant::get_caption() const {
  265. return "TransformConstant";
  266. }
  267. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  268. return 0;
  269. }
  270. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  271. return PORT_TYPE_VECTOR;
  272. }
  273. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  274. return String();
  275. }
  276. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  277. return 1;
  278. }
  279. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  280. return PORT_TYPE_TRANSFORM;
  281. }
  282. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  283. return ""; //no output port means the editor will be used as port
  284. }
  285. String VisualShaderNodeTransformConstant::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 {
  286. Transform3D t = constant;
  287. t.basis.transpose();
  288. String code = " " + p_output_vars[0] + " = mat4(";
  289. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  290. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  291. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  292. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  293. return code;
  294. }
  295. void VisualShaderNodeTransformConstant::set_constant(Transform3D p_value) {
  296. constant = p_value;
  297. emit_changed();
  298. }
  299. Transform3D VisualShaderNodeTransformConstant::get_constant() const {
  300. return constant;
  301. }
  302. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  303. Vector<StringName> props;
  304. props.push_back("constant");
  305. return props;
  306. }
  307. void VisualShaderNodeTransformConstant::_bind_methods() {
  308. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant);
  309. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  310. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
  311. }
  312. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  313. }
  314. ////////////// Texture
  315. String VisualShaderNodeTexture::get_caption() const {
  316. return "Texture2D";
  317. }
  318. int VisualShaderNodeTexture::get_input_port_count() const {
  319. return 3;
  320. }
  321. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  322. switch (p_port) {
  323. case 0:
  324. return PORT_TYPE_VECTOR;
  325. case 1:
  326. return PORT_TYPE_SCALAR;
  327. case 2:
  328. return PORT_TYPE_SAMPLER;
  329. default:
  330. return PORT_TYPE_SCALAR;
  331. }
  332. }
  333. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  334. switch (p_port) {
  335. case 0:
  336. return "uv";
  337. case 1:
  338. return "lod";
  339. case 2:
  340. return "sampler2D";
  341. default:
  342. return "";
  343. }
  344. }
  345. int VisualShaderNodeTexture::get_output_port_count() const {
  346. return 2;
  347. }
  348. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  349. if (p_port == 0 && source == SOURCE_DEPTH) {
  350. return PORT_TYPE_SCALAR;
  351. }
  352. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  353. }
  354. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  355. if (p_port == 0 && source == SOURCE_DEPTH) {
  356. return "depth";
  357. }
  358. return p_port == 0 ? "rgb" : "alpha";
  359. }
  360. bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
  361. if (p_port == 0) {
  362. return true;
  363. }
  364. return false;
  365. }
  366. String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
  367. if (p_port == 0) {
  368. return "default";
  369. }
  370. return "";
  371. }
  372. static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  373. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
  374. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  375. }
  376. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  377. VisualShader::DefaultTextureParam dtp;
  378. dtp.name = make_unique_id(p_type, p_id, "tex");
  379. dtp.param = texture;
  380. Vector<VisualShader::DefaultTextureParam> ret;
  381. ret.push_back(dtp);
  382. return ret;
  383. }
  384. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  385. if (source == SOURCE_TEXTURE) {
  386. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  387. switch (texture_type) {
  388. case TYPE_DATA:
  389. break;
  390. case TYPE_COLOR:
  391. u += " : hint_albedo";
  392. break;
  393. case TYPE_NORMAL_MAP:
  394. u += " : hint_normal";
  395. break;
  396. }
  397. return u + ";\n";
  398. }
  399. return String();
  400. }
  401. String VisualShaderNodeTexture::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 {
  402. String default_uv;
  403. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  404. default_uv = "UV.xy";
  405. } else {
  406. default_uv = "vec2(0.0)";
  407. }
  408. if (source == SOURCE_TEXTURE) {
  409. String id = make_unique_id(p_type, p_id, "tex");
  410. String code;
  411. if (p_input_vars[0] == String()) { // Use UV by default.
  412. if (p_input_vars[1] == String()) {
  413. code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  414. } else {
  415. code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  416. }
  417. } else if (p_input_vars[1] == String()) {
  418. //no lod
  419. code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  420. } else {
  421. code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  422. }
  423. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  424. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  425. return code;
  426. }
  427. if (source == SOURCE_PORT) {
  428. String id = p_input_vars[2];
  429. String code;
  430. code += " {\n";
  431. if (id == String()) {
  432. code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
  433. } else {
  434. if (p_input_vars[0] == String()) { // Use UV by default.
  435. if (p_input_vars[1] == String()) {
  436. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  437. } else {
  438. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  439. }
  440. } else if (p_input_vars[1] == String()) {
  441. //no lod
  442. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  443. } else {
  444. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  445. }
  446. code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  447. code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  448. }
  449. code += " }\n";
  450. return code;
  451. }
  452. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  453. String code = " {\n";
  454. if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
  455. if (p_input_vars[1] == String()) {
  456. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
  457. } else {
  458. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  459. }
  460. } else if (p_input_vars[1] == String()) {
  461. //no lod
  462. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
  463. } else {
  464. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  465. }
  466. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  467. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  468. code += " }\n";
  469. return code;
  470. }
  471. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  472. String code = " {\n";
  473. if (p_input_vars[0] == String()) { // Use UV by default.
  474. if (p_input_vars[1] == String()) {
  475. code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
  476. } else {
  477. code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  478. }
  479. } else if (p_input_vars[1] == String()) {
  480. //no lod
  481. code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
  482. } else {
  483. code += " vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  484. }
  485. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  486. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  487. code += " }\n";
  488. return code;
  489. }
  490. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  491. String code = " {\n";
  492. if (p_input_vars[0] == String()) { // Use UV by default.
  493. if (p_input_vars[1] == String()) {
  494. code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
  495. } else {
  496. code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  497. }
  498. } else if (p_input_vars[1] == String()) {
  499. //no lod
  500. code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
  501. } else {
  502. code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  503. }
  504. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  505. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  506. code += " }\n";
  507. return code;
  508. }
  509. if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  510. {
  511. if (source == SOURCE_DEPTH) {
  512. String code;
  513. code += " " + p_output_vars[0] + " = 0.0;\n";
  514. code += " " + p_output_vars[1] + " = 1.0;\n";
  515. return code;
  516. }
  517. }
  518. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  519. String code = " {\n";
  520. if (p_input_vars[0] == String()) { // Use UV by default.
  521. if (p_input_vars[1] == String()) {
  522. code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
  523. } else {
  524. code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
  525. }
  526. } else if (p_input_vars[1] == String()) {
  527. //no lod
  528. code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
  529. } else {
  530. code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
  531. }
  532. code += " " + p_output_vars[0] + " = _depth;\n";
  533. code += " " + p_output_vars[1] + " = 1.0;\n";
  534. code += " }\n";
  535. return code;
  536. } else if (source == SOURCE_DEPTH) {
  537. String code;
  538. code += " " + p_output_vars[0] + " = 0.0;\n";
  539. code += " " + p_output_vars[1] + " = 1.0;\n";
  540. return code;
  541. }
  542. //none
  543. String code;
  544. code += " " + p_output_vars[0] + " = vec3(0.0);\n";
  545. code += " " + p_output_vars[1] + " = 1.0;\n";
  546. return code;
  547. }
  548. void VisualShaderNodeTexture::set_source(Source p_source) {
  549. source = p_source;
  550. switch (source) {
  551. case SOURCE_TEXTURE:
  552. simple_decl = true;
  553. break;
  554. case SOURCE_SCREEN:
  555. simple_decl = false;
  556. break;
  557. case SOURCE_2D_TEXTURE:
  558. simple_decl = false;
  559. break;
  560. case SOURCE_2D_NORMAL:
  561. simple_decl = false;
  562. break;
  563. case SOURCE_DEPTH:
  564. simple_decl = false;
  565. break;
  566. case SOURCE_PORT:
  567. simple_decl = false;
  568. break;
  569. }
  570. emit_changed();
  571. emit_signal(SNAME("editor_refresh_request"));
  572. }
  573. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  574. return source;
  575. }
  576. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_value) {
  577. texture = p_value;
  578. emit_changed();
  579. }
  580. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  581. return texture;
  582. }
  583. void VisualShaderNodeTexture::set_texture_type(TextureType p_type) {
  584. texture_type = p_type;
  585. emit_changed();
  586. }
  587. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  588. return texture_type;
  589. }
  590. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  591. Vector<StringName> props;
  592. props.push_back("source");
  593. if (source == SOURCE_TEXTURE) {
  594. props.push_back("texture");
  595. props.push_back("texture_type");
  596. }
  597. return props;
  598. }
  599. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  600. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  601. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  602. }
  603. if (source == SOURCE_TEXTURE) {
  604. return String(); // all good
  605. }
  606. if (source == SOURCE_PORT) {
  607. return String(); // all good
  608. }
  609. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  610. return String(); // all good
  611. }
  612. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  613. return String(); // all good
  614. }
  615. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  616. return String(); // all good
  617. }
  618. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  619. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  620. return TTR("Invalid source for preview.");
  621. }
  622. return String(); // all good
  623. }
  624. return TTR("Invalid source for shader.");
  625. }
  626. void VisualShaderNodeTexture::_bind_methods() {
  627. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  628. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  629. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  630. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  631. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  632. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  633. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  634. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  635. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  636. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  637. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  638. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  639. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  640. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  641. BIND_ENUM_CONSTANT(SOURCE_PORT);
  642. BIND_ENUM_CONSTANT(TYPE_DATA);
  643. BIND_ENUM_CONSTANT(TYPE_COLOR);
  644. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  645. }
  646. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  647. }
  648. ////////////// CurveTexture
  649. String VisualShaderNodeCurveTexture::get_caption() const {
  650. return "CurveTexture";
  651. }
  652. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  653. return 1;
  654. }
  655. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  656. return PORT_TYPE_SCALAR;
  657. }
  658. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  659. return String();
  660. }
  661. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  662. return 1;
  663. }
  664. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  665. return PORT_TYPE_SCALAR;
  666. }
  667. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  668. return String();
  669. }
  670. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  671. texture = p_texture;
  672. emit_changed();
  673. }
  674. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  675. return texture;
  676. }
  677. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  678. Vector<StringName> props;
  679. props.push_back("texture");
  680. return props;
  681. }
  682. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  683. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + ";\n";
  684. }
  685. String VisualShaderNodeCurveTexture::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 {
  686. if (p_input_vars[0] == String()) {
  687. return " " + p_output_vars[0] + " = 0.0;\n";
  688. }
  689. String id = make_unique_id(p_type, p_id, "curve");
  690. String code;
  691. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
  692. return code;
  693. }
  694. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  695. VisualShader::DefaultTextureParam dtp;
  696. dtp.name = make_unique_id(p_type, p_id, "curve");
  697. dtp.param = texture;
  698. Vector<VisualShader::DefaultTextureParam> ret;
  699. ret.push_back(dtp);
  700. return ret;
  701. }
  702. void VisualShaderNodeCurveTexture::_bind_methods() {
  703. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  704. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  705. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  706. }
  707. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  708. return true;
  709. }
  710. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  711. simple_decl = true;
  712. allow_v_resize = false;
  713. }
  714. ////////////// CurveXYZTexture
  715. String VisualShaderNodeCurveXYZTexture::get_caption() const {
  716. return "CurveXYZTexture";
  717. }
  718. int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
  719. return 1;
  720. }
  721. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
  722. return PORT_TYPE_SCALAR;
  723. }
  724. String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
  725. return String();
  726. }
  727. int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
  728. return 1;
  729. }
  730. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
  731. return PORT_TYPE_VECTOR;
  732. }
  733. String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
  734. return String();
  735. }
  736. void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
  737. texture = p_texture;
  738. emit_changed();
  739. }
  740. Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
  741. return texture;
  742. }
  743. Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
  744. Vector<StringName> props;
  745. props.push_back("texture");
  746. return props;
  747. }
  748. String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  749. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
  750. }
  751. String VisualShaderNodeCurveXYZTexture::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 {
  752. if (p_input_vars[0] == String()) {
  753. return " " + p_output_vars[0] + " = vec3(0.0);\n";
  754. }
  755. String id = make_unique_id(p_type, p_id, "curve3d");
  756. String code;
  757. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
  758. return code;
  759. }
  760. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  761. VisualShader::DefaultTextureParam dtp;
  762. dtp.name = make_unique_id(p_type, p_id, "curve3d");
  763. dtp.param = texture;
  764. Vector<VisualShader::DefaultTextureParam> ret;
  765. ret.push_back(dtp);
  766. return ret;
  767. }
  768. void VisualShaderNodeCurveXYZTexture::_bind_methods() {
  769. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
  770. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
  771. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
  772. }
  773. bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
  774. return true;
  775. }
  776. VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
  777. simple_decl = true;
  778. allow_v_resize = false;
  779. }
  780. ////////////// Sample3D
  781. int VisualShaderNodeSample3D::get_input_port_count() const {
  782. return 3;
  783. }
  784. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  785. switch (p_port) {
  786. case 0:
  787. return PORT_TYPE_VECTOR;
  788. case 1:
  789. return PORT_TYPE_SCALAR;
  790. case 2:
  791. return PORT_TYPE_SAMPLER;
  792. default:
  793. return PORT_TYPE_SCALAR;
  794. }
  795. }
  796. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  797. switch (p_port) {
  798. case 0:
  799. return "uvw";
  800. case 1:
  801. return "lod";
  802. default:
  803. return "";
  804. }
  805. }
  806. int VisualShaderNodeSample3D::get_output_port_count() const {
  807. return 2;
  808. }
  809. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  810. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  811. }
  812. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  813. return p_port == 0 ? "rgb" : "alpha";
  814. }
  815. bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
  816. if (p_port == 0) {
  817. return true;
  818. }
  819. return false;
  820. }
  821. String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
  822. if (p_port == 0) {
  823. return "default";
  824. }
  825. return "";
  826. }
  827. String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  828. String default_uv;
  829. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  830. default_uv = "vec3(UV, 0.0)";
  831. } else {
  832. default_uv = "vec3(0.0)";
  833. }
  834. String code;
  835. if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
  836. String id;
  837. code += " {\n";
  838. if (source == SOURCE_TEXTURE) {
  839. id = make_unique_id(p_type, p_id, "tex3d");
  840. } else {
  841. id = p_input_vars[2];
  842. }
  843. if (id != String()) {
  844. if (p_input_vars[0] == String()) { // Use UV by default.
