visual_shader.cpp 99 KB

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  1. /*************************************************************************/
  2. /* visual_shader.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader.h"
  31. #include "core/vmap.h"
  32. #include "servers/visual/shader_types.h"
  33. bool VisualShaderNode::is_simple_decl() const {
  34. return simple_decl;
  35. }
  36. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  37. port_preview = p_index;
  38. }
  39. int VisualShaderNode::get_output_port_for_preview() const {
  40. return port_preview;
  41. }
  42. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
  43. default_input_values[p_port] = p_value;
  44. emit_changed();
  45. }
  46. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  47. if (default_input_values.has(p_port)) {
  48. return default_input_values[p_port];
  49. }
  50. return Variant();
  51. }
  52. bool VisualShaderNode::is_port_separator(int p_index) const {
  53. return false;
  54. }
  55. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  56. return Vector<VisualShader::DefaultTextureParam>();
  57. }
  58. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  59. return String();
  60. }
  61. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  62. return String();
  63. }
  64. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  65. return String();
  66. }
  67. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  68. return Vector<StringName>();
  69. }
  70. Array VisualShaderNode::get_default_input_values() const {
  71. Array ret;
  72. for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) {
  73. ret.push_back(E->key());
  74. ret.push_back(E->get());
  75. }
  76. return ret;
  77. }
  78. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  79. if (p_values.size() % 2 == 0) {
  80. for (int i = 0; i < p_values.size(); i += 2) {
  81. default_input_values[p_values[i + 0]] = p_values[i + 1];
  82. }
  83. }
  84. emit_changed();
  85. }
  86. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  87. return String();
  88. }
  89. String VisualShaderNode::get_input_port_default_hint(int p_port) const {
  90. return "";
  91. }
  92. void VisualShaderNode::_bind_methods() {
  93. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  94. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  95. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
  96. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  97. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  98. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  99. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  100. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  101. ADD_SIGNAL(MethodInfo("editor_refresh_request"));
  102. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  103. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
  104. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  105. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  106. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  107. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  108. }
  109. VisualShaderNode::VisualShaderNode() {
  110. port_preview = -1;
  111. simple_decl = true;
  112. }
  113. /////////////////////////////////////////////////////////
  114. void VisualShaderNodeCustom::update_ports() {
  115. ERR_FAIL_COND(!get_script_instance());
  116. input_ports.clear();
  117. if (get_script_instance()->has_method("_get_input_port_count")) {
  118. int input_port_count = (int)get_script_instance()->call("_get_input_port_count");
  119. bool has_name = get_script_instance()->has_method("_get_input_port_name");
  120. bool has_type = get_script_instance()->has_method("_get_input_port_type");
  121. for (int i = 0; i < input_port_count; i++) {
  122. Port port;
  123. if (has_name) {
  124. port.name = (String)get_script_instance()->call("_get_input_port_name", i);
  125. } else {
  126. port.name = "in" + itos(i);
  127. }
  128. if (has_type) {
  129. port.type = (int)get_script_instance()->call("_get_input_port_type", i);
  130. } else {
  131. port.type = (int)PortType::PORT_TYPE_SCALAR;
  132. }
  133. input_ports.push_back(port);
  134. }
  135. }
  136. output_ports.clear();
  137. if (get_script_instance()->has_method("_get_output_port_count")) {
  138. int output_port_count = (int)get_script_instance()->call("_get_output_port_count");
  139. bool has_name = get_script_instance()->has_method("_get_output_port_name");
  140. bool has_type = get_script_instance()->has_method("_get_output_port_type");
  141. for (int i = 0; i < output_port_count; i++) {
  142. Port port;
  143. if (has_name) {
  144. port.name = (String)get_script_instance()->call("_get_output_port_name", i);
  145. } else {
  146. port.name = "out" + itos(i);
  147. }
  148. if (has_type) {
  149. port.type = (int)get_script_instance()->call("_get_output_port_type", i);
  150. } else {
  151. port.type = (int)PortType::PORT_TYPE_SCALAR;
  152. }
  153. output_ports.push_back(port);
  154. }
  155. }
  156. }
  157. String VisualShaderNodeCustom::get_caption() const {
  158. ERR_FAIL_COND_V(!get_script_instance(), "");
  159. if (get_script_instance()->has_method("_get_name")) {
  160. return (String)get_script_instance()->call("_get_name");
  161. }
  162. return "Unnamed";
  163. }
  164. int VisualShaderNodeCustom::get_input_port_count() const {