  845. if (p_input_vars[1] == String()) {
  846. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  847. } else {
  848. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  849. }
  850. } else if (p_input_vars[1] == String()) {
  851. //no lod
  852. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  853. } else {
  854. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  855. }
  856. } else {
  857. code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
  858. }
  859. code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  860. code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  861. code += " }\n";
  862. return code;
  863. }
  864. code += " " + p_output_vars[0] + " = vec3(0.0);\n";
  865. code += " " + p_output_vars[1] + " = 1.0;\n";
  866. return code;
  867. }
  868. void VisualShaderNodeSample3D::set_source(Source p_source) {
  869. source = p_source;
  870. emit_changed();
  871. emit_signal(SNAME("editor_refresh_request"));
  872. }
  873. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  874. return source;
  875. }
  876. void VisualShaderNodeSample3D::_bind_methods() {
  877. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  878. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  879. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  880. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  881. BIND_ENUM_CONSTANT(SOURCE_PORT);
  882. }
  883. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  884. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  885. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  886. }
  887. if (source == SOURCE_TEXTURE) {
  888. return String(); // all good
  889. }
  890. if (source == SOURCE_PORT) {
  891. return String(); // all good
  892. }
  893. return TTR("Invalid source for shader.");
  894. }
  895. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  896. simple_decl = false;
  897. }
  898. ////////////// Texture2DArray
  899. String VisualShaderNodeTexture2DArray::get_caption() const {
  900. return "Texture2DArray";
  901. }
  902. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  903. if (p_port == 2) {
  904. return "sampler2DArray";
  905. }
  906. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  907. }
  908. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  909. VisualShader::DefaultTextureParam dtp;
  910. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  911. dtp.param = texture;
  912. Vector<VisualShader::DefaultTextureParam> ret;
  913. ret.push_back(dtp);
  914. return ret;
  915. }
  916. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  917. if (source == SOURCE_TEXTURE) {
  918. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  919. }
  920. return String();
  921. }
  922. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_value) {
  923. texture = p_value;
  924. emit_changed();
  925. }
  926. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
  927. return texture;
  928. }
  929. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  930. Vector<StringName> props;
  931. props.push_back("source");
  932. if (source == SOURCE_TEXTURE) {
  933. props.push_back("texture_array");
  934. }
  935. return props;
  936. }
  937. void VisualShaderNodeTexture2DArray::_bind_methods() {
  938. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  939. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  940. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
  941. }
  942. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  943. }
  944. ////////////// Texture3D
  945. String VisualShaderNodeTexture3D::get_caption() const {
  946. return "Texture3D";
  947. }
  948. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  949. if (p_port == 2) {
  950. return "sampler3D";
  951. }
  952. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  953. }
  954. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  955. VisualShader::DefaultTextureParam dtp;
  956. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  957. dtp.param = texture;
  958. Vector<VisualShader::DefaultTextureParam> ret;
  959. ret.push_back(dtp);
  960. return ret;
  961. }
  962. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  963. if (source == SOURCE_TEXTURE) {
  964. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  965. }
  966. return String();
  967. }
  968. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_value) {
  969. texture = p_value;
  970. emit_changed();
  971. }
  972. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  973. return texture;
  974. }
  975. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  976. Vector<StringName> props;
  977. props.push_back("source");
  978. if (source == SOURCE_TEXTURE) {
  979. props.push_back("texture");
  980. }
  981. return props;
  982. }
  983. void VisualShaderNodeTexture3D::_bind_methods() {
  984. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  985. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  986. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  987. }
  988. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  989. }
  990. ////////////// Cubemap
  991. String VisualShaderNodeCubemap::get_caption() const {
  992. return "Cubemap";
  993. }
  994. int VisualShaderNodeCubemap::get_input_port_count() const {
  995. return 3;
  996. }
  997. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  998. switch (p_port) {
  999. case 0:
  1000. return PORT_TYPE_VECTOR;
  1001. case 1:
  1002. return PORT_TYPE_SCALAR;
  1003. case 2:
  1004. return PORT_TYPE_SAMPLER;
  1005. default:
  1006. return PORT_TYPE_SCALAR;
  1007. }
  1008. }
  1009. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  1010. switch (p_port) {
  1011. case 0:
  1012. return "uv";
  1013. case 1:
  1014. return "lod";
  1015. case 2:
  1016. return "samplerCube";
  1017. default:
  1018. return "";
  1019. }
  1020. }
  1021. int VisualShaderNodeCubemap::get_output_port_count() const {
  1022. return 2;
  1023. }
  1024. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  1025. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  1026. }
  1027. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  1028. return p_port == 0 ? "rgb" : "alpha";
  1029. }
  1030. bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
  1031. if (p_port == 0) {
  1032. return true;
  1033. }
  1034. return false;
  1035. }
  1036. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1037. VisualShader::DefaultTextureParam dtp;
  1038. dtp.name = make_unique_id(p_type, p_id, "cube");
  1039. dtp.param = cube_map;
  1040. Vector<VisualShader::DefaultTextureParam> ret;
  1041. ret.push_back(dtp);
  1042. return ret;
  1043. }
  1044. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1045. if (source == SOURCE_TEXTURE) {
  1046. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  1047. switch (texture_type) {
  1048. case TYPE_DATA:
  1049. break;
  1050. case TYPE_COLOR:
  1051. u += " : hint_albedo";
  1052. break;
  1053. case TYPE_NORMAL_MAP:
  1054. u += " : hint_normal";
  1055. break;
  1056. }
  1057. return u + ";\n";
  1058. }
  1059. return String();
  1060. }
  1061. String VisualShaderNodeCubemap::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 {
  1062. String default_uv;
  1063. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  1064. default_uv = "vec3(UV, 0.0)";
  1065. } else {
  1066. default_uv = "vec3(0.0)";
  1067. }
  1068. String code;
  1069. String id;
  1070. if (source == SOURCE_TEXTURE) {
  1071. id = make_unique_id(p_type, p_id, "cube");
  1072. } else if (source == SOURCE_PORT) {
  1073. id = p_input_vars[2];
  1074. } else {
  1075. return String();
  1076. }
  1077. code += " {\n";
  1078. if (id == String()) {
  1079. code += " vec4 " + id + "_read = vec4(0.0);\n";
  1080. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  1081. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  1082. code += " }\n";
  1083. return code;
  1084. }
  1085. if (p_input_vars[0] == String()) { // Use UV by default.
  1086. if (p_input_vars[1] == String()) {
  1087. code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  1088. } else {
  1089. code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
  1090. }
  1091. } else if (p_input_vars[1] == String()) {
  1092. //no lod
  1093. code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1094. } else {
  1095. code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1096. }
  1097. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  1098. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  1099. code += " }\n";
  1100. return code;
  1101. }
  1102. String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
  1103. if (p_port == 0) {
  1104. return "default";
  1105. }
  1106. return "";
  1107. }
  1108. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1109. source = p_source;
  1110. emit_changed();
  1111. emit_signal(SNAME("editor_refresh_request"));
  1112. }
  1113. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1114. return source;
  1115. }
  1116. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_value) {
  1117. cube_map = p_value;
  1118. emit_changed();
  1119. }
  1120. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  1121. return cube_map;
  1122. }
  1123. void VisualShaderNodeCubemap::set_texture_type(TextureType p_type) {
  1124. texture_type = p_type;
  1125. emit_changed();
  1126. }
  1127. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1128. return texture_type;
  1129. }
  1130. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1131. Vector<StringName> props;
  1132. props.push_back("source");
  1133. if (source == SOURCE_TEXTURE) {
  1134. props.push_back("cube_map");
  1135. props.push_back("texture_type");
  1136. }
  1137. return props;
  1138. }
  1139. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1140. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1141. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1142. }
  1143. return String();
  1144. }
  1145. void VisualShaderNodeCubemap::_bind_methods() {
  1146. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1147. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1148. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1149. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1150. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1151. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1152. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1153. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  1154. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  1155. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1156. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1157. BIND_ENUM_CONSTANT(TYPE_DATA);
  1158. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1159. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  1160. }
  1161. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1162. simple_decl = false;
  1163. }
  1164. ////////////// Float Op
  1165. String VisualShaderNodeFloatOp::get_caption() const {
  1166. return "FloatOp";
  1167. }
  1168. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1169. return 2;
  1170. }
  1171. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1172. return PORT_TYPE_SCALAR;
  1173. }
  1174. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1175. return p_port == 0 ? "a" : "b";
  1176. }
  1177. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1178. return 1;
  1179. }
  1180. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1181. return PORT_TYPE_SCALAR;
  1182. }
  1183. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1184. return "op"; //no output port means the editor will be used as port
  1185. }
  1186. String VisualShaderNodeFloatOp::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 {
  1187. String code = " " + p_output_vars[0] + " = ";
  1188. switch (op) {
  1189. case OP_ADD:
  1190. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1191. break;
  1192. case OP_SUB:
  1193. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1194. break;
  1195. case OP_MUL:
  1196. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1197. break;
  1198. case OP_DIV:
  1199. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1200. break;
  1201. case OP_MOD:
  1202. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1203. break;
  1204. case OP_POW:
  1205. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1206. break;
  1207. case OP_MAX:
  1208. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1209. break;
  1210. case OP_MIN:
  1211. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1212. break;
  1213. case OP_ATAN2:
  1214. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1215. break;
  1216. case OP_STEP:
  1217. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1218. break;
  1219. }
  1220. return code;
  1221. }
  1222. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1223. op = p_op;
  1224. emit_changed();
  1225. }
  1226. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1227. return op;
  1228. }
  1229. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1230. Vector<StringName> props;
  1231. props.push_back("operator");
  1232. return props;
  1233. }
  1234. void VisualShaderNodeFloatOp::_bind_methods() {
  1235. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1236. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1237. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
  1238. BIND_ENUM_CONSTANT(OP_ADD);
  1239. BIND_ENUM_CONSTANT(OP_SUB);
  1240. BIND_ENUM_CONSTANT(OP_MUL);
  1241. BIND_ENUM_CONSTANT(OP_DIV);
  1242. BIND_ENUM_CONSTANT(OP_MOD);
  1243. BIND_ENUM_CONSTANT(OP_POW);
  1244. BIND_ENUM_CONSTANT(OP_MAX);
  1245. BIND_ENUM_CONSTANT(OP_MIN);
  1246. BIND_ENUM_CONSTANT(OP_ATAN2);
  1247. BIND_ENUM_CONSTANT(OP_STEP);
  1248. }
  1249. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1250. set_input_port_default_value(0, 0.0);
  1251. set_input_port_default_value(1, 0.0);
  1252. }
  1253. ////////////// Integer Op
  1254. String VisualShaderNodeIntOp::get_caption() const {
  1255. return "IntOp";
  1256. }
  1257. int VisualShaderNodeIntOp::get_input_port_count() const {
  1258. return 2;
  1259. }
  1260. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1261. return PORT_TYPE_SCALAR_INT;
  1262. }
  1263. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1264. return p_port == 0 ? "a" : "b";
  1265. }
  1266. int VisualShaderNodeIntOp::get_output_port_count() const {
  1267. return 1;
  1268. }
  1269. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1270. return PORT_TYPE_SCALAR_INT;
  1271. }
  1272. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1273. return "op"; //no output port means the editor will be used as port
  1274. }
  1275. String VisualShaderNodeIntOp::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 {
  1276. String code = " " + p_output_vars[0] + " = ";
  1277. switch (op) {
  1278. case OP_ADD:
  1279. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1280. break;
  1281. case OP_SUB:
  1282. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1283. break;
  1284. case OP_MUL:
  1285. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1286. break;
  1287. case OP_DIV:
  1288. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1289. break;
  1290. case OP_MOD:
  1291. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1292. break;
  1293. case OP_MAX:
  1294. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1295. break;
  1296. case OP_MIN:
  1297. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1298. break;
  1299. }
  1300. return code;
  1301. }
  1302. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1303. op = p_op;
  1304. emit_changed();
  1305. }
  1306. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1307. return op;
  1308. }
  1309. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1310. Vector<StringName> props;
  1311. props.push_back("operator");
  1312. return props;
  1313. }
  1314. void VisualShaderNodeIntOp::_bind_methods() {
  1315. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1316. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1317. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min"), "set_operator", "get_operator");
  1318. BIND_ENUM_CONSTANT(OP_ADD);
  1319. BIND_ENUM_CONSTANT(OP_SUB);
  1320. BIND_ENUM_CONSTANT(OP_MUL);
  1321. BIND_ENUM_CONSTANT(OP_DIV);
  1322. BIND_ENUM_CONSTANT(OP_MOD);
  1323. BIND_ENUM_CONSTANT(OP_MAX);
  1324. BIND_ENUM_CONSTANT(OP_MIN);
  1325. }
  1326. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1327. set_input_port_default_value(0, 0);
  1328. set_input_port_default_value(1, 0);
  1329. }
  1330. ////////////// Vector Op
  1331. String VisualShaderNodeVectorOp::get_caption() const {
  1332. return "VectorOp";
  1333. }
  1334. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1335. return 2;
  1336. }
  1337. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
  1338. return PORT_TYPE_VECTOR;
  1339. }
  1340. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1341. return p_port == 0 ? "a" : "b";
  1342. }
  1343. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1344. return 1;
  1345. }
  1346. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
  1347. return PORT_TYPE_VECTOR;
  1348. }
  1349. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1350. return "op"; //no output port means the editor will be used as port
  1351. }
  1352. String VisualShaderNodeVectorOp::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 {
  1353. String code = " " + p_output_vars[0] + " = ";
  1354. switch (op) {
  1355. case OP_ADD:
  1356. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1357. break;
  1358. case OP_SUB:
  1359. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1360. break;
  1361. case OP_MUL:
  1362. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1363. break;
  1364. case OP_DIV:
  1365. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1366. break;
  1367. case OP_MOD:
  1368. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1369. break;
  1370. case OP_POW:
  1371. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1372. break;
  1373. case OP_MAX:
  1374. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1375. break;
  1376. case OP_MIN:
  1377. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1378. break;
  1379. case OP_CROSS:
  1380. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1381. break;
  1382. case OP_ATAN2:
  1383. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1384. break;
  1385. case OP_REFLECT:
  1386. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1387. break;
  1388. case OP_STEP:
  1389. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1390. break;
  1391. }
  1392. return code;
  1393. }
  1394. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1395. op = p_op;
  1396. emit_changed();
  1397. }
  1398. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1399. return op;
  1400. }
  1401. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1402. Vector<StringName> props;
  1403. props.push_back("operator");
  1404. return props;
  1405. }
  1406. void VisualShaderNodeVectorOp::_bind_methods() {
  1407. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1408. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1409. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,Cross,ATan2,Reflect,Step"), "set_operator", "get_operator");
  1410. BIND_ENUM_CONSTANT(OP_ADD);
  1411. BIND_ENUM_CONSTANT(OP_SUB);
  1412. BIND_ENUM_CONSTANT(OP_MUL);
  1413. BIND_ENUM_CONSTANT(OP_DIV);
  1414. BIND_ENUM_CONSTANT(OP_MOD);
  1415. BIND_ENUM_CONSTANT(OP_POW);
  1416. BIND_ENUM_CONSTANT(OP_MAX);
  1417. BIND_ENUM_CONSTANT(OP_MIN);
  1418. BIND_ENUM_CONSTANT(OP_CROSS);
  1419. BIND_ENUM_CONSTANT(OP_ATAN2);
  1420. BIND_ENUM_CONSTANT(OP_REFLECT);
  1421. BIND_ENUM_CONSTANT(OP_STEP);
  1422. }
  1423. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1424. set_input_port_default_value(0, Vector3());
  1425. set_input_port_default_value(1, Vector3());
  1426. }
  1427. ////////////// Color Op
  1428. String VisualShaderNodeColorOp::get_caption() const {
  1429. return "ColorOp";
  1430. }
  1431. int VisualShaderNodeColorOp::get_input_port_count() const {
  1432. return 2;
  1433. }
  1434. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1435. return PORT_TYPE_VECTOR;
  1436. }
  1437. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1438. return p_port == 0 ? "a" : "b";
  1439. }
  1440. int VisualShaderNodeColorOp::get_output_port_count() const {
  1441. return 1;
  1442. }
  1443. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1444. return PORT_TYPE_VECTOR;
  1445. }
  1446. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1447. return "op"; //no output port means the editor will be used as port
  1448. }
  1449. String VisualShaderNodeColorOp::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 {
  1450. String code;
  1451. static const char *axisn[3] = { "x", "y", "z" };
  1452. switch (op) {
  1453. case OP_SCREEN: {
  1454. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1455. } break;
  1456. case OP_DIFFERENCE: {
  1457. code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1458. } break;
  1459. case OP_DARKEN: {
  1460. code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1461. } break;
  1462. case OP_LIGHTEN: {
  1463. code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1464. } break;
  1465. case OP_OVERLAY: {
  1466. for (int i = 0; i < 3; i++) {
  1467. code += " {\n";
  1468. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1469. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1470. code += " if (base < 0.5) {\n";
  1471. code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1472. code += " } else {\n";
  1473. code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1474. code += " }\n";
  1475. code += " }\n";
  1476. }
  1477. } break;
  1478. case OP_DODGE: {
  1479. code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1480. } break;
  1481. case OP_BURN: {
  1482. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1483. } break;
  1484. case OP_SOFT_LIGHT: {
  1485. for (int i = 0; i < 3; i++) {
  1486. code += " {\n";
  1487. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1488. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1489. code += " if (base < 0.5) {\n";
  1490. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1491. code += " } else {\n";
  1492. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1493. code += " }\n";
  1494. code += " }\n";
  1495. }
  1496. } break;
  1497. case OP_HARD_LIGHT: {
  1498. for (int i = 0; i < 3; i++) {
  1499. code += " {\n";
  1500. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1501. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1502. code += " if (base < 0.5) {\n";
  1503. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1504. code += " } else {\n";
  1505. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1506. code += " }\n";
  1507. code += " }\n";
  1508. }
  1509. } break;
  1510. }
  1511. return code;
  1512. }
  1513. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1514. op = p_op;
  1515. switch (op) {
  1516. case OP_SCREEN:
  1517. simple_decl = true;
  1518. break;
  1519. case OP_DIFFERENCE:
  1520. simple_decl = true;
  1521. break;
  1522. case OP_DARKEN:
  1523. simple_decl = true;
  1524. break;
  1525. case OP_LIGHTEN:
  1526. simple_decl = true;
  1527. break;
  1528. case OP_OVERLAY:
  1529. simple_decl = false;
  1530. break;
  1531. case OP_DODGE:
  1532. simple_decl = true;
  1533. break;
  1534. case OP_BURN:
  1535. simple_decl = true;
  1536. break;
  1537. case OP_SOFT_LIGHT:
  1538. simple_decl = false;
  1539. break;
  1540. case OP_HARD_LIGHT:
  1541. simple_decl = false;
  1542. break;
  1543. }
  1544. emit_changed();
  1545. }
  1546. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1547. return op;
  1548. }
  1549. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  1550. Vector<StringName> props;
  1551. props.push_back("operator");
  1552. return props;
  1553. }
  1554. void VisualShaderNodeColorOp::_bind_methods() {
  1555. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  1556. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  1557. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
  1558. BIND_ENUM_CONSTANT(OP_SCREEN);
  1559. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  1560. BIND_ENUM_CONSTANT(OP_DARKEN);
  1561. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  1562. BIND_ENUM_CONSTANT(OP_OVERLAY);
  1563. BIND_ENUM_CONSTANT(OP_DODGE);
  1564. BIND_ENUM_CONSTANT(OP_BURN);
  1565. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  1566. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  1567. }
  1568. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  1569. set_input_port_default_value(0, Vector3());
  1570. set_input_port_default_value(1, Vector3());
  1571. }
  1572. ////////////// Transform Mult
  1573. String VisualShaderNodeTransformMult::get_caption() const {
  1574. return "TransformMult";
  1575. }
  1576. int VisualShaderNodeTransformMult::get_input_port_count() const {
  1577. return 2;
  1578. }
  1579. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
  1580. return PORT_TYPE_TRANSFORM;
  1581. }
  1582. String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
  1583. return p_port == 0 ? "a" : "b";
  1584. }
  1585. int VisualShaderNodeTransformMult::get_output_port_count() const {
  1586. return 1;
  1587. }
  1588. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
  1589. return PORT_TYPE_TRANSFORM;
  1590. }
  1591. String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
  1592. return "mult"; //no output port means the editor will be used as port
  1593. }
  1594. String VisualShaderNodeTransformMult::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 {
  1595. if (op == OP_AxB) {
  1596. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1597. } else if (op == OP_BxA) {
  1598. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  1599. } else if (op == OP_AxB_COMP) {
  1600. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1601. } else {
  1602. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  1603. }
  1604. }
  1605. void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
  1606. op = p_op;
  1607. emit_changed();
  1608. }
  1609. VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
  1610. return op;
  1611. }
  1612. Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
  1613. Vector<StringName> props;
  1614. props.push_back("operator");
  1615. return props;
  1616. }
  1617. void VisualShaderNodeTransformMult::_bind_methods() {
  1618. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
  1619. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
  1620. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component)"), "set_operator", "get_operator");
  1621. BIND_ENUM_CONSTANT(OP_AxB);
  1622. BIND_ENUM_CONSTANT(OP_BxA);
  1623. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1624. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1625. }
  1626. VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
  1627. set_input_port_default_value(0, Transform3D());
  1628. set_input_port_default_value(1, Transform3D());
  1629. }
  1630. ////////////// TransformVec Mult
  1631. String VisualShaderNodeTransformVecMult::get_caption() const {
  1632. return "TransformVectorMult";
  1633. }
  1634. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1635. return 2;
  1636. }
  1637. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1638. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
  1639. }
  1640. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1641. return p_port == 0 ? "a" : "b";
  1642. }
  1643. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1644. return 1;
  1645. }
  1646. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1647. return PORT_TYPE_VECTOR;
  1648. }
  1649. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1650. return ""; //no output port means the editor will be used as port
  1651. }
  1652. String VisualShaderNodeTransformVecMult::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 {
  1653. if (op == OP_AxB) {
  1654. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  1655. } else if (op == OP_BxA) {
  1656. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  1657. } else if (op == OP_3x3_AxB) {
  1658. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  1659. } else {
  1660. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  1661. }
  1662. }
  1663. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1664. op = p_op;
  1665. emit_changed();
  1666. }
  1667. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1668. return op;
  1669. }
  1670. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1671. Vector<StringName> props;
  1672. props.push_back("operator");
  1673. return props;
  1674. }
  1675. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1676. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1677. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1678. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator");
  1679. BIND_ENUM_CONSTANT(OP_AxB);
  1680. BIND_ENUM_CONSTANT(OP_BxA);
  1681. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1682. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1683. }
  1684. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1685. set_input_port_default_value(0, Transform3D());
  1686. set_input_port_default_value(1, Vector3());
  1687. }
  1688. ////////////// Float Func
  1689. String VisualShaderNodeFloatFunc::get_caption() const {
  1690. return "FloatFunc";
  1691. }
  1692. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  1693. return 1;
  1694. }
  1695. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  1696. return PORT_TYPE_SCALAR;
  1697. }
  1698. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  1699. return "";
  1700. }
  1701. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  1702. return 1;
  1703. }
  1704. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  1705. return PORT_TYPE_SCALAR;
  1706. }
  1707. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  1708. return ""; //no output port means the editor will be used as port
  1709. }
  1710. String VisualShaderNodeFloatFunc::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 {
  1711. static const char *scalar_func_id[FUNC_ONEMINUS + 1] = {
  1712. "sin($)",
  1713. "cos($)",
  1714. "tan($)",
  1715. "asin($)",
  1716. "acos($)",
  1717. "atan($)",
  1718. "sinh($)",
  1719. "cosh($)",
  1720. "tanh($)",
  1721. "log($)",
  1722. "exp($)",
  1723. "sqrt($)",
  1724. "abs($)",
  1725. "sign($)",
  1726. "floor($)",
  1727. "round($)",
  1728. "ceil($)",
  1729. "fract($)",
  1730. "min(max($, 0.0), 1.0)",
  1731. "-($)",
  1732. "acosh($)",
  1733. "asinh($)",
  1734. "atanh($)",
  1735. "degrees($)",
  1736. "exp2($)",
  1737. "inversesqrt($)",
  1738. "log2($)",
  1739. "radians($)",
  1740. "1.0 / ($)",
  1741. "roundEven($)",
  1742. "trunc($)",
  1743. "1.0 - $"
  1744. };
  1745. return " " + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1746. }
  1747. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  1748. func = p_func;
  1749. emit_changed();
  1750. }
  1751. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  1752. return func;
  1753. }
  1754. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  1755. Vector<StringName> props;
  1756. props.push_back("function");
  1757. return props;
  1758. }
  1759. void VisualShaderNodeFloatFunc::_bind_methods() {
  1760. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  1761. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  1762. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  1763. BIND_ENUM_CONSTANT(FUNC_SIN);
  1764. BIND_ENUM_CONSTANT(FUNC_COS);
  1765. BIND_ENUM_CONSTANT(FUNC_TAN);
  1766. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1767. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1768. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1769. BIND_ENUM_CONSTANT(FUNC_SINH);
  1770. BIND_ENUM_CONSTANT(FUNC_COSH);
  1771. BIND_ENUM_CONSTANT(FUNC_TANH);
  1772. BIND_ENUM_CONSTANT(FUNC_LOG);
  1773. BIND_ENUM_CONSTANT(FUNC_EXP);
  1774. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1775. BIND_ENUM_CONSTANT(FUNC_ABS);
  1776. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1777. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1778. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1779. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1780. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1781. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1782. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1783. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1784. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1785. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1786. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1787. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1788. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1789. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1790. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1791. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1792. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1793. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1794. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1795. }
  1796. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  1797. set_input_port_default_value(0, 0.0);
  1798. }
  1799. ////////////// Int Func
  1800. String VisualShaderNodeIntFunc::get_caption() const {
  1801. return "IntFunc";
  1802. }
  1803. int VisualShaderNodeIntFunc::get_input_port_count() const {
  1804. return 1;
  1805. }
  1806. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  1807. return PORT_TYPE_SCALAR_INT;
  1808. }
  1809. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  1810. return "";
  1811. }
  1812. int VisualShaderNodeIntFunc::get_output_port_count() const {
  1813. return 1;
  1814. }
  1815. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  1816. return PORT_TYPE_SCALAR_INT;
  1817. }
  1818. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  1819. return ""; //no output port means the editor will be used as port
  1820. }
  1821. String VisualShaderNodeIntFunc::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 {
  1822. static const char *int_func_id[FUNC_SIGN + 1] = {
  1823. "abs($)",
  1824. "-($)",
  1825. "sign($)"
  1826. };
  1827. return " " + p_output_vars[0] + " = " + String(int_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1828. }
  1829. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  1830. func = p_func;
  1831. emit_changed();
  1832. }
  1833. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  1834. return func;
  1835. }
  1836. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  1837. Vector<StringName> props;
  1838. props.push_back("function");
  1839. return props;
  1840. }
  1841. void VisualShaderNodeIntFunc::_bind_methods() {
  1842. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  1843. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  1844. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign"), "set_function", "get_function");
  1845. BIND_ENUM_CONSTANT(FUNC_ABS);
  1846. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1847. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1848. }
  1849. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  1850. set_input_port_default_value(0, 0);
  1851. }
  1852. ////////////// Vector Func
  1853. String VisualShaderNodeVectorFunc::get_caption() const {
  1854. return "VectorFunc";
  1855. }
  1856. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  1857. return 1;
  1858. }
  1859. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
  1860. return PORT_TYPE_VECTOR;
  1861. }
  1862. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  1863. return "";
  1864. }
  1865. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  1866. return 1;
  1867. }
  1868. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
  1869. return PORT_TYPE_VECTOR;
  1870. }
  1871. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  1872. return ""; //no output port means the editor will be used as port
  1873. }
  1874. String VisualShaderNodeVectorFunc::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 {
  1875. static const char *vec_func_id[FUNC_ONEMINUS + 1] = {
  1876. "normalize($)",
  1877. "max(min($, vec3(1.0)), vec3(0.0))",
  1878. "-($)",
  1879. "1.0 / ($)",
  1880. "",
  1881. "",
  1882. "abs($)",
  1883. "acos($)",
  1884. "acosh($)",
  1885. "asin($)",
  1886. "asinh($)",
  1887. "atan($)",
  1888. "atanh($)",
  1889. "ceil($)",
  1890. "cos($)",
  1891. "cosh($)",
  1892. "degrees($)",
  1893. "exp($)",
  1894. "exp2($)",
  1895. "floor($)",
  1896. "fract($)",
  1897. "inversesqrt($)",
  1898. "log($)",
  1899. "log2($)",
  1900. "radians($)",
  1901. "round($)",
  1902. "roundEven($)",
  1903. "sign($)",
  1904. "sin($)",
  1905. "sinh($)",
  1906. "sqrt($)",
  1907. "tan($)",
  1908. "tanh($)",
  1909. "trunc($)",
  1910. "vec3(1.0, 1.0, 1.0) - $"
  1911. };
  1912. String code;
  1913. if (func == FUNC_RGB2HSV) {
  1914. code += " {\n";
  1915. code += " vec3 c = " + p_input_vars[0] + ";\n";
  1916. code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  1917. code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  1918. code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  1919. code += " float d = q.x - min(q.w, q.y);\n";
  1920. code += " float e = 1.0e-10;\n";
  1921. code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  1922. code += " }\n";
  1923. } else if (func == FUNC_HSV2RGB) {
  1924. code += " {\n";
  1925. code += " vec3 c = " + p_input_vars[0] + ";\n";
  1926. code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  1927. code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  1928. code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  1929. code += " }\n";
  1930. } else {
  1931. code += " " + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1932. }
  1933. return code;
  1934. }
  1935. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  1936. func = p_func;
  1937. if (func == FUNC_RGB2HSV) {
  1938. simple_decl = false;
  1939. } else if (func == FUNC_HSV2RGB) {
  1940. simple_decl = false;
  1941. } else {
  1942. simple_decl = true;
  1943. }
  1944. emit_changed();
  1945. }
  1946. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  1947. return func;
  1948. }
  1949. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  1950. Vector<StringName> props;
  1951. props.push_back("function");
  1952. return props;
  1953. }
  1954. void VisualShaderNodeVectorFunc::_bind_methods() {
  1955. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  1956. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  1957. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  1958. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  1959. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1960. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1961. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1962. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  1963. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  1964. BIND_ENUM_CONSTANT(FUNC_ABS);
  1965. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1966. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1967. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1968. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1969. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1970. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1971. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1972. BIND_ENUM_CONSTANT(FUNC_COS);
  1973. BIND_ENUM_CONSTANT(FUNC_COSH);
  1974. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1975. BIND_ENUM_CONSTANT(FUNC_EXP);
  1976. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1977. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1978. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1979. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1980. BIND_ENUM_CONSTANT(FUNC_LOG);
  1981. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1982. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1983. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1984. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1985. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1986. BIND_ENUM_CONSTANT(FUNC_SIN);
  1987. BIND_ENUM_CONSTANT(FUNC_SINH);
  1988. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1989. BIND_ENUM_CONSTANT(FUNC_TAN);
  1990. BIND_ENUM_CONSTANT(FUNC_TANH);
  1991. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1992. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1993. }
  1994. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  1995. set_input_port_default_value(0, Vector3());
  1996. }
  1997. ////////////// ColorFunc
  1998. String VisualShaderNodeColorFunc::get_caption() const {
  1999. return "ColorFunc";
  2000. }
  2001. int VisualShaderNodeColorFunc::get_input_port_count() const {
  2002. return 1;
  2003. }
  2004. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  2005. return PORT_TYPE_VECTOR;
  2006. }
  2007. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  2008. return "";
  2009. }
  2010. int VisualShaderNodeColorFunc::get_output_port_count() const {
  2011. return 1;
  2012. }
  2013. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  2014. return PORT_TYPE_VECTOR;
  2015. }
  2016. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  2017. return "";
  2018. }
  2019. String VisualShaderNodeColorFunc::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 {
  2020. String code;
  2021. switch (func) {
  2022. case FUNC_GRAYSCALE:
  2023. code += " {\n";
  2024. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2025. code += " float max1 = max(c.r, c.g);\n";
  2026. code += " float max2 = max(max1, c.b);\n";
  2027. code += " float max3 = max(max1, max2);\n";
  2028. code += " " + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
  2029. code += " }\n";
  2030. break;
  2031. case FUNC_SEPIA:
  2032. code += " {\n";