  165. return input_ports.size();
  166. }
  167. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  168. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  169. return (PortType)input_ports[p_port].type;
  170. }
  171. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  172. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  173. return input_ports[p_port].name;
  174. }
  175. int VisualShaderNodeCustom::get_output_port_count() const {
  176. return output_ports.size();
  177. }
  178. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  179. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  180. return (PortType)output_ports[p_port].type;
  181. }
  182. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  183. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  184. return output_ports[p_port].name;
  185. }
  186. String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  187. ERR_FAIL_COND_V(!get_script_instance(), "");
  188. ERR_FAIL_COND_V(!get_script_instance()->has_method("_get_code"), "");
  189. Array input_vars;
  190. for (int i = 0; i < get_input_port_count(); i++) {
  191. input_vars.push_back(p_input_vars[i]);
  192. }
  193. Array output_vars;
  194. for (int i = 0; i < get_output_port_count(); i++) {
  195. output_vars.push_back(p_output_vars[i]);
  196. }
  197. String code = "\t{\n";
  198. String _code = (String)get_script_instance()->call("_get_code", input_vars, output_vars, (int)p_mode, (int)p_type);
  199. bool nend = _code.ends_with("\n");
  200. _code = _code.insert(0, "\t\t");
  201. _code = _code.replace("\n", "\n\t\t");
  202. code += _code;
  203. if (!nend) {
  204. code += "\n\t}";
  205. } else {
  206. code.remove(code.size() - 1);
  207. code += "}";
  208. }
  209. code += "\n";
  210. return code;
  211. }
  212. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  213. ERR_FAIL_COND_V(!get_script_instance(), "");
  214. if (get_script_instance()->has_method("_get_global_code")) {
  215. String code = "// " + get_caption() + "\n";
  216. code += (String)get_script_instance()->call("_get_global_code", (int)p_mode);
  217. code += "\n";
  218. return code;
  219. }
  220. return "";
  221. }
  222. void VisualShaderNodeCustom::_bind_methods() {
  223. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_name"));
  224. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_description"));
  225. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_category"));
  226. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_subcategory"));
  227. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_return_icon_type"));
  228. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_count"));
  229. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_type", PropertyInfo(Variant::INT, "port")));
  230. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_input_port_name", PropertyInfo(Variant::INT, "port")));
  231. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_count"));
  232. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_type", PropertyInfo(Variant::INT, "port")));
  233. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_output_port_name", PropertyInfo(Variant::INT, "port")));
  234. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_code", PropertyInfo(Variant::ARRAY, "input_vars"), PropertyInfo(Variant::ARRAY, "output_vars"), PropertyInfo(Variant::INT, "mode"), PropertyInfo(Variant::INT, "type")));
  235. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
  236. }
  237. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  238. simple_decl = false;
  239. }
  240. /////////////////////////////////////////////////////////
  241. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  242. ERR_FAIL_COND(p_node.is_null());
  243. ERR_FAIL_COND(p_id < 2);
  244. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  245. Graph *g = &graph[p_type];
  246. ERR_FAIL_COND(g->nodes.has(p_id));
  247. Node n;
  248. n.node = p_node;
  249. n.position = p_position;
  250. Ref<VisualShaderNodeUniform> uniform = n.node;
  251. if (uniform.is_valid()) {
  252. String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
  253. uniform->set_uniform_name(valid_name);
  254. }
  255. Ref<VisualShaderNodeInput> input = n.node;
  256. if (input.is_valid()) {
  257. input->shader_mode = shader_mode;
  258. input->shader_type = p_type;
  259. input->connect("input_type_changed", this, "_input_type_changed", varray(p_type, p_id));
  260. }
  261. n.node->connect("changed", this, "_queue_update");
  262. Ref<VisualShaderNodeCustom> custom = n.node;
  263. if (custom.is_valid()) {
  264. custom->update_ports();
  265. }
  266. g->nodes[p_id] = n;
  267. _queue_update();
  268. }
  269. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  270. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  271. Graph *g = &graph[p_type];
  272. ERR_FAIL_COND(!g->nodes.has(p_id));
  273. g->nodes[p_id].position = p_position;
  274. }
  275. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  276. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  277. const Graph *g = &graph[p_type];
  278. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  279. return g->nodes[p_id].position;
  280. }
  281. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  282. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  283. const Graph *g = &graph[p_type];