  2033. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2034. code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  2035. code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  2036. code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  2037. code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
  2038. code += " }\n";
  2039. break;
  2040. }
  2041. return code;
  2042. }
  2043. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  2044. func = p_func;
  2045. emit_changed();
  2046. }
  2047. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  2048. return func;
  2049. }
  2050. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  2051. Vector<StringName> props;
  2052. props.push_back("function");
  2053. return props;
  2054. }
  2055. void VisualShaderNodeColorFunc::_bind_methods() {
  2056. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  2057. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  2058. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  2059. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  2060. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  2061. }
  2062. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  2063. simple_decl = false;
  2064. set_input_port_default_value(0, Vector3());
  2065. }
  2066. ////////////// Transform Func
  2067. String VisualShaderNodeTransformFunc::get_caption() const {
  2068. return "TransformFunc";
  2069. }
  2070. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2071. return 1;
  2072. }
  2073. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2074. return PORT_TYPE_TRANSFORM;
  2075. }
  2076. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2077. return "";
  2078. }
  2079. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2080. return 1;
  2081. }
  2082. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2083. return PORT_TYPE_TRANSFORM;
  2084. }
  2085. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2086. return "";
  2087. }
  2088. String VisualShaderNodeTransformFunc::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 {
  2089. static const char *funcs[FUNC_TRANSPOSE + 1] = {
  2090. "inverse($)",
  2091. "transpose($)"
  2092. };
  2093. String code;
  2094. code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2095. return code;
  2096. }
  2097. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2098. func = p_func;
  2099. emit_changed();
  2100. }
  2101. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2102. return func;
  2103. }
  2104. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2105. Vector<StringName> props;
  2106. props.push_back("function");
  2107. return props;
  2108. }
  2109. void VisualShaderNodeTransformFunc::_bind_methods() {
  2110. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2111. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2112. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2113. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2114. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2115. }
  2116. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2117. set_input_port_default_value(0, Transform3D());
  2118. }
  2119. ////////////// UV Func
  2120. String VisualShaderNodeUVFunc::get_caption() const {
  2121. return "UVFunc";
  2122. }
  2123. int VisualShaderNodeUVFunc::get_input_port_count() const {
  2124. return 3;
  2125. }
  2126. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
  2127. switch (p_port) {
  2128. case 0:
  2129. [[fallthrough]]; // uv
  2130. case 1:
  2131. return PORT_TYPE_VECTOR; // scale
  2132. case 2:
  2133. return PORT_TYPE_VECTOR; // offset & pivot
  2134. default:
  2135. break;
  2136. }
  2137. return PORT_TYPE_SCALAR;
  2138. }
  2139. String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
  2140. switch (p_port) {
  2141. case 0:
  2142. return "uv";
  2143. case 1:
  2144. return "scale";
  2145. case 2:
  2146. switch (func) {
  2147. case FUNC_PANNING:
  2148. return "offset";
  2149. case FUNC_SCALING:
  2150. return "pivot";
  2151. case FUNC_MAX:
  2152. break;
  2153. default:
  2154. break;
  2155. }
  2156. break;
  2157. default:
  2158. break;
  2159. }
  2160. return "";
  2161. }
  2162. String VisualShaderNodeUVFunc::get_input_port_default_hint(int p_port) const {
  2163. if (p_port == 0) {
  2164. return "UV";
  2165. }
  2166. return "";
  2167. }
  2168. int VisualShaderNodeUVFunc::get_output_port_count() const {
  2169. return 1;
  2170. }
  2171. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
  2172. return PORT_TYPE_VECTOR;
  2173. }
  2174. String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
  2175. return "uv";
  2176. }
  2177. bool VisualShaderNodeUVFunc::is_show_prop_names() const {
  2178. return true;
  2179. }
  2180. String VisualShaderNodeUVFunc::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 {
  2181. String code;
  2182. String uv;
  2183. if (p_input_vars[0].is_empty()) {
  2184. uv = "vec3(UV.xy, 0.0)";
  2185. } else {
  2186. uv = vformat("%s", p_input_vars[0]);
  2187. }
  2188. String scale = vformat("%s", p_input_vars[1]);
  2189. String offset_pivot = vformat("%s", p_input_vars[2]);
  2190. switch (func) {
  2191. case FUNC_PANNING: {
  2192. code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
  2193. } break;
  2194. case FUNC_SCALING: {
  2195. code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
  2196. } break;
  2197. case FUNC_MAX:
  2198. break;
  2199. }
  2200. return code;
  2201. }
  2202. void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
  2203. ERR_FAIL_INDEX(int(p_func), FUNC_MAX);
  2204. if (func == p_func) {
  2205. return;
  2206. }
  2207. func = p_func;
  2208. if (p_func == FUNC_PANNING) {
  2209. set_input_port_default_value(2, Vector3()); // offset
  2210. } else { // FUNC_SCALING
  2211. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.0)); // pivot
  2212. }
  2213. emit_changed();
  2214. }
  2215. VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
  2216. return func;
  2217. }
  2218. Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
  2219. Vector<StringName> props;
  2220. props.push_back("function");
  2221. return props;
  2222. }
  2223. void VisualShaderNodeUVFunc::_bind_methods() {
  2224. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
  2225. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
  2226. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
  2227. BIND_ENUM_CONSTANT(FUNC_PANNING);
  2228. BIND_ENUM_CONSTANT(FUNC_SCALING);
  2229. BIND_ENUM_CONSTANT(FUNC_MAX);
  2230. }
  2231. VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
  2232. set_input_port_default_value(1, Vector3(1.0, 1.0, 0.0)); // scale
  2233. set_input_port_default_value(2, Vector3()); // offset
  2234. }
  2235. ////////////// Dot Product
  2236. String VisualShaderNodeDotProduct::get_caption() const {
  2237. return "DotProduct";
  2238. }
  2239. int VisualShaderNodeDotProduct::get_input_port_count() const {
  2240. return 2;
  2241. }
  2242. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  2243. return PORT_TYPE_VECTOR;
  2244. }
  2245. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  2246. return p_port == 0 ? "a" : "b";
  2247. }
  2248. int VisualShaderNodeDotProduct::get_output_port_count() const {
  2249. return 1;
  2250. }
  2251. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  2252. return PORT_TYPE_SCALAR;
  2253. }
  2254. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  2255. return "dot";
  2256. }
  2257. String VisualShaderNodeDotProduct::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 {
  2258. return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2259. }
  2260. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  2261. set_input_port_default_value(0, Vector3());
  2262. set_input_port_default_value(1, Vector3());
  2263. }
  2264. ////////////// Vector Len
  2265. String VisualShaderNodeVectorLen::get_caption() const {
  2266. return "VectorLen";
  2267. }
  2268. int VisualShaderNodeVectorLen::get_input_port_count() const {
  2269. return 1;
  2270. }
  2271. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
  2272. return PORT_TYPE_VECTOR;
  2273. }
  2274. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  2275. return "";
  2276. }
  2277. int VisualShaderNodeVectorLen::get_output_port_count() const {
  2278. return 1;
  2279. }
  2280. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  2281. return PORT_TYPE_SCALAR;
  2282. }
  2283. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  2284. return "length";
  2285. }
  2286. String VisualShaderNodeVectorLen::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 {
  2287. return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  2288. }
  2289. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  2290. set_input_port_default_value(0, Vector3());
  2291. }
  2292. ////////////// Determinant
  2293. String VisualShaderNodeDeterminant::get_caption() const {
  2294. return "Determinant";
  2295. }
  2296. int VisualShaderNodeDeterminant::get_input_port_count() const {
  2297. return 1;
  2298. }
  2299. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  2300. return PORT_TYPE_TRANSFORM;
  2301. }
  2302. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  2303. return "";
  2304. }
  2305. int VisualShaderNodeDeterminant::get_output_port_count() const {
  2306. return 1;
  2307. }
  2308. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  2309. return PORT_TYPE_SCALAR;
  2310. }
  2311. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  2312. return "";
  2313. }
  2314. String VisualShaderNodeDeterminant::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 {
  2315. return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  2316. }
  2317. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  2318. set_input_port_default_value(0, Transform3D());
  2319. }
  2320. ////////////// Scalar Derivative Function
  2321. String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
  2322. return "ScalarDerivativeFunc";
  2323. }
  2324. int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
  2325. return 1;
  2326. }
  2327. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
  2328. return PORT_TYPE_SCALAR;
  2329. }
  2330. String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
  2331. return "";
  2332. }
  2333. int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
  2334. return 1;
  2335. }
  2336. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
  2337. return PORT_TYPE_SCALAR;
  2338. }
  2339. String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
  2340. return "";
  2341. }
  2342. String VisualShaderNodeScalarDerivativeFunc::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 {
  2343. static const char *funcs[FUNC_Y + 1] = {
  2344. "fwidth($)",
  2345. "dFdx($)",
  2346. "dFdy($)"
  2347. };
  2348. String code;
  2349. code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2350. return code;
  2351. }
  2352. void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
  2353. func = p_func;
  2354. emit_changed();
  2355. }
  2356. VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
  2357. return func;
  2358. }
  2359. Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
  2360. Vector<StringName> props;
  2361. props.push_back("function");
  2362. return props;
  2363. }
  2364. void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
  2365. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
  2366. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
  2367. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2368. BIND_ENUM_CONSTANT(FUNC_SUM);
  2369. BIND_ENUM_CONSTANT(FUNC_X);
  2370. BIND_ENUM_CONSTANT(FUNC_Y);
  2371. }
  2372. VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
  2373. set_input_port_default_value(0, 0.0);
  2374. }
  2375. ////////////// Vector Derivative Function
  2376. String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
  2377. return "VectorDerivativeFunc";
  2378. }
  2379. int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
  2380. return 1;
  2381. }
  2382. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
  2383. return PORT_TYPE_VECTOR;
  2384. }
  2385. String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
  2386. return "";
  2387. }
  2388. int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
  2389. return 1;
  2390. }
  2391. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
  2392. return PORT_TYPE_VECTOR;
  2393. }
  2394. String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
  2395. return "";
  2396. }
  2397. String VisualShaderNodeVectorDerivativeFunc::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 {
  2398. static const char *funcs[FUNC_Y + 1] = {
  2399. "fwidth($)",
  2400. "dFdx($)",
  2401. "dFdy($)"
  2402. };
  2403. String code;
  2404. code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2405. return code;
  2406. }
  2407. void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
  2408. func = p_func;
  2409. emit_changed();
  2410. }
  2411. VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
  2412. return func;
  2413. }
  2414. Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
  2415. Vector<StringName> props;
  2416. props.push_back("function");
  2417. return props;
  2418. }
  2419. void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
  2420. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
  2421. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
  2422. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2423. BIND_ENUM_CONSTANT(FUNC_SUM);
  2424. BIND_ENUM_CONSTANT(FUNC_X);
  2425. BIND_ENUM_CONSTANT(FUNC_Y);
  2426. }
  2427. VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
  2428. set_input_port_default_value(0, Vector3());
  2429. }
  2430. ////////////// Clamp
  2431. String VisualShaderNodeClamp::get_caption() const {
  2432. return "Clamp";
  2433. }
  2434. int VisualShaderNodeClamp::get_input_port_count() const {
  2435. return 3;
  2436. }
  2437. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
  2438. switch (op_type) {
  2439. case OP_TYPE_INT:
  2440. return PORT_TYPE_SCALAR_INT;
  2441. case OP_TYPE_VECTOR:
  2442. return PORT_TYPE_VECTOR;
  2443. default:
  2444. break;
  2445. }
  2446. return PORT_TYPE_SCALAR;
  2447. }
  2448. String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
  2449. if (p_port == 0) {
  2450. return "";
  2451. } else if (p_port == 1) {
  2452. return "min";
  2453. } else if (p_port == 2) {
  2454. return "max";
  2455. }
  2456. return "";
  2457. }
  2458. int VisualShaderNodeClamp::get_output_port_count() const {
  2459. return 1;
  2460. }
  2461. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
  2462. switch (op_type) {
  2463. case OP_TYPE_INT:
  2464. return PORT_TYPE_SCALAR_INT;
  2465. case OP_TYPE_VECTOR:
  2466. return PORT_TYPE_VECTOR;
  2467. default:
  2468. break;
  2469. }
  2470. return PORT_TYPE_SCALAR;
  2471. }
  2472. String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
  2473. return "";
  2474. }
  2475. String VisualShaderNodeClamp::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 {
  2476. return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2477. }
  2478. void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
  2479. ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
  2480. if (op_type == p_op_type) {
  2481. return;
  2482. }
  2483. switch (p_op_type) {
  2484. case OP_TYPE_FLOAT:
  2485. set_input_port_default_value(0, 0.0);
  2486. set_input_port_default_value(1, 0.0);
  2487. set_input_port_default_value(2, 0.0);
  2488. break;
  2489. case OP_TYPE_INT:
  2490. set_input_port_default_value(0, 0);
  2491. set_input_port_default_value(1, 0);
  2492. set_input_port_default_value(2, 0);
  2493. break;
  2494. case OP_TYPE_VECTOR:
  2495. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2496. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2497. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2498. break;
  2499. default:
  2500. break;
  2501. }
  2502. op_type = p_op_type;
  2503. emit_changed();
  2504. }
  2505. VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
  2506. return op_type;
  2507. }
  2508. Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
  2509. Vector<StringName> props;
  2510. props.push_back("op_type");
  2511. return props;
  2512. }
  2513. void VisualShaderNodeClamp::_bind_methods() {
  2514. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeClamp::set_op_type);
  2515. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
  2516. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector"), "set_op_type", "get_op_type");
  2517. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  2518. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  2519. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  2520. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2521. }
  2522. VisualShaderNodeClamp::VisualShaderNodeClamp() {
  2523. set_input_port_default_value(0, 0.0);
  2524. set_input_port_default_value(1, 0.0);
  2525. set_input_port_default_value(2, 1.0);
  2526. }
  2527. ////////////// FaceForward
  2528. String VisualShaderNodeFaceForward::get_caption() const {
  2529. return "FaceForward";
  2530. }
  2531. int VisualShaderNodeFaceForward::get_input_port_count() const {
  2532. return 3;
  2533. }
  2534. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
  2535. return PORT_TYPE_VECTOR;
  2536. }
  2537. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  2538. switch (p_port) {
  2539. case 0:
  2540. return "N";
  2541. case 1:
  2542. return "I";
  2543. case 2:
  2544. return "Nref";
  2545. default:
  2546. return "";
  2547. }
  2548. }
  2549. int VisualShaderNodeFaceForward::get_output_port_count() const {
  2550. return 1;
  2551. }
  2552. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
  2553. return PORT_TYPE_VECTOR;
  2554. }
  2555. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  2556. return "";
  2557. }
  2558. String VisualShaderNodeFaceForward::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 {
  2559. return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2560. }
  2561. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  2562. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2563. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2564. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2565. }
  2566. ////////////// Outer Product
  2567. String VisualShaderNodeOuterProduct::get_caption() const {
  2568. return "OuterProduct";
  2569. }
  2570. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  2571. return 2;
  2572. }
  2573. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  2574. return PORT_TYPE_VECTOR;
  2575. }
  2576. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  2577. switch (p_port) {
  2578. case 0:
  2579. return "c";
  2580. case 1:
  2581. return "r";
  2582. default:
  2583. return "";
  2584. }
  2585. }
  2586. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  2587. return 1;
  2588. }
  2589. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  2590. return PORT_TYPE_TRANSFORM;
  2591. }
  2592. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  2593. return "";
  2594. }
  2595. String VisualShaderNodeOuterProduct::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 {
  2596. return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  2597. }
  2598. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  2599. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2600. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2601. }
  2602. ////////////// Step
  2603. String VisualShaderNodeStep::get_caption() const {
  2604. return "Step";
  2605. }
  2606. int VisualShaderNodeStep::get_input_port_count() const {
  2607. return 2;
  2608. }
  2609. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
  2610. switch (op_type) {
  2611. case OP_TYPE_VECTOR:
  2612. return PORT_TYPE_VECTOR;
  2613. case OP_TYPE_VECTOR_SCALAR:
  2614. if (p_port == 1) {
  2615. return PORT_TYPE_VECTOR;
  2616. }
  2617. break;
  2618. default:
  2619. break;
  2620. }
  2621. return PORT_TYPE_SCALAR;
  2622. }
  2623. String VisualShaderNodeStep::get_input_port_name(int p_port) const {
  2624. if (p_port == 0) {
  2625. return "edge";
  2626. } else if (p_port == 1) {
  2627. return "x";
  2628. }
  2629. return "";
  2630. }
  2631. int VisualShaderNodeStep::get_output_port_count() const {
  2632. return 1;
  2633. }
  2634. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
  2635. switch (op_type) {
  2636. case OP_TYPE_VECTOR:
  2637. return PORT_TYPE_VECTOR;
  2638. case OP_TYPE_VECTOR_SCALAR:
  2639. return PORT_TYPE_VECTOR;
  2640. default:
  2641. break;
  2642. }
  2643. return PORT_TYPE_SCALAR;
  2644. }
  2645. String VisualShaderNodeStep::get_output_port_name(int p_port) const {
  2646. return "";
  2647. }
  2648. void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
  2649. ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
  2650. if (op_type == p_op_type) {
  2651. return;
  2652. }
  2653. switch (p_op_type) {
  2654. case OP_TYPE_SCALAR:
  2655. if (op_type == OP_TYPE_VECTOR) {
  2656. set_input_port_default_value(0, 0.0); // edge
  2657. }
  2658. if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2659. set_input_port_default_value(1, 0.0); // x
  2660. }
  2661. break;
  2662. case OP_TYPE_VECTOR:
  2663. if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2664. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge
  2665. }
  2666. if (op_type == OP_TYPE_SCALAR) {
  2667. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
  2668. }
  2669. break;
  2670. case OP_TYPE_VECTOR_SCALAR:
  2671. if (op_type == OP_TYPE_VECTOR) {
  2672. set_input_port_default_value(0, 0.0); // edge
  2673. }
  2674. if (op_type == OP_TYPE_SCALAR) {
  2675. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
  2676. }
  2677. break;
  2678. default:
  2679. break;
  2680. }
  2681. op_type = p_op_type;
  2682. emit_changed();
  2683. }
  2684. VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
  2685. return op_type;
  2686. }
  2687. String VisualShaderNodeStep::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 {
  2688. return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2689. }
  2690. Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
  2691. Vector<StringName> props;
  2692. props.push_back("op_type");
  2693. return props;
  2694. }
  2695. void VisualShaderNodeStep::_bind_methods() {
  2696. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeStep::set_op_type);
  2697. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
  2698. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
  2699. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2700. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  2701. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
  2702. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2703. }
  2704. VisualShaderNodeStep::VisualShaderNodeStep() {
  2705. set_input_port_default_value(0, 0.0);
  2706. set_input_port_default_value(1, 0.0);
  2707. }
  2708. ////////////// SmoothStep
  2709. String VisualShaderNodeSmoothStep::get_caption() const {
  2710. return "SmoothStep";
  2711. }
  2712. int VisualShaderNodeSmoothStep::get_input_port_count() const {
  2713. return 3;
  2714. }
  2715. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
  2716. switch (op_type) {
  2717. case OP_TYPE_VECTOR:
  2718. return PORT_TYPE_VECTOR;
  2719. case OP_TYPE_VECTOR_SCALAR:
  2720. if (p_port == 2) {
  2721. return PORT_TYPE_VECTOR; // x
  2722. }
  2723. break;
  2724. default:
  2725. break;
  2726. }
  2727. return PORT_TYPE_SCALAR;
  2728. }
  2729. String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
  2730. if (p_port == 0) {
  2731. return "edge0";
  2732. } else if (p_port == 1) {
  2733. return "edge1";
  2734. } else if (p_port == 2) {
  2735. return "x";
  2736. }
  2737. return "";
  2738. }
  2739. int VisualShaderNodeSmoothStep::get_output_port_count() const {
  2740. return 1;
  2741. }
  2742. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
  2743. switch (op_type) {
  2744. case OP_TYPE_VECTOR:
  2745. return PORT_TYPE_VECTOR;
  2746. case OP_TYPE_VECTOR_SCALAR:
  2747. return PORT_TYPE_VECTOR;
  2748. default:
  2749. break;
  2750. }
  2751. return PORT_TYPE_SCALAR;
  2752. }
  2753. String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
  2754. return "";
  2755. }
  2756. void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
  2757. ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
  2758. if (op_type == p_op_type) {
  2759. return;
  2760. }
  2761. switch (p_op_type) {
  2762. case OP_TYPE_SCALAR:
  2763. if (op_type == OP_TYPE_VECTOR) {
  2764. set_input_port_default_value(0, 0.0); // edge0
  2765. set_input_port_default_value(1, 0.0); // edge1
  2766. }
  2767. if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2768. set_input_port_default_value(2, 0.0); // x
  2769. }
  2770. break;
  2771. case OP_TYPE_VECTOR:
  2772. if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2773. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge0
  2774. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // edge1
  2775. }
  2776. if (op_type == OP_TYPE_SCALAR) {
  2777. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
  2778. }
  2779. break;
  2780. case OP_TYPE_VECTOR_SCALAR:
  2781. if (op_type == OP_TYPE_VECTOR) {
  2782. set_input_port_default_value(0, 0.0); // edge0
  2783. set_input_port_default_value(1, 0.0); // edge1
  2784. }
  2785. if (op_type == OP_TYPE_SCALAR) {
  2786. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
  2787. }
  2788. break;
  2789. default:
  2790. break;
  2791. }
  2792. op_type = p_op_type;
  2793. emit_changed();
  2794. }
  2795. VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
  2796. return op_type;
  2797. }
  2798. String VisualShaderNodeSmoothStep::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 {
  2799. return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2800. }
  2801. Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
  2802. Vector<StringName> props;
  2803. props.push_back("op_type");
  2804. return props;
  2805. }
  2806. void VisualShaderNodeSmoothStep::_bind_methods() {
  2807. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSmoothStep::set_op_type);
  2808. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
  2809. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
  2810. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2811. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  2812. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
  2813. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2814. }
  2815. VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
  2816. set_input_port_default_value(0, 0.0);
  2817. set_input_port_default_value(1, 0.0);
  2818. set_input_port_default_value(2, 0.0);
  2819. }
  2820. ////////////// Distance
  2821. String VisualShaderNodeVectorDistance::get_caption() const {
  2822. return "Distance";
  2823. }
  2824. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  2825. return 2;
  2826. }
  2827. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
  2828. return PORT_TYPE_VECTOR;
  2829. }
  2830. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  2831. if (p_port == 0) {
  2832. return "p0";
  2833. } else if (p_port == 1) {
  2834. return "p1";
  2835. }
  2836. return "";
  2837. }
  2838. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  2839. return 1;
  2840. }
  2841. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  2842. return PORT_TYPE_SCALAR;
  2843. }
  2844. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  2845. return "";
  2846. }
  2847. String VisualShaderNodeVectorDistance::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 {
  2848. return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2849. }
  2850. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  2851. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2852. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2853. }
  2854. ////////////// Refract Vector
  2855. String VisualShaderNodeVectorRefract::get_caption() const {
  2856. return "Refract";
  2857. }
  2858. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  2859. return 3;
  2860. }
  2861. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  2862. if (p_port == 2) {
  2863. return PORT_TYPE_SCALAR;
  2864. }
  2865. return PORT_TYPE_VECTOR;
  2866. }
  2867. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  2868. if (p_port == 0) {
  2869. return "I";
  2870. } else if (p_port == 1) {
  2871. return "N";
  2872. } else if (p_port == 2) {
  2873. return "eta";
  2874. }
  2875. return "";
  2876. }
  2877. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  2878. return 1;
  2879. }
  2880. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  2881. return PORT_TYPE_VECTOR;
  2882. }
  2883. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  2884. return "";
  2885. }
  2886. String VisualShaderNodeVectorRefract::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 {
  2887. return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2888. }
  2889. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  2890. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2891. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2892. set_input_port_default_value(2, 0.0);
  2893. }
  2894. ////////////// Mix
  2895. String VisualShaderNodeMix::get_caption() const {
  2896. return "Mix";
  2897. }
  2898. int VisualShaderNodeMix::get_input_port_count() const {
  2899. return 3;
  2900. }
  2901. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
  2902. switch (op_type) {
  2903. case OP_TYPE_VECTOR:
  2904. return PORT_TYPE_VECTOR;
  2905. case OP_TYPE_VECTOR_SCALAR:
  2906. if (p_port == 2) {
  2907. break;
  2908. }
  2909. return PORT_TYPE_VECTOR;
  2910. default:
  2911. break;
  2912. }
  2913. return PORT_TYPE_SCALAR;
  2914. }
  2915. String VisualShaderNodeMix::get_input_port_name(int p_port) const {
  2916. if (p_port == 0) {
  2917. return "a";
  2918. } else if (p_port == 1) {
  2919. return "b";
  2920. } else {
  2921. return "weight";
  2922. }
  2923. }
  2924. int VisualShaderNodeMix::get_output_port_count() const {
  2925. return 1;
  2926. }
  2927. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
  2928. switch (op_type) {
  2929. case OP_TYPE_VECTOR:
  2930. return PORT_TYPE_VECTOR;
  2931. case OP_TYPE_VECTOR_SCALAR:
  2932. return PORT_TYPE_VECTOR;
  2933. default:
  2934. break;
  2935. }
  2936. return PORT_TYPE_SCALAR;
  2937. }
  2938. String VisualShaderNodeMix::get_output_port_name(int p_port) const {
  2939. return "mix";
  2940. }
  2941. void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
  2942. ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
  2943. if (op_type == p_op_type) {
  2944. return;
  2945. }
  2946. switch (p_op_type) {
  2947. case OP_TYPE_SCALAR:
  2948. set_input_port_default_value(0, 0.0); // a
  2949. set_input_port_default_value(1, 1.0); // b
  2950. if (op_type == OP_TYPE_VECTOR) {
  2951. set_input_port_default_value(2, 0.5); // weight
  2952. }
  2953. break;
  2954. case OP_TYPE_VECTOR:
  2955. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  2956. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
  2957. if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2958. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5)); // weight
  2959. }
  2960. break;
  2961. case OP_TYPE_VECTOR_SCALAR:
  2962. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  2963. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
  2964. if (op_type == OP_TYPE_VECTOR) {
  2965. set_input_port_default_value(2, 0.5); // weight
  2966. }
  2967. break;
  2968. default:
  2969. break;
  2970. }
  2971. op_type = p_op_type;
  2972. emit_changed();
  2973. }
  2974. VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
  2975. return op_type;
  2976. }
  2977. String VisualShaderNodeMix::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 {
  2978. return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2979. }
  2980. Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
  2981. Vector<StringName> props;
  2982. props.push_back("op_type");
  2983. return props;
  2984. }
  2985. void VisualShaderNodeMix::_bind_methods() {
  2986. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMix::set_op_type);
  2987. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
  2988. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
  2989. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2990. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  2991. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
  2992. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2993. }
  2994. VisualShaderNodeMix::VisualShaderNodeMix() {
  2995. set_input_port_default_value(0, 0.0); // a
  2996. set_input_port_default_value(1, 1.0); // b
  2997. set_input_port_default_value(2, 0.5); // weight
  2998. }
  2999. ////////////// Vector Compose
  3000. String VisualShaderNodeVectorCompose::get_caption() const {
  3001. return "VectorCompose";
  3002. }
  3003. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  3004. return 3;
  3005. }
  3006. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  3007. return PORT_TYPE_SCALAR;
  3008. }
  3009. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  3010. if (p_port == 0) {
  3011. return "x";
  3012. } else if (p_port == 1) {
  3013. return "y";
  3014. } else {
  3015. return "z";
  3016. }
  3017. }
  3018. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  3019. return 1;
  3020. }
  3021. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
  3022. return PORT_TYPE_VECTOR;
  3023. }
  3024. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  3025. return "vec";
  3026. }
  3027. String VisualShaderNodeVectorCompose::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 {
  3028. return " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3029. }
  3030. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  3031. set_input_port_default_value(0, 0.0);
  3032. set_input_port_default_value(1, 0.0);
  3033. set_input_port_default_value(2, 0.0);
  3034. }
  3035. ////////////// Transform Compose
  3036. String VisualShaderNodeTransformCompose::get_caption() const {
  3037. return "TransformCompose";
  3038. }
  3039. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  3040. return 4;
  3041. }
  3042. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  3043. return PORT_TYPE_VECTOR;
  3044. }
  3045. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  3046. if (p_port == 0) {
  3047. return "x";
  3048. } else if (p_port == 1) {
  3049. return "y";
  3050. } else if (p_port == 2) {
  3051. return "z";
  3052. } else {
  3053. return "origin";
  3054. }
  3055. }
  3056. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  3057. return 1;
  3058. }
  3059. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  3060. return PORT_TYPE_TRANSFORM;
  3061. }
  3062. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  3063. return "xform";
  3064. }
  3065. String VisualShaderNodeTransformCompose::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 {
  3066. return " " + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
  3067. }
  3068. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  3069. set_input_port_default_value(0, Vector3());
  3070. set_input_port_default_value(1, Vector3());
  3071. set_input_port_default_value(2, Vector3());
  3072. set_input_port_default_value(3, Vector3());
  3073. }
  3074. ////////////// Vector Decompose
  3075. String VisualShaderNodeVectorDecompose::get_caption() const {
  3076. return "VectorDecompose";
  3077. }
  3078. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  3079. return 1;
  3080. }
  3081. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
  3082. return PORT_TYPE_VECTOR;
  3083. }
  3084. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  3085. return "vec";
  3086. }
  3087. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  3088. return 3;
  3089. }
  3090. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  3091. return PORT_TYPE_SCALAR;
  3092. }
  3093. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  3094. if (p_port == 0) {
  3095. return "x";
  3096. } else if (p_port == 1) {
  3097. return "y";
  3098. } else {
  3099. return "z";
  3100. }
  3101. }
  3102. String VisualShaderNodeVectorDecompose::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 {
  3103. String code;
  3104. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3105. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3106. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3107. return code;
  3108. }
  3109. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  3110. set_input_port_default_value(0, Vector3());
  3111. }
  3112. ////////////// Transform Decompose
  3113. String VisualShaderNodeTransformDecompose::get_caption() const {
  3114. return "TransformDecompose";
  3115. }
  3116. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  3117. return 1;
  3118. }
  3119. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  3120. return PORT_TYPE_TRANSFORM;
  3121. }
  3122. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  3123. return "xform";
  3124. }
  3125. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  3126. return 4;
  3127. }
  3128. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  3129. return PORT_TYPE_VECTOR;
  3130. }
  3131. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  3132. if (p_port == 0) {
  3133. return "x";
  3134. } else if (p_port == 1) {
  3135. return "y";
  3136. } else if (p_port == 2) {
  3137. return "z";
  3138. } else {
  3139. return "origin";
  3140. }
  3141. }
  3142. String VisualShaderNodeTransformDecompose::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 {
  3143. String code;
  3144. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  3145. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  3146. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  3147. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  3148. return code;
  3149. }
  3150. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  3151. set_input_port_default_value(0, Transform3D());
  3152. }
  3153. ////////////// Float Uniform
  3154. String VisualShaderNodeFloatUniform::get_caption() const {
  3155. return "FloatUniform";
  3156. }
  3157. int VisualShaderNodeFloatUniform::get_input_port_count() const {
  3158. return 0;
  3159. }
  3160. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
  3161. return PORT_TYPE_SCALAR;
  3162. }
  3163. String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
  3164. return String();
  3165. }
  3166. int VisualShaderNodeFloatUniform::get_output_port_count() const {
  3167. return 1;
  3168. }
  3169. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
  3170. return PORT_TYPE_SCALAR;
  3171. }
  3172. String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
  3173. return ""; //no output port means the editor will be used as port
  3174. }
  3175. String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3176. String code = "";
  3177. if (hint == HINT_RANGE) {
  3178. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  3179. } else if (hint == HINT_RANGE_STEP) {
  3180. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  3181. } else {
  3182. code += _get_qual_str() + "uniform float " + get_uniform_name();
  3183. }
  3184. if (default_value_enabled) {
  3185. code += " = " + rtos(default_value);
  3186. }
  3187. code += ";\n";
  3188. return code;
  3189. }
  3190. String VisualShaderNodeFloatUniform::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 {
  3191. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3192. }
  3193. bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
  3194. return true;
  3195. }
  3196. bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
  3197. return true;
  3198. }
  3199. void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
  3200. hint = p_hint;
  3201. emit_changed();
  3202. }
  3203. VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
  3204. return hint;
  3205. }
  3206. void VisualShaderNodeFloatUniform::set_min(float p_value) {
  3207. hint_range_min = p_value;
  3208. emit_changed();
  3209. }
  3210. float VisualShaderNodeFloatUniform::get_min() const {
  3211. return hint_range_min;
  3212. }
  3213. void VisualShaderNodeFloatUniform::set_max(float p_value) {
  3214. hint_range_max = p_value;
  3215. emit_changed();
  3216. }
  3217. float VisualShaderNodeFloatUniform::get_max() const {
  3218. return hint_range_max;
  3219. }
  3220. void VisualShaderNodeFloatUniform::set_step(float p_value) {
  3221. hint_range_step = p_value;
  3222. emit_changed();
  3223. }
  3224. float VisualShaderNodeFloatUniform::get_step() const {
  3225. return hint_range_step;
  3226. }
  3227. void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
  3228. default_value_enabled = p_enabled;
  3229. emit_changed();
  3230. }
  3231. bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
  3232. return default_value_enabled;
  3233. }
  3234. void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
  3235. default_value = p_value;
  3236. emit_changed();
  3237. }
  3238. float VisualShaderNodeFloatUniform::get_default_value() const {
  3239. return default_value;
  3240. }
  3241. void VisualShaderNodeFloatUniform::_bind_methods() {
  3242. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
  3243. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
  3244. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
  3245. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
  3246. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
  3247. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
  3248. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
  3249. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
  3250. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
  3251. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
  3252. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
  3253. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
  3254. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  3255. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  3256. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  3257. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  3258. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3259. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  3260. BIND_ENUM_CONSTANT(HINT_NONE);
  3261. BIND_ENUM_CONSTANT(HINT_RANGE);
  3262. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  3263. }
  3264. bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
  3265. return true; // all qualifiers are supported
  3266. }
  3267. bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
  3268. return true; // conversion is allowed
  3269. }
  3270. Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
  3271. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3272. props.push_back("hint");
  3273. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  3274. props.push_back("min");
  3275. props.push_back("max");
  3276. }
  3277. if (hint == HINT_RANGE_STEP) {
  3278. props.push_back("step");
  3279. }
  3280. props.push_back("default_value_enabled");
  3281. if (default_value_enabled) {
  3282. props.push_back("default_value");
  3283. }
  3284. return props;
  3285. }
  3286. VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
  3287. }
  3288. ////////////// Integer Uniform
  3289. String VisualShaderNodeIntUniform::get_caption() const {
  3290. return "IntUniform";
  3291. }
  3292. int VisualShaderNodeIntUniform::get_input_port_count() const {
  3293. return 0;
  3294. }
  3295. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
  3296. return PORT_TYPE_SCALAR_INT;
  3297. }
  3298. String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
  3299. return String();
  3300. }
  3301. int VisualShaderNodeIntUniform::get_output_port_count() const {
  3302. return 1;
  3303. }
  3304. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
  3305. return PORT_TYPE_SCALAR_INT;
  3306. }
  3307. String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
  3308. return ""; //no output port means the editor will be used as port
  3309. }
  3310. String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3311. String code = "";
  3312. if (hint == HINT_RANGE) {
  3313. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  3314. } else if (hint == HINT_RANGE_STEP) {
  3315. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  3316. } else {
  3317. code += _get_qual_str() + "uniform int " + get_uniform_name();
  3318. }
  3319. if (default_value_enabled) {
  3320. code += " = " + itos(default_value);
  3321. }
  3322. code += ";\n";
  3323. return code;
  3324. }
  3325. String VisualShaderNodeIntUniform::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 {
  3326. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3327. }
  3328. bool VisualShaderNodeIntUniform::is_show_prop_names() const {
  3329. return true;
  3330. }
  3331. bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
  3332. return true;
  3333. }
  3334. void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
  3335. hint = p_hint;
  3336. emit_changed();
  3337. }
  3338. VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
  3339. return hint;
  3340. }
  3341. void VisualShaderNodeIntUniform::set_min(int p_value) {
  3342. hint_range_min = p_value;
  3343. emit_changed();
  3344. }
  3345. int VisualShaderNodeIntUniform::get_min() const {
  3346. return hint_range_min;
  3347. }
  3348. void VisualShaderNodeIntUniform::set_max(int p_value) {
  3349. hint_range_max = p_value;
  3350. emit_changed();
  3351. }
  3352. int VisualShaderNodeIntUniform::get_max() const {
  3353. return hint_range_max;
  3354. }
  3355. void VisualShaderNodeIntUniform::set_step(int p_value) {
  3356. hint_range_step = p_value;
  3357. emit_changed();
  3358. }
  3359. int VisualShaderNodeIntUniform::get_step() const {
  3360. return hint_range_step;
  3361. }
  3362. void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_enabled) {
  3363. default_value_enabled = p_enabled;
  3364. emit_changed();
  3365. }
  3366. bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
  3367. return default_value_enabled;
  3368. }
  3369. void VisualShaderNodeIntUniform::set_default_value(int p_value) {
  3370. default_value = p_value;
  3371. emit_changed();
  3372. }
  3373. int VisualShaderNodeIntUniform::get_default_value() const {
  3374. return default_value;
  3375. }
  3376. void VisualShaderNodeIntUniform::_bind_methods() {
  3377. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
  3378. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
  3379. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
  3380. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
  3381. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
  3382. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
  3383. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
  3384. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
  3385. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
  3386. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
  3387. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
  3388. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
  3389. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
  3390. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  3391. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  3392. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  3393. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3394. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  3395. BIND_ENUM_CONSTANT(HINT_NONE);
  3396. BIND_ENUM_CONSTANT(HINT_RANGE);
  3397. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  3398. }
  3399. bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
  3400. return true; // all qualifiers are supported
  3401. }
  3402. bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
  3403. return true; // conversion is allowed
  3404. }
  3405. Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
  3406. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3407. props.push_back("hint");
  3408. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  3409. props.push_back("min");
  3410. props.push_back("max");
  3411. }
  3412. if (hint == HINT_RANGE_STEP) {
  3413. props.push_back("step");
  3414. }
  3415. props.push_back("default_value_enabled");
  3416. if (default_value_enabled) {
  3417. props.push_back("default_value");
  3418. }
  3419. return props;
  3420. }
  3421. VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
  3422. }
  3423. ////////////// Boolean Uniform
  3424. String VisualShaderNodeBooleanUniform::get_caption() const {
  3425. return "BooleanUniform";
  3426. }
  3427. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  3428. return 0;
  3429. }
  3430. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  3431. return PORT_TYPE_BOOLEAN;
  3432. }
  3433. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  3434. return String();
  3435. }
  3436. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  3437. return 1;
  3438. }
  3439. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  3440. return PORT_TYPE_BOOLEAN;
  3441. }
  3442. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  3443. return ""; //no output port means the editor will be used as port
  3444. }
  3445. void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_enabled) {
  3446. default_value_enabled = p_enabled;
  3447. emit_changed();
  3448. }
  3449. bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
  3450. return default_value_enabled;
  3451. }
  3452. void VisualShaderNodeBooleanUniform::set_default_value(bool p_value) {
  3453. default_value = p_value;
  3454. emit_changed();
  3455. }
  3456. bool VisualShaderNodeBooleanUniform::get_default_value() const {
  3457. return default_value;
  3458. }
  3459. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3460. String code = _get_qual_str() + "uniform bool " + get_uniform_name();
  3461. if (default_value_enabled) {
  3462. if (default_value) {
  3463. code += " = true";
  3464. } else {
  3465. code += " = false";
  3466. }
  3467. }
  3468. code += ";\n";
  3469. return code;
  3470. }
  3471. String VisualShaderNodeBooleanUniform::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 {
  3472. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3473. }
  3474. bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
  3475. return true;
  3476. }
  3477. bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
  3478. return true;
  3479. }
  3480. void VisualShaderNodeBooleanUniform::_bind_methods() {
  3481. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
  3482. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
  3483. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
  3484. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
  3485. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3486. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  3487. }
  3488. bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
  3489. return true; // all qualifiers are supported
  3490. }
  3491. bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
  3492. return true; // conversion is allowed
  3493. }
  3494. Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
  3495. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3496. props.push_back("default_value_enabled");
  3497. if (default_value_enabled) {
  3498. props.push_back("default_value");
  3499. }
  3500. return props;
  3501. }
  3502. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  3503. }
  3504. ////////////// Color Uniform
  3505. String VisualShaderNodeColorUniform::get_caption() const {
  3506. return "ColorUniform";
  3507. }
  3508. int VisualShaderNodeColorUniform::get_input_port_count() const {
  3509. return 0;
  3510. }
  3511. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  3512. return PORT_TYPE_VECTOR;
  3513. }
  3514. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  3515. return String();
  3516. }
  3517. int VisualShaderNodeColorUniform::get_output_port_count() const {
  3518. return 2;
  3519. }
  3520. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  3521. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  3522. }
  3523. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  3524. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  3525. }
  3526. void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
  3527. default_value_enabled = p_enabled;
  3528. emit_changed();
  3529. }
  3530. bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
  3531. return default_value_enabled;
  3532. }
  3533. void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
  3534. default_value = p_value;
  3535. emit_changed();
  3536. }
  3537. Color VisualShaderNodeColorUniform::get_default_value() const {
  3538. return default_value;
  3539. }
  3540. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3541. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
  3542. if (default_value_enabled) {
  3543. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  3544. }
  3545. code += ";\n";
  3546. return code;
  3547. }
  3548. String VisualShaderNodeColorUniform::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 {
  3549. String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  3550. code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  3551. return code;
  3552. }
  3553. bool VisualShaderNodeColorUniform::is_show_prop_names() const {
  3554. return true;
  3555. }
  3556. void VisualShaderNodeColorUniform::_bind_methods() {
  3557. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
  3558. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
  3559. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
  3560. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
  3561. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3562. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  3563. }
  3564. bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
  3565. return true; // all qualifiers are supported
  3566. }
  3567. bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
  3568. return true; // conversion is allowed
  3569. }
  3570. Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
  3571. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3572. props.push_back("default_value_enabled");
  3573. if (default_value_enabled) {
  3574. props.push_back("default_value");
  3575. }
  3576. return props;
  3577. }
  3578. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  3579. }
  3580. ////////////// Vector Uniform
  3581. String VisualShaderNodeVec3Uniform::get_caption() const {
  3582. return "VectorUniform";
  3583. }
  3584. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  3585. return 0;
  3586. }
  3587. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  3588. return PORT_TYPE_VECTOR;
  3589. }
  3590. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  3591. return String();
  3592. }
  3593. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  3594. return 1;
  3595. }
  3596. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  3597. return PORT_TYPE_VECTOR;
  3598. }
  3599. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  3600. return ""; //no output port means the editor will be used as port
  3601. }
  3602. void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
  3603. default_value_enabled = p_enabled;
  3604. emit_changed();
  3605. }
  3606. bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
  3607. return default_value_enabled;
  3608. }
  3609. void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
  3610. default_value = p_value;
  3611. emit_changed();
  3612. }
  3613. Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
  3614. return default_value;
  3615. }
  3616. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3617. String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
  3618. if (default_value_enabled) {
  3619. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  3620. }
  3621. code += ";\n";
  3622. return code;
  3623. }
  3624. String VisualShaderNodeVec3Uniform::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 {
  3625. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3626. }
  3627. void VisualShaderNodeVec3Uniform::_bind_methods() {
  3628. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
  3629. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
  3630. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
  3631. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
  3632. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3633. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  3634. }
  3635. bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
  3636. return true;
  3637. }
  3638. bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
  3639. return true;
  3640. }
  3641. bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
  3642. return true; // all qualifiers are supported
  3643. }
  3644. bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
  3645. return true; // conversion is allowed
  3646. }
  3647. Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
  3648. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3649. props.push_back("default_value_enabled");
  3650. if (default_value_enabled) {
  3651. props.push_back("default_value");
  3652. }
  3653. return props;
  3654. }
  3655. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  3656. }
  3657. ////////////// Transform Uniform
  3658. String VisualShaderNodeTransformUniform::get_caption() const {
  3659. return "TransformUniform";
  3660. }
  3661. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  3662. return 0;
  3663. }
  3664. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  3665. return PORT_TYPE_VECTOR;
  3666. }
  3667. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  3668. return String();
  3669. }
  3670. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  3671. return 1;
  3672. }
  3673. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  3674. return PORT_TYPE_TRANSFORM;
  3675. }
  3676. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  3677. return ""; //no output port means the editor will be used as port
  3678. }
  3679. void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
  3680. default_value_enabled = p_enabled;
  3681. emit_changed();
  3682. }
  3683. bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
  3684. return default_value_enabled;
  3685. }
  3686. void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
  3687. default_value = p_value;
  3688. emit_changed();
  3689. }
  3690. Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
  3691. return default_value;
  3692. }
  3693. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3694. String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
  3695. if (default_value_enabled) {
  3696. Vector3 row0 = default_value.basis.get_row(0);
  3697. Vector3 row1 = default_value.basis.get_row(1);
  3698. Vector3 row2 = default_value.basis.get_row(2);
  3699. Vector3 origin = default_value.origin;
  3700. code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
  3701. }
  3702. code += ";\n";
  3703. return code;
  3704. }
  3705. String VisualShaderNodeTransformUniform::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 {
  3706. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3707. }
  3708. void VisualShaderNodeTransformUniform::_bind_methods() {
  3709. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
  3710. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
  3711. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
  3712. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
  3713. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3714. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
  3715. }
  3716. bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
  3717. return true;
  3718. }
  3719. bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
  3720. return true;
  3721. }
  3722. bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
  3723. return true; // all qualifiers are supported
  3724. }
  3725. bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
  3726. return true; // conversion is allowed
  3727. }
  3728. Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
  3729. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3730. props.push_back("default_value_enabled");
  3731. if (default_value_enabled) {
  3732. props.push_back("default_value");
  3733. }
  3734. return props;
  3735. }
  3736. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  3737. }
  3738. ////////////// Texture Uniform
  3739. String VisualShaderNodeTextureUniform::get_caption() const {
  3740. return "TextureUniform";
  3741. }
  3742. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  3743. return 2;
  3744. }
  3745. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  3746. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  3747. }
  3748. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  3749. return p_port == 0 ? "uv" : "lod";
  3750. }
  3751. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  3752. return 3;
  3753. }
  3754. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  3755. switch (p_port) {
  3756. case 0:
  3757. return PORT_TYPE_VECTOR;
  3758. case 1:
  3759. return PORT_TYPE_SCALAR;
  3760. case 2:
  3761. return PORT_TYPE_SAMPLER;
  3762. default:
  3763. return PORT_TYPE_SCALAR;
  3764. }
  3765. }
  3766. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  3767. switch (p_port) {
  3768. case 0:
  3769. return "rgb";
  3770. case 1:
  3771. return "alpha";
  3772. case 2:
  3773. return "sampler2D";
  3774. default:
  3775. return "";
  3776. }
  3777. }
  3778. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3779. String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
  3780. switch (texture_type) {
  3781. case TYPE_DATA:
  3782. if (color_default == COLOR_DEFAULT_BLACK) {
  3783. code += " : hint_black;\n";
  3784. } else {
  3785. code += ";\n";
  3786. }
  3787. break;
  3788. case TYPE_COLOR:
  3789. if (color_default == COLOR_DEFAULT_BLACK) {
  3790. code += " : hint_black_albedo;\n";
  3791. } else {
  3792. code += " : hint_albedo;\n";
  3793. }
  3794. break;
  3795. case TYPE_NORMAL_MAP:
  3796. code += " : hint_normal;\n";
  3797. break;
  3798. case TYPE_ANISO:
  3799. code += " : hint_aniso;\n";
  3800. break;
  3801. }
  3802. return code;
  3803. }
  3804. bool VisualShaderNodeTextureUniform::is_code_generated() const {
  3805. return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
  3806. }
  3807. String VisualShaderNodeTextureUniform::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 {
  3808. String default_uv;
  3809. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  3810. default_uv = "UV.xy";
  3811. } else {
  3812. default_uv = "vec2(0.0)";
  3813. }
  3814. String id = get_uniform_name();
  3815. String code = " {\n";
  3816. if (p_input_vars[0] == String()) { // Use UV by default.