  284. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  285. return g->nodes[p_id].node;
  286. }
  287. Vector<int> VisualShader::get_node_list(Type p_type) const {
  288. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  289. const Graph *g = &graph[p_type];
  290. Vector<int> ret;
  291. for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
  292. ret.push_back(E->key());
  293. }
  294. return ret;
  295. }
  296. int VisualShader::get_valid_node_id(Type p_type) const {
  297. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  298. const Graph *g = &graph[p_type];
  299. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  300. }
  301. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  302. for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) {
  303. if (E->get().node == p_node)
  304. return E->key();
  305. }
  306. return NODE_ID_INVALID;
  307. }
  308. void VisualShader::remove_node(Type p_type, int p_id) {
  309. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  310. ERR_FAIL_COND(p_id < 2);
  311. Graph *g = &graph[p_type];
  312. ERR_FAIL_COND(!g->nodes.has(p_id));
  313. Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
  314. if (input.is_valid()) {
  315. input->disconnect("input_type_changed", this, "_input_type_changed");
  316. }
  317. g->nodes[p_id].node->disconnect("changed", this, "_queue_update");
  318. g->nodes.erase(p_id);
  319. for (List<Connection>::Element *E = g->connections.front(); E;) {
  320. List<Connection>::Element *N = E->next();
  321. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  322. g->connections.erase(E);
  323. if (E->get().from_node == p_id) {
  324. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  325. }
  326. }
  327. E = N;
  328. }
  329. _queue_update();
  330. }
  331. bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  332. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  333. const Graph *g = &graph[p_type];
  334. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  335. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  336. return true;
  337. }
  338. }
  339. return false;
  340. }
  341. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  342. bool result = false;
  343. const VisualShader::Node &node = p_graph->nodes[p_node];
  344. for (const List<int>::Element *E = node.prev_connected_nodes.front(); E; E = E->next()) {
  345. if (E->get() == p_target) {
  346. return true;
  347. }
  348. result = is_nodes_connected_relatively(p_graph, E->get(), p_target);
  349. if (result) {
  350. break;
  351. }
  352. }
  353. return result;
  354. }
  355. bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  356. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  357. const Graph *g = &graph[p_type];
  358. if (!g->nodes.has(p_from_node))
  359. return false;
  360. if (p_from_node == p_to_node)
  361. return false;
  362. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count())
  363. return false;
  364. if (!g->nodes.has(p_to_node))
  365. return false;
  366. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count())
  367. return false;
  368. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  369. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  370. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  371. return false;
  372. }
  373. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  374. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  375. return false;
  376. }
  377. }
  378. if (is_nodes_connected_relatively(g, p_from_node, p_to_node))
  379. return false;
  380. return true;
  381. }
  382. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  383. return MAX(0, p_a - 2) == (MAX(0, p_b - 2));
  384. }
  385. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  386. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  387. Graph *g = &graph[p_type];
  388. Connection c;
  389. c.from_node = p_from_node;
  390. c.from_port = p_from_port;
  391. c.to_node = p_to_node;
  392. c.to_port = p_to_port;
  393. g->connections.push_back(c);
  394. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  395. _queue_update();
  396. }
  397. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  398. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  399. Graph *g = &graph[p_type];
  400. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  401. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
  402. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  403. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  404. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  405. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  406. ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
  407. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  408. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  409. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  410. }
  411. }
  412. Connection c;
  413. c.from_node = p_from_node;
  414. c.from_port = p_from_port;
  415. c.to_node = p_to_node;
  416. c.to_port = p_to_port;
  417. g->connections.push_back(c);
  418. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  419. _queue_update();
  420. return OK;
  421. }
  422. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  423. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  424. Graph *g = &graph[p_type];
  425. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  426. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  427. g->connections.erase(E);
  428. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  429. _queue_update();
  430. return;
  431. }
  432. }
  433. }
  434. Array VisualShader::_get_node_connections(Type p_type) const {
  435. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  436. const Graph *g = &graph[p_type];
  437. Array ret;
  438. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  439. Dictionary d;
  440. d["from_node"] = E->get().from_node;
  441. d["from_port"] = E->get().from_port;
  442. d["to_node"] = E->get().to_node;
  443. d["to_port"] = E->get().to_port;
  444. ret.push_back(d);
  445. }
  446. return ret;
  447. }
  448. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  449. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  450. const Graph *g = &graph[p_type];
  451. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  452. r_connections->push_back(E->get());
  453. }
  454. }
  455. void VisualShader::set_mode(Mode p_mode) {
  456. if (shader_mode == p_mode) {
  457. return;
  458. }
  459. //erase input/output connections
  460. modes.clear();
  461. flags.clear();
  462. shader_mode = p_mode;
  463. for (int i = 0; i < TYPE_MAX; i++) {
  464. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  465. Ref<VisualShaderNodeInput> input = E->get().node;
  466. if (input.is_valid()) {
  467. input->shader_mode = shader_mode;
  468. //input->input_index = 0;
  469. }
  470. }
  471. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  472. output->shader_mode = shader_mode;
  473. // clear connections since they are no longer valid
  474. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  475. bool keep = true;
  476. List<Connection>::Element *N = E->next();
  477. int from = E->get().from_node;
  478. int to = E->get().to_node;
  479. if (!graph[i].nodes.has(from)) {
  480. keep = false;
  481. } else {
  482. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  483. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  484. keep = false;
  485. }
  486. }
  487. if (!graph[i].nodes.has(to)) {
  488. keep = false;
  489. } else {
  490. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  491. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  492. keep = false;
  493. }
  494. }
  495. if (!keep) {
  496. graph[i].connections.erase(E);
  497. }
  498. E = N;
  499. }
  500. }
  501. _queue_update();
  502. _change_notify();
  503. }
  504. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  505. graph_offset = p_offset;
  506. }
  507. Vector2 VisualShader::get_graph_offset() const {
  508. return graph_offset;
  509. }
  510. Shader::Mode VisualShader::get_mode() const {
  511. return shader_mode;
  512. }
  513. bool VisualShader::is_text_shader() const {
  514. return false;
  515. }
  516. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  517. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  518. ERR_FAIL_COND_V(!node.is_valid(), String());
  519. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
  520. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  521. StringBuilder global_code;
  522. StringBuilder global_code_per_node;
  523. Map<Type, StringBuilder> global_code_per_func;
  524. StringBuilder code;
  525. Set<StringName> classes;
  526. global_code += String() + "shader_type canvas_item;\n";
  527. String global_expressions;
  528. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  529. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  530. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  531. if (global_expression.is_valid()) {
  532. String expr = "";
  533. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  534. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  535. expr = expr.replace("\n", "\n\t");
  536. expr += "\n";
  537. global_expressions += expr;
  538. }
  539. }
  540. }
  541. global_code += "\n";
  542. global_code += global_expressions;
  543. //make it faster to go around through shader
  544. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  545. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  546. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  547. ConnectionKey from_key;
  548. from_key.node = E->get().from_node;
  549. from_key.port = E->get().from_port;
  550. output_connections.insert(from_key, E);
  551. ConnectionKey to_key;
  552. to_key.node = E->get().to_node;
  553. to_key.port = E->get().to_port;
  554. input_connections.insert(to_key, E);
  555. }
  556. code += "\nvoid fragment() {\n";
  557. Set<int> processed;
  558. Error err = _write_node(p_type, global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  559. ERR_FAIL_COND_V(err != OK, String());
  560. if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
  561. code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
  562. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  563. code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0 );\n";
  564. } else {
  565. code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  566. }
  567. code += "}\n";
  568. //set code secretly
  569. global_code += "\n\n";
  570. String final_code = global_code;
  571. final_code += global_code_per_node;
  572. final_code += code;
  573. return final_code;
  574. }
  575. #define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
  576. #define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_')