  3817. if (p_input_vars[1] == String()) {
  3818. code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
  3819. } else {
  3820. code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  3821. }
  3822. } else if (p_input_vars[1] == String()) {
  3823. //no lod
  3824. code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  3825. } else {
  3826. code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  3827. }
  3828. code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
  3829. code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
  3830. code += " }\n";
  3831. return code;
  3832. }
  3833. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) {
  3834. texture_type = p_type;
  3835. emit_changed();
  3836. }
  3837. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  3838. return texture_type;
  3839. }
  3840. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
  3841. color_default = p_default;
  3842. emit_changed();
  3843. }
  3844. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  3845. return color_default;
  3846. }
  3847. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  3848. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3849. props.push_back("texture_type");
  3850. props.push_back("color_default");
  3851. return props;
  3852. }
  3853. void VisualShaderNodeTextureUniform::_bind_methods() {
  3854. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  3855. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  3856. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  3857. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  3858. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
  3859. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
  3860. BIND_ENUM_CONSTANT(TYPE_DATA);
  3861. BIND_ENUM_CONSTANT(TYPE_COLOR);
  3862. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  3863. BIND_ENUM_CONSTANT(TYPE_ANISO);
  3864. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  3865. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  3866. }
  3867. String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
  3868. if (p_port == 0) {
  3869. return "default";
  3870. }
  3871. return "";
  3872. }
  3873. bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
  3874. switch (p_qual) {
  3875. case Qualifier::QUAL_NONE:
  3876. return true;
  3877. case Qualifier::QUAL_GLOBAL:
  3878. return true;
  3879. case Qualifier::QUAL_INSTANCE:
  3880. return false;
  3881. }
  3882. return false;
  3883. }
  3884. bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
  3885. return false; // conversion is not allowed
  3886. }
  3887. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  3888. simple_decl = false;
  3889. }
  3890. ////////////// Texture Uniform (Triplanar)
  3891. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  3892. return "TextureUniformTriplanar";
  3893. }
  3894. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  3895. return 2;
  3896. }
  3897. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  3898. if (p_port == 0 || p_port == 1) {
  3899. return PORT_TYPE_VECTOR;
  3900. }
  3901. return PORT_TYPE_SCALAR;
  3902. }
  3903. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  3904. if (p_port == 0) {
  3905. return "weights";
  3906. } else if (p_port == 1) {
  3907. return "pos";
  3908. }
  3909. return "";
  3910. }
  3911. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3912. String code;
  3913. code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
  3914. code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  3915. code += " vec4 samp = vec4(0.0);\n";
  3916. code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  3917. code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  3918. code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  3919. code += " return samp;\n";
  3920. code += " }\n";
  3921. code += "\n";
  3922. code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  3923. code += " uniform vec3 triplanar_offset;\n";
  3924. code += " uniform float triplanar_sharpness = 0.5;\n";
  3925. code += "\n";
  3926. code += " varying vec3 triplanar_power_normal;\n";
  3927. code += " varying vec3 triplanar_pos;\n";
  3928. return code;
  3929. }
  3930. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3931. String code;
  3932. if (p_type == VisualShader::TYPE_VERTEX) {
  3933. code += " // TRIPLANAR FUNCTION VERTEX CODE\n";
  3934. code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  3935. code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  3936. code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  3937. code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  3938. }
  3939. return code;
  3940. }
  3941. String VisualShaderNodeTextureUniformTriplanar::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 {
  3942. String id = get_uniform_name();
  3943. String code = " {\n";
  3944. if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
  3945. code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  3946. } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
  3947. code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  3948. } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
  3949. code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  3950. } else {
  3951. code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3952. }
  3953. code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
  3954. code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
  3955. code += " }\n";
  3956. return code;
  3957. }
  3958. String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
  3959. if (p_port == 0) {
  3960. return "default";
  3961. } else if (p_port == 1) {
  3962. return "default";
  3963. }
  3964. return "";
  3965. }
  3966. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  3967. }
  3968. ////////////// Texture2DArray Uniform
  3969. String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
  3970. return "Texture2DArrayUniform";
  3971. }
  3972. int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
  3973. return 1;
  3974. }
  3975. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
  3976. return PORT_TYPE_SAMPLER;
  3977. }
  3978. String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
  3979. return "sampler2DArray";
  3980. }
  3981. int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
  3982. return 0;
  3983. }
  3984. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
  3985. return PORT_TYPE_SCALAR;
  3986. }
  3987. String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
  3988. return "";
  3989. }
  3990. String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
  3991. return "";
  3992. }
  3993. String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3994. String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
  3995. switch (texture_type) {
  3996. case TYPE_DATA:
  3997. if (color_default == COLOR_DEFAULT_BLACK) {
  3998. code += " : hint_black;\n";
  3999. } else {
  4000. code += ";\n";
  4001. }
  4002. break;
  4003. case TYPE_COLOR:
  4004. if (color_default == COLOR_DEFAULT_BLACK) {
  4005. code += " : hint_black_albedo;\n";
  4006. } else {
  4007. code += " : hint_albedo;\n";
  4008. }
  4009. break;
  4010. case TYPE_NORMAL_MAP:
  4011. code += " : hint_normal;\n";
  4012. break;
  4013. case TYPE_ANISO:
  4014. code += " : hint_aniso;\n";
  4015. break;
  4016. }
  4017. return code;
  4018. }
  4019. String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4020. return String();
  4021. }
  4022. VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
  4023. }
  4024. ////////////// Texture3D Uniform
  4025. String VisualShaderNodeTexture3DUniform::get_caption() const {
  4026. return "Texture3DUniform";
  4027. }
  4028. int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
  4029. return 1;
  4030. }
  4031. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
  4032. return PORT_TYPE_SAMPLER;
  4033. }
  4034. String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
  4035. return "sampler3D";
  4036. }
  4037. int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
  4038. return 0;
  4039. }
  4040. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
  4041. return PORT_TYPE_SCALAR;
  4042. }
  4043. String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
  4044. return "";
  4045. }
  4046. String VisualShaderNodeTexture3DUniform::get_input_port_default_hint(int p_port) const {
  4047. return "";
  4048. }
  4049. String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4050. String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
  4051. switch (texture_type) {
  4052. case TYPE_DATA:
  4053. if (color_default == COLOR_DEFAULT_BLACK) {
  4054. code += " : hint_black;\n";
  4055. } else {
  4056. code += ";\n";
  4057. }
  4058. break;
  4059. case TYPE_COLOR:
  4060. if (color_default == COLOR_DEFAULT_BLACK) {
  4061. code += " : hint_black_albedo;\n";
  4062. } else {
  4063. code += " : hint_albedo;\n";
  4064. }
  4065. break;
  4066. case TYPE_NORMAL_MAP:
  4067. code += " : hint_normal;\n";
  4068. break;
  4069. case TYPE_ANISO:
  4070. code += " : hint_aniso;\n";
  4071. break;
  4072. }
  4073. return code;
  4074. }
  4075. String VisualShaderNodeTexture3DUniform::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 {
  4076. return String();
  4077. }
  4078. VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
  4079. }
  4080. ////////////// Cubemap Uniform
  4081. String VisualShaderNodeCubemapUniform::get_caption() const {
  4082. return "CubemapUniform";
  4083. }
  4084. int VisualShaderNodeCubemapUniform::get_output_port_count() const {
  4085. return 1;
  4086. }
  4087. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
  4088. return PORT_TYPE_SAMPLER;
  4089. }
  4090. String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
  4091. return "samplerCube";
  4092. }
  4093. int VisualShaderNodeCubemapUniform::get_input_port_count() const {
  4094. return 0;
  4095. }
  4096. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
  4097. return PORT_TYPE_SCALAR;
  4098. }
  4099. String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
  4100. return "";
  4101. }
  4102. String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const {
  4103. return "";
  4104. }
  4105. String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4106. String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
  4107. switch (texture_type) {
  4108. case TYPE_DATA:
  4109. if (color_default == COLOR_DEFAULT_BLACK) {
  4110. code += " : hint_black;\n";
  4111. } else {
  4112. code += ";\n";
  4113. }
  4114. break;
  4115. case TYPE_COLOR:
  4116. if (color_default == COLOR_DEFAULT_BLACK) {
  4117. code += " : hint_black_albedo;\n";
  4118. } else {
  4119. code += " : hint_albedo;\n";
  4120. }
  4121. break;
  4122. case TYPE_NORMAL_MAP:
  4123. code += " : hint_normal;\n";
  4124. break;
  4125. case TYPE_ANISO:
  4126. code += " : hint_aniso;\n";
  4127. break;
  4128. }
  4129. return code;
  4130. }
  4131. String VisualShaderNodeCubemapUniform::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 {
  4132. return String();
  4133. }
  4134. VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
  4135. }
  4136. ////////////// If
  4137. String VisualShaderNodeIf::get_caption() const {
  4138. return "If";
  4139. }
  4140. int VisualShaderNodeIf::get_input_port_count() const {
  4141. return 6;
  4142. }
  4143. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  4144. if (p_port == 0 || p_port == 1 || p_port == 2) {
  4145. return PORT_TYPE_SCALAR;
  4146. }
  4147. return PORT_TYPE_VECTOR;
  4148. }
  4149. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  4150. switch (p_port) {
  4151. case 0:
  4152. return "a";
  4153. case 1:
  4154. return "b";
  4155. case 2:
  4156. return "tolerance";
  4157. case 3:
  4158. return "a == b";
  4159. case 4:
  4160. return "a > b";
  4161. case 5:
  4162. return "a < b";
  4163. default:
  4164. return "";
  4165. }
  4166. }
  4167. int VisualShaderNodeIf::get_output_port_count() const {
  4168. return 1;
  4169. }
  4170. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  4171. return PORT_TYPE_VECTOR;
  4172. }
  4173. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  4174. return "result";
  4175. }
  4176. String VisualShaderNodeIf::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 {
  4177. String code;
  4178. code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  4179. code += " {\n";
  4180. code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  4181. code += " }\n";
  4182. code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  4183. code += " {\n";
  4184. code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  4185. code += " }\n";
  4186. code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  4187. code += " {\n";
  4188. code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  4189. code += " }\n";
  4190. return code;
  4191. }
  4192. VisualShaderNodeIf::VisualShaderNodeIf() {
  4193. simple_decl = false;
  4194. set_input_port_default_value(0, 0.0);
  4195. set_input_port_default_value(1, 0.0);
  4196. set_input_port_default_value(2, CMP_EPSILON);
  4197. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  4198. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  4199. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  4200. }
  4201. ////////////// Switch
  4202. String VisualShaderNodeSwitch::get_caption() const {
  4203. return "Switch";
  4204. }
  4205. int VisualShaderNodeSwitch::get_input_port_count() const {
  4206. return 3;
  4207. }
  4208. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  4209. if (p_port == 0) {
  4210. return PORT_TYPE_BOOLEAN;
  4211. }
  4212. if (p_port == 1 || p_port == 2) {
  4213. switch (op_type) {
  4214. case OP_TYPE_INT:
  4215. return PORT_TYPE_SCALAR_INT;
  4216. case OP_TYPE_VECTOR:
  4217. return PORT_TYPE_VECTOR;
  4218. case OP_TYPE_BOOLEAN:
  4219. return PORT_TYPE_BOOLEAN;
  4220. case OP_TYPE_TRANSFORM:
  4221. return PORT_TYPE_TRANSFORM;
  4222. default:
  4223. break;
  4224. }
  4225. }
  4226. return PORT_TYPE_SCALAR;
  4227. }
  4228. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  4229. switch (p_port) {
  4230. case 0:
  4231. return "value";
  4232. case 1:
  4233. return "true";
  4234. case 2:
  4235. return "false";
  4236. default:
  4237. return "";
  4238. }
  4239. }
  4240. int VisualShaderNodeSwitch::get_output_port_count() const {
  4241. return 1;
  4242. }
  4243. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  4244. switch (op_type) {
  4245. case OP_TYPE_INT:
  4246. return PORT_TYPE_SCALAR_INT;
  4247. case OP_TYPE_VECTOR:
  4248. return PORT_TYPE_VECTOR;
  4249. case OP_TYPE_BOOLEAN:
  4250. return PORT_TYPE_BOOLEAN;
  4251. case OP_TYPE_TRANSFORM:
  4252. return PORT_TYPE_TRANSFORM;
  4253. default:
  4254. break;
  4255. }
  4256. return PORT_TYPE_SCALAR;
  4257. }
  4258. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  4259. return "result";
  4260. }
  4261. void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
  4262. ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
  4263. if (op_type == p_op_type) {
  4264. return;
  4265. }
  4266. switch (p_op_type) {
  4267. case OP_TYPE_FLOAT:
  4268. set_input_port_default_value(1, 1.0);
  4269. set_input_port_default_value(2, 0.0);
  4270. break;
  4271. case OP_TYPE_INT:
  4272. set_input_port_default_value(1, 1);
  4273. set_input_port_default_value(2, 0);
  4274. break;
  4275. case OP_TYPE_VECTOR:
  4276. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  4277. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  4278. break;
  4279. case OP_TYPE_BOOLEAN:
  4280. set_input_port_default_value(1, true);
  4281. set_input_port_default_value(2, false);
  4282. break;
  4283. case OP_TYPE_TRANSFORM:
  4284. set_input_port_default_value(1, Transform3D());
  4285. set_input_port_default_value(2, Transform3D());
  4286. break;
  4287. default:
  4288. break;
  4289. }
  4290. op_type = p_op_type;
  4291. emit_changed();
  4292. }
  4293. VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
  4294. return op_type;
  4295. }
  4296. Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
  4297. Vector<StringName> props;
  4298. props.push_back("op_type");
  4299. return props;
  4300. }
  4301. void VisualShaderNodeSwitch::_bind_methods() { // static
  4302. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
  4303. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
  4304. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_op_type", "get_op_type");
  4305. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  4306. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  4307. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  4308. BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
  4309. BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
  4310. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  4311. }
  4312. String VisualShaderNodeSwitch::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 {
  4313. String code;
  4314. code += " if(" + p_input_vars[0] + ")\n";
  4315. code += " {\n";
  4316. code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  4317. code += " }\n";
  4318. code += " else\n";
  4319. code += " {\n";
  4320. code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  4321. code += " }\n";
  4322. return code;
  4323. }
  4324. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  4325. simple_decl = false;
  4326. set_input_port_default_value(0, false);
  4327. set_input_port_default_value(1, 1.0);
  4328. set_input_port_default_value(2, 0.0);
  4329. }
  4330. ////////////// Fresnel
  4331. String VisualShaderNodeFresnel::get_caption() const {
  4332. return "Fresnel";
  4333. }