  577. String VisualShader::validate_port_name(const String &p_name, const List<String> &p_input_ports, const List<String> &p_output_ports) const {
  578. String name = p_name;
  579. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  580. name = name.substr(1, name.length() - 1);
  581. }
  582. if (name != String()) {
  583. String valid_name;
  584. for (int i = 0; i < name.length(); i++) {
  585. if (IS_SYMBOL_CHAR(name[i])) {
  586. valid_name += String::chr(name[i]);
  587. } else if (name[i] == ' ') {
  588. valid_name += "_";
  589. }
  590. }
  591. name = valid_name;
  592. }
  593. String valid_name = name;
  594. bool is_equal = false;
  595. for (int i = 0; i < p_input_ports.size(); i++) {
  596. if (name == p_input_ports[i]) {
  597. is_equal = true;
  598. break;
  599. }
  600. }
  601. if (!is_equal) {
  602. for (int i = 0; i < p_output_ports.size(); i++) {
  603. if (name == p_output_ports[i]) {
  604. is_equal = true;
  605. break;
  606. }
  607. }
  608. }
  609. if (is_equal) {
  610. name = "";
  611. }
  612. return name;
  613. }
  614. String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
  615. String name = p_name; //validate name first
  616. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  617. name = name.substr(1, name.length() - 1);
  618. }
  619. if (name != String()) {
  620. String valid_name;
  621. for (int i = 0; i < name.length(); i++) {
  622. if (IS_SYMBOL_CHAR(name[i])) {
  623. valid_name += String::chr(name[i]);
  624. } else if (name[i] == ' ') {
  625. valid_name += "_";
  626. }
  627. }
  628. name = valid_name;
  629. }
  630. if (name == String()) {
  631. name = p_uniform->get_caption();
  632. }
  633. int attempt = 1;
  634. while (true) {
  635. bool exists = false;
  636. for (int i = 0; i < TYPE_MAX; i++) {
  637. for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  638. Ref<VisualShaderNodeUniform> node = E->get().node;
  639. if (node == p_uniform) { //do not test on self
  640. continue;
  641. }
  642. if (node.is_valid() && node->get_uniform_name() == name) {
  643. exists = true;
  644. break;
  645. }
  646. }
  647. if (exists) {
  648. break;
  649. }
  650. }
  651. if (exists) {
  652. //remove numbers, put new and try again
  653. attempt++;
  654. while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
  655. name = name.substr(0, name.length() - 1);
  656. }
  657. ERR_FAIL_COND_V(name == String(), String());
  658. name += itos(attempt);
  659. } else {
  660. break;
  661. }
  662. }
  663. return name;
  664. }
  665. VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
  666. { Shader::MODE_SPATIAL, "blend" },
  667. { Shader::MODE_SPATIAL, "depth_draw" },
  668. { Shader::MODE_SPATIAL, "cull" },
  669. { Shader::MODE_SPATIAL, "diffuse" },
  670. { Shader::MODE_SPATIAL, "specular" },
  671. { Shader::MODE_CANVAS_ITEM, "blend" },
  672. { Shader::MODE_CANVAS_ITEM, NULL }
  673. };
  674. static const char *type_string[VisualShader::TYPE_MAX] = {
  675. "vertex",
  676. "fragment",
  677. "light"
  678. };
  679. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  680. String name = p_name;
  681. if (name == "mode") {
  682. set_mode(Shader::Mode(int(p_value)));
  683. return true;
  684. } else if (name.begins_with("flags/")) {
  685. StringName flag = name.get_slicec('/', 1);
  686. bool enable = p_value;
  687. if (enable) {
  688. flags.insert(flag);
  689. } else {
  690. flags.erase(flag);
  691. }
  692. _queue_update();
  693. return true;
  694. } else if (name.begins_with("modes/")) {
  695. String mode = name.get_slicec('/', 1);
  696. int value = p_value;
  697. if (value == 0) {
  698. modes.erase(mode); //means it's default anyway, so don't store it
  699. } else {
  700. modes[mode] = value;
  701. }
  702. _queue_update();
  703. return true;
  704. } else if (name.begins_with("nodes/")) {
  705. String typestr = name.get_slicec('/', 1);
  706. Type type = TYPE_VERTEX;
  707. for (int i = 0; i < TYPE_MAX; i++) {
  708. if (typestr == type_string[i]) {
  709. type = Type(i);
  710. break;
  711. }
  712. }
  713. String index = name.get_slicec('/', 2);
  714. if (index == "connections") {
  715. Vector<int> conns = p_value;
  716. if (conns.size() % 4 == 0) {
  717. for (int i = 0; i < conns.size(); i += 4) {
  718. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  719. }
  720. }
  721. return true;
  722. }
  723. int id = index.to_int();
  724. String what = name.get_slicec('/', 3);
  725. if (what == "node") {
  726. add_node(type, p_value, Vector2(), id);
  727. return true;
  728. } else if (what == "position") {
  729. set_node_position(type, id, p_value);
  730. return true;
  731. } else if (what == "size") {
  732. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_size(p_value);
  733. return true;
  734. } else if (what == "input_ports") {
  735. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  736. return true;
  737. } else if (what == "output_ports") {
  738. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  739. return true;
  740. } else if (what == "expression") {
  741. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  742. return true;
  743. }
  744. }
  745. return false;
  746. }
  747. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  748. String name = p_name;
  749. if (name == "mode") {
  750. r_ret = get_mode();
  751. return true;
  752. } else if (name.begins_with("flags/")) {
  753. StringName flag = name.get_slicec('/', 1);
  754. r_ret = flags.has(flag);
  755. return true;
  756. } else if (name.begins_with("modes/")) {
  757. String mode = name.get_slicec('/', 1);
  758. if (modes.has(mode)) {
  759. r_ret = modes[mode];
  760. } else {
  761. r_ret = 0;
  762. }
  763. return true;
  764. } else if (name.begins_with("nodes/")) {
  765. String typestr = name.get_slicec('/', 1);
  766. Type type = TYPE_VERTEX;
  767. for (int i = 0; i < TYPE_MAX; i++) {
  768. if (typestr == type_string[i]) {
  769. type = Type(i);
  770. break;
  771. }
  772. }
  773. String index = name.get_slicec('/', 2);
  774. if (index == "connections") {
  775. Vector<int> conns;
  776. for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
  777. conns.push_back(E->get().from_node);
  778. conns.push_back(E->get().from_port);
  779. conns.push_back(E->get().to_node);
  780. conns.push_back(E->get().to_port);
  781. }
  782. r_ret = conns;
  783. return true;
  784. }
  785. int id = index.to_int();
  786. String what = name.get_slicec('/', 3);
  787. if (what == "node") {
  788. r_ret = get_node(type, id);
  789. return true;
  790. } else if (what == "position") {
  791. r_ret = get_node_position(type, id);
  792. return true;
  793. } else if (what == "size") {
  794. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_size();
  795. return true;
  796. } else if (what == "input_ports") {
  797. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  798. return true;
  799. } else if (what == "output_ports") {
  800. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  801. return true;
  802. } else if (what == "expression") {
  803. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  804. return true;
  805. }
  806. }
  807. return false;
  808. }
  809. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  810. //mode
  811. p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles"));
  812. //render modes
  813. Map<String, String> blend_mode_enums;
  814. Set<String> toggles;
  815. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
  816. String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
  817. int idx = 0;
  818. bool in_enum = false;
  819. while (render_mode_enums[idx].string) {
  820. if (mode.begins_with(render_mode_enums[idx].string)) {
  821. String begin = render_mode_enums[idx].string;
  822. String option = mode.replace_first(begin + "_", "");
  823. if (!blend_mode_enums.has(begin)) {
  824. blend_mode_enums[begin] = option;
  825. } else {
  826. blend_mode_enums[begin] += "," + option;
  827. }
  828. in_enum = true;
  829. break;
  830. }
  831. idx++;
  832. }
  833. if (!in_enum) {
  834. toggles.insert(mode);
  835. }
  836. }
  837. for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) {
  838. p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get()));
  839. }
  840. for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
  841. p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
  842. }
  843. for (int i = 0; i < TYPE_MAX; i++) {
  844. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  845. String prop_name = "nodes/";
  846. prop_name += type_string[i];
  847. prop_name += "/" + itos(E->key());
  848. if (E->key() != NODE_ID_OUTPUT) {
  849. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
  850. }
  851. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  852. if (Object::cast_to<VisualShaderNodeGroupBase>(E->get().node.ptr()) != NULL) {
  853. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  854. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  855. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  856. }
  857. if (Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()) != NULL) {
  858. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  859. }
  860. }
  861. p_list->push_back(PropertyInfo(Variant::POOL_INT_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  862. }
  863. }
  864. Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const {
  865. const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
  866. //check inputs recursively first
  867. int input_count = vsnode->get_input_port_count();
  868. for (int i = 0; i < input_count; i++) {
  869. ConnectionKey ck;
  870. ck.node = node;
  871. ck.port = i;
  872. if (input_connections.has(ck)) {
  873. int from_node = input_connections[ck]->get().from_node;
  874. if (processed.has(from_node)) {
  875. continue;
  876. }
  877. Error err = _write_node(type, global_code, global_code_per_node, global_code_per_func, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview, r_classes);
  878. if (err)
  879. return err;
  880. }
  881. }
  882. // then this node
  883. code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  884. Vector<String> input_vars;
  885. input_vars.resize(vsnode->get_input_port_count());
  886. String *inputs = input_vars.ptrw();
  887. for (int i = 0; i < input_count; i++) {
  888. ConnectionKey ck;
  889. ck.node = node;
  890. ck.port = i;
  891. if (input_connections.has(ck)) {
  892. //connected to something, use that output
  893. int from_node = input_connections[ck]->get().from_node;
  894. int from_port = input_connections[ck]->get().from_port;