  4334. int VisualShaderNodeFresnel::get_input_port_count() const {
  4335. return 4;
  4336. }
  4337. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  4338. switch (p_port) {
  4339. case 0:
  4340. return PORT_TYPE_VECTOR;
  4341. case 1:
  4342. return PORT_TYPE_VECTOR;
  4343. case 2:
  4344. return PORT_TYPE_BOOLEAN;
  4345. case 3:
  4346. return PORT_TYPE_SCALAR;
  4347. default:
  4348. return PORT_TYPE_VECTOR;
  4349. }
  4350. }
  4351. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  4352. switch (p_port) {
  4353. case 0:
  4354. return "normal";
  4355. case 1:
  4356. return "view";
  4357. case 2:
  4358. return "invert";
  4359. case 3:
  4360. return "power";
  4361. default:
  4362. return "";
  4363. }
  4364. }
  4365. int VisualShaderNodeFresnel::get_output_port_count() const {
  4366. return 1;
  4367. }
  4368. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  4369. return PORT_TYPE_SCALAR;
  4370. }
  4371. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  4372. return "result";
  4373. }
  4374. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  4375. if (p_port == 2) {
  4376. return false;
  4377. }
  4378. return true;
  4379. }
  4380. String VisualShaderNodeFresnel::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 {
  4381. String normal;
  4382. String view;
  4383. if (p_input_vars[0] == String()) {
  4384. normal = "NORMAL";
  4385. } else {
  4386. normal = p_input_vars[0];
  4387. }
  4388. if (p_input_vars[1] == String()) {
  4389. view = "VIEW";
  4390. } else {
  4391. view = p_input_vars[1];
  4392. }
  4393. if (is_input_port_connected(2)) {
  4394. return " " + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
  4395. } else {
  4396. if (get_input_port_default_value(2)) {
  4397. return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  4398. } else {
  4399. return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  4400. }
  4401. }
  4402. }
  4403. String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
  4404. if (p_port == 0) {
  4405. return "default";
  4406. } else if (p_port == 1) {
  4407. return "default";
  4408. }
  4409. return "";
  4410. }
  4411. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  4412. set_input_port_default_value(2, false);
  4413. set_input_port_default_value(3, 1.0);
  4414. }
  4415. ////////////// Is
  4416. String VisualShaderNodeIs::get_caption() const {
  4417. return "Is";
  4418. }
  4419. int VisualShaderNodeIs::get_input_port_count() const {
  4420. return 1;
  4421. }
  4422. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  4423. return PORT_TYPE_SCALAR;
  4424. }
  4425. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  4426. return "";
  4427. }
  4428. int VisualShaderNodeIs::get_output_port_count() const {
  4429. return 1;
  4430. }
  4431. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  4432. return PORT_TYPE_BOOLEAN;
  4433. }
  4434. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  4435. return "";
  4436. }
  4437. String VisualShaderNodeIs::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 {
  4438. static const char *funcs[FUNC_IS_NAN + 1] = {
  4439. "isinf($)",
  4440. "isnan($)"
  4441. };
  4442. String code;
  4443. code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  4444. return code;
  4445. }
  4446. void VisualShaderNodeIs::set_function(Function p_func) {
  4447. func = p_func;
  4448. emit_changed();
  4449. }
  4450. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  4451. return func;
  4452. }
  4453. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  4454. Vector<StringName> props;
  4455. props.push_back("function");
  4456. return props;
  4457. }
  4458. void VisualShaderNodeIs::_bind_methods() {
  4459. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  4460. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  4461. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  4462. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  4463. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  4464. }
  4465. VisualShaderNodeIs::VisualShaderNodeIs() {
  4466. set_input_port_default_value(0, 0.0);
  4467. }
  4468. ////////////// Compare
  4469. String VisualShaderNodeCompare::get_caption() const {
  4470. return "Compare";
  4471. }
  4472. int VisualShaderNodeCompare::get_input_port_count() const {
  4473. if (ctype == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  4474. return 3;
  4475. }
  4476. return 2;
  4477. }
  4478. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  4479. switch (ctype) {
  4480. case CTYPE_SCALAR:
  4481. return PORT_TYPE_SCALAR;
  4482. case CTYPE_SCALAR_INT:
  4483. return PORT_TYPE_SCALAR_INT;
  4484. case CTYPE_VECTOR:
  4485. return PORT_TYPE_VECTOR;
  4486. case CTYPE_BOOLEAN:
  4487. return PORT_TYPE_BOOLEAN;
  4488. case CTYPE_TRANSFORM:
  4489. return PORT_TYPE_TRANSFORM;
  4490. default:
  4491. return PORT_TYPE_SCALAR;
  4492. }
  4493. }
  4494. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  4495. if (p_port == 0) {
  4496. return "a";
  4497. } else if (p_port == 1) {
  4498. return "b";
  4499. } else if (p_port == 2) {
  4500. return "tolerance";
  4501. }
  4502. return "";
  4503. }
  4504. int VisualShaderNodeCompare::get_output_port_count() const {
  4505. return 1;
  4506. }
  4507. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  4508. return PORT_TYPE_BOOLEAN;
  4509. }
  4510. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  4511. if (p_port == 0) {
  4512. return "result";
  4513. }
  4514. return "";
  4515. }
  4516. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  4517. if (ctype == CTYPE_BOOLEAN || ctype == CTYPE_TRANSFORM) {
  4518. if (func > FUNC_NOT_EQUAL) {
  4519. return TTR("Invalid comparison function for that type.");
  4520. }
  4521. }
  4522. return "";
  4523. }
  4524. String VisualShaderNodeCompare::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 {
  4525. static const char *ops[FUNC_LESS_THAN_EQUAL + 1] = {
  4526. "==",
  4527. "!=",
  4528. ">",
  4529. ">=",
  4530. "<",
  4531. "<=",
  4532. };
  4533. static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = {
  4534. "equal($)",
  4535. "notEqual($)",
  4536. "greaterThan($)",
  4537. "greaterThanEqual($)",
  4538. "lessThan($)",
  4539. "lessThanEqual($)",
  4540. };
  4541. static const char *conds[COND_ANY + 1] = {
  4542. "all($)",
  4543. "any($)",
  4544. };
  4545. String code;
  4546. switch (ctype) {
  4547. case CTYPE_SCALAR:
  4548. if (func == FUNC_EQUAL) {
  4549. code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  4550. } else if (func == FUNC_NOT_EQUAL) {
  4551. code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  4552. } else {
  4553. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  4554. }
  4555. break;
  4556. case CTYPE_SCALAR_INT:
  4557. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  4558. break;
  4559. case CTYPE_VECTOR:
  4560. code += " {\n";
  4561. code += " bvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  4562. code += " " + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n";
  4563. code += " }\n";
  4564. break;
  4565. case CTYPE_BOOLEAN:
  4566. if (func > FUNC_NOT_EQUAL) {
  4567. return " " + p_output_vars[0] + " = false;\n";
  4568. }
  4569. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  4570. break;
  4571. case CTYPE_TRANSFORM:
  4572. if (func > FUNC_NOT_EQUAL) {
  4573. return " " + p_output_vars[0] + " = false;\n";
  4574. }
  4575. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  4576. break;
  4577. default:
  4578. break;
  4579. }
  4580. return code;
  4581. }
  4582. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) {
  4583. ctype = p_type;
  4584. switch (ctype) {
  4585. case CTYPE_SCALAR:
  4586. set_input_port_default_value(0, 0.0);
  4587. set_input_port_default_value(1, 0.0);
  4588. simple_decl = true;
  4589. break;
  4590. case CTYPE_SCALAR_INT:
  4591. set_input_port_default_value(0, 0);
  4592. set_input_port_default_value(1, 0);
  4593. simple_decl = true;
  4594. break;
  4595. case CTYPE_VECTOR:
  4596. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4597. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  4598. simple_decl = false;
  4599. break;
  4600. case CTYPE_BOOLEAN:
  4601. set_input_port_default_value(0, false);
  4602. set_input_port_default_value(1, false);
  4603. simple_decl = true;
  4604. break;
  4605. case CTYPE_TRANSFORM:
  4606. set_input_port_default_value(0, Transform3D());
  4607. set_input_port_default_value(1, Transform3D());
  4608. simple_decl = true;
  4609. break;
  4610. }
  4611. emit_changed();
  4612. }
  4613. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  4614. return ctype;
  4615. }
  4616. void VisualShaderNodeCompare::set_function(Function p_func) {
  4617. func = p_func;
  4618. emit_changed();
  4619. }
  4620. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  4621. return func;
  4622. }
  4623. void VisualShaderNodeCompare::set_condition(Condition p_cond) {
  4624. condition = p_cond;
  4625. emit_changed();
  4626. }
  4627. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  4628. return condition;
  4629. }
  4630. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  4631. Vector<StringName> props;
  4632. props.push_back("type");
  4633. props.push_back("function");
  4634. if (ctype == CTYPE_VECTOR) {
  4635. props.push_back("condition");
  4636. }
  4637. return props;
  4638. }
  4639. void VisualShaderNodeCompare::_bind_methods() {
  4640. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  4641. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  4642. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  4643. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  4644. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  4645. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  4646. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  4647. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
  4648. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  4649. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  4650. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  4651. BIND_ENUM_CONSTANT(CTYPE_VECTOR);
  4652. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  4653. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  4654. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  4655. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  4656. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  4657. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  4658. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  4659. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  4660. BIND_ENUM_CONSTANT(COND_ALL);
  4661. BIND_ENUM_CONSTANT(COND_ANY);
  4662. }
  4663. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  4664. set_input_port_default_value(0, 0.0);
  4665. set_input_port_default_value(1, 0.0);
  4666. set_input_port_default_value(2, CMP_EPSILON);
  4667. }
  4668. ////////////// Fma
  4669. String VisualShaderNodeMultiplyAdd::get_caption() const {
  4670. return "MultiplyAdd";
  4671. }
  4672. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  4673. return 3;
  4674. }
  4675. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  4676. if (op_type == OP_TYPE_VECTOR) {
  4677. return PORT_TYPE_VECTOR;
  4678. }
  4679. return PORT_TYPE_SCALAR;
  4680. }
  4681. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  4682. if (p_port == 0) {
  4683. return "a";
  4684. } else if (p_port == 1) {
  4685. return "b(*)";
  4686. } else if (p_port == 2) {
  4687. return "c(+)";
  4688. }
  4689. return "";
  4690. }
  4691. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  4692. return 1;
  4693. }
  4694. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  4695. if (op_type == OP_TYPE_SCALAR) {
  4696. return PORT_TYPE_SCALAR;
  4697. } else {
  4698. return PORT_TYPE_VECTOR;
  4699. }
  4700. }
  4701. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  4702. return "";
  4703. }
  4704. String VisualShaderNodeMultiplyAdd::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 {
  4705. return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  4706. }
  4707. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  4708. ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
  4709. if (op_type == p_op_type) {
  4710. return;
  4711. }
  4712. switch (p_op_type) {
  4713. case OP_TYPE_SCALAR:
  4714. set_input_port_default_value(0, 0.0);
  4715. set_input_port_default_value(1, 0.0);
  4716. set_input_port_default_value(2, 0.0);
  4717. break;
  4718. case OP_TYPE_VECTOR:
  4719. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4720. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  4721. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  4722. break;
  4723. default:
  4724. break;
  4725. }
  4726. op_type = p_op_type;
  4727. emit_changed();
  4728. }
  4729. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  4730. return op_type;
  4731. }
  4732. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  4733. Vector<StringName> props;
  4734. props.push_back("op_type");
  4735. return props;
  4736. }
  4737. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  4738. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  4739. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  4740. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type");
  4741. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  4742. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  4743. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  4744. }
  4745. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  4746. set_input_port_default_value(0, 0.0);
  4747. set_input_port_default_value(1, 0.0);
  4748. set_input_port_default_value(2, 0.0);
  4749. }
  4750. ////////////// Billboard
  4751. String VisualShaderNodeBillboard::get_caption() const {
  4752. return "GetBillboardMatrix";
  4753. }
  4754. int VisualShaderNodeBillboard::get_input_port_count() const {
  4755. return 0;
  4756. }
  4757. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
  4758. return PORT_TYPE_SCALAR;
  4759. }
  4760. String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
  4761. return "";
  4762. }
  4763. int VisualShaderNodeBillboard::get_output_port_count() const {
  4764. return 1;
  4765. }
  4766. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
  4767. return PORT_TYPE_TRANSFORM;
  4768. }
  4769. String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
  4770. return "model_view_matrix";
  4771. }
  4772. String VisualShaderNodeBillboard::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 {
  4773. String code;
  4774. switch (billboard_type) {
  4775. case BILLBOARD_TYPE_ENABLED:
  4776. code += " {\n";
  4777. code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n";
  4778. if (keep_scale) {
  4779. code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  4780. }
  4781. code += " " + p_output_vars[0] + " = __mvm;\n";
  4782. code += " }\n";
  4783. break;
  4784. case BILLBOARD_TYPE_FIXED_Y:
  4785. code += " {\n";
  4786. code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\n";
  4787. if (keep_scale) {
  4788. code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  4789. } else {
  4790. code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  4791. }
  4792. code += " " + p_output_vars[0] + " = __mvm;\n";
  4793. code += " }\n";
  4794. break;
  4795. case BILLBOARD_TYPE_PARTICLES:
  4796. code += " {\n";
  4797. code += " mat4 __wm = mat4(normalize(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\n";
  4798. code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  4799. code += " " + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n";
  4800. code += " }\n";
  4801. break;
  4802. default:
  4803. code += " " + p_output_vars[0] + " = mat4(1.0);\n";
  4804. break;
  4805. }
  4806. return code;
  4807. }
  4808. bool VisualShaderNodeBillboard::is_show_prop_names() const {
  4809. return true;
  4810. }
  4811. void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
  4812. ERR_FAIL_INDEX((int)p_billboard_type, BILLBOARD_TYPE_MAX);
  4813. billboard_type = p_billboard_type;
  4814. simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
  4815. set_disabled(simple_decl);
  4816. emit_changed();
  4817. }
  4818. VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
  4819. return billboard_type;
  4820. }
  4821. void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
  4822. keep_scale = p_enabled;
  4823. emit_changed();
  4824. }
  4825. bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
  4826. return keep_scale;
  4827. }
  4828. Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
  4829. Vector<StringName> props;
  4830. props.push_back("billboard_type");
  4831. if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
  4832. props.push_back("keep_scale");
  4833. }
  4834. return props;
  4835. }
  4836. void VisualShaderNodeBillboard::_bind_methods() {
  4837. ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
  4838. ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
  4839. ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
  4840. ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
  4841. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
  4842. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
  4843. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
  4844. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
  4845. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
  4846. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
  4847. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
  4848. }
  4849. VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
  4850. simple_decl = false;
  4851. }