  895. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  896. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  897. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  898. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  899. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  900. if (ptr->has_method("get_input_real_name")) {
  901. inputs[i] = ptr->call("get_input_real_name");
  902. } else if (ptr->has_method("get_uniform_name")) {
  903. inputs[i] = ptr->call("get_uniform_name");
  904. } else {
  905. inputs[i] = "";
  906. }
  907. } else if (in_type == out_type) {
  908. inputs[i] = src_var;
  909. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  910. inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
  911. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  912. inputs[i] = "vec3(" + src_var + ")";
  913. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  914. inputs[i] = "all(bvec3(" + src_var + "))";
  915. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  916. inputs[i] = src_var + " > 0.0 ? true : false";
  917. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  918. inputs[i] = src_var + " ? 1.0 : 0.0";
  919. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  920. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  921. }
  922. } else {
  923. Variant defval = vsnode->get_input_port_default_value(i);
  924. if (defval.get_type() == Variant::REAL || defval.get_type() == Variant::INT) {
  925. float val = defval;
  926. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  927. code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  928. } else if (defval.get_type() == Variant::BOOL) {
  929. bool val = defval;
  930. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  931. code += "\tbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  932. } else if (defval.get_type() == Variant::VECTOR3) {
  933. Vector3 val = defval;
  934. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  935. code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  936. } else if (defval.get_type() == Variant::TRANSFORM) {
  937. Transform val = defval;
  938. val.basis.transpose();
  939. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  940. Array values;
  941. for (int j = 0; j < 3; j++) {
  942. values.push_back(val.basis[j].x);
  943. values.push_back(val.basis[j].y);
  944. values.push_back(val.basis[j].z);
  945. }
  946. values.push_back(val.origin.x);
  947. values.push_back(val.origin.y);
  948. values.push_back(val.origin.z);
  949. bool err = false;
  950. code += "\tmat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
  951. } else {
  952. //will go empty, node is expected to know what it is doing at this point and handle it
  953. }
  954. }
  955. }
  956. int output_count = vsnode->get_output_port_count();
  957. Vector<String> output_vars;
  958. output_vars.resize(vsnode->get_output_port_count());
  959. String *outputs = output_vars.ptrw();
  960. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  961. for (int i = 0; i < output_count; i++) {
  962. String var_name = "n_out" + itos(node) + "p" + itos(i);
  963. switch (vsnode->get_output_port_type(i)) {
  964. case VisualShaderNode::PORT_TYPE_SCALAR: outputs[i] = "float " + var_name; break;
  965. case VisualShaderNode::PORT_TYPE_VECTOR: outputs[i] = "vec3 " + var_name; break;
  966. case VisualShaderNode::PORT_TYPE_BOOLEAN: outputs[i] = "bool " + var_name; break;
  967. case VisualShaderNode::PORT_TYPE_TRANSFORM: outputs[i] = "mat4 " + var_name; break;
  968. default: {
  969. }
  970. }
  971. }
  972. } else {
  973. for (int i = 0; i < output_count; i++) {
  974. outputs[i] = "n_out" + itos(node) + "p" + itos(i);
  975. switch (vsnode->get_output_port_type(i)) {
  976. case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break;
  977. case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break;
  978. case VisualShaderNode::PORT_TYPE_BOOLEAN: code += String() + "\tbool " + outputs[i] + ";\n"; break;
  979. case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break;
  980. default: {
  981. }
  982. }
  983. }
  984. }
  985. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
  986. for (int i = 0; i < params.size(); i++) {
  987. def_tex_params.push_back(params[i]);
  988. }
  989. Ref<VisualShaderNodeInput> input = vsnode;
  990. bool skip_global = input.is_valid() && for_preview;
  991. if (!skip_global) {
  992. global_code += vsnode->generate_global(get_mode(), type, node);
  993. String class_name = vsnode->get_class_name();
  994. if (class_name == "VisualShaderNodeCustom") {
  995. class_name = vsnode->get_script_instance()->get_script()->get_language()->get_global_class_name(vsnode->get_script_instance()->get_script()->get_path());
  996. }
  997. if (!r_classes.has(class_name)) {
  998. global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
  999. for (int i = 0; i < TYPE_MAX; i++) {
  1000. global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
  1001. }
  1002. r_classes.insert(class_name);
  1003. }
  1004. }
  1005. code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
  1006. code += "\n"; //
  1007. processed.insert(node);
  1008. return OK;
  1009. }
  1010. void VisualShader::_update_shader() const {
  1011. if (!dirty)
  1012. return;
  1013. dirty = false;
  1014. StringBuilder global_code;
  1015. StringBuilder global_code_per_node;
  1016. Map<Type, StringBuilder> global_code_per_func;
  1017. StringBuilder code;
  1018. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1019. Set<StringName> classes;
  1020. List<int> insertion_pos;
  1021. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles" };
  1022. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1023. String render_mode;
  1024. {
  1025. //fill render mode enums
  1026. int idx = 0;
  1027. while (render_mode_enums[idx].string) {
  1028. if (shader_mode == render_mode_enums[idx].mode) {
  1029. if (modes.has(render_mode_enums[idx].string)) {
  1030. int which = modes[render_mode_enums[idx].string];
  1031. int count = 0;
  1032. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
  1033. String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
  1034. if (mode.begins_with(render_mode_enums[idx].string)) {
  1035. if (count == which) {
  1036. if (render_mode != String()) {
  1037. render_mode += ", ";
  1038. }
  1039. render_mode += mode;
  1040. break;
  1041. }
  1042. count++;
  1043. }
  1044. }
  1045. }
  1046. }
  1047. idx++;
  1048. }
  1049. //fill render mode flags
  1050. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
  1051. String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
  1052. if (flags.has(mode)) {
  1053. if (render_mode != String()) {
  1054. render_mode += ", ";
  1055. }
  1056. render_mode += mode;
  1057. }
  1058. }
  1059. }
  1060. if (render_mode != String()) {
  1061. global_code += "render_mode " + render_mode + ";\n\n";
  1062. }
  1063. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light" };
  1064. String global_expressions;
  1065. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1066. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  1067. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  1068. if (global_expression.is_valid()) {
  1069. String expr = "";
  1070. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1071. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1072. expr = expr.replace("\n", "\n\t");
  1073. expr += "\n";
  1074. global_expressions += expr;
  1075. }
  1076. }
  1077. }
  1078. for (int i = 0; i < TYPE_MAX; i++) {
  1079. //make it faster to go around through shader
  1080. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1081. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1082. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  1083. ConnectionKey from_key;
  1084. from_key.node = E->get().from_node;
  1085. from_key.port = E->get().from_port;
  1086. output_connections.insert(from_key, E);
  1087. ConnectionKey to_key;
  1088. to_key.node = E->get().to_node;
  1089. to_key.port = E->get().to_port;
  1090. input_connections.insert(to_key, E);
  1091. }
  1092. code += "\nvoid " + String(func_name[i]) + "() {\n";
  1093. Set<int> processed;
  1094. Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  1095. ERR_FAIL_COND(err != OK);
  1096. insertion_pos.push_back(code.get_string_length());
  1097. code += "}\n";
  1098. }
  1099. //set code secretly
  1100. global_code += "\n\n";
  1101. String final_code = global_code;
  1102. final_code += global_code_per_node;
  1103. final_code += global_expressions;
  1104. String tcode = code;
  1105. for (int i = 0; i < TYPE_MAX; i++) {
  1106. tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]);
  1107. }
  1108. final_code += tcode;
  1109. const_cast<VisualShader *>(this)->set_code(final_code);
  1110. for (int i = 0; i < default_tex_params.size(); i++) {
  1111. const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
  1112. }
  1113. if (previous_code != final_code) {
  1114. const_cast<VisualShader *>(this)->emit_signal("changed");
  1115. }
  1116. previous_code = final_code;
  1117. }
  1118. void VisualShader::_queue_update() {
  1119. if (dirty) {
  1120. return;
  1121. }
  1122. dirty = true;
  1123. call_deferred("_update_shader");
  1124. }
  1125. void VisualShader::_input_type_changed(Type p_type, int p_id) {
  1126. //erase connections using this input, as type changed
  1127. Graph *g = &graph[p_type];
  1128. for (List<Connection>::Element *E = g->connections.front(); E;) {
  1129. List<Connection>::Element *N = E->next();
  1130. if (E->get().from_node == p_id) {
  1131. g->connections.erase(E);
  1132. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  1133. }
  1134. E = N;
  1135. }
  1136. }
  1137. void VisualShader::rebuild() {
  1138. dirty = true;
  1139. _update_shader();
  1140. }
  1141. void VisualShader::_bind_methods() {
  1142. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  1143. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  1144. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  1145. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  1146. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  1147. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  1148. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  1149. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  1150. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  1151. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  1152. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  1153. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  1154. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  1155. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  1156. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  1157. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  1158. ClassDB::bind_method(D_METHOD("_queue_update"), &VisualShader::_queue_update);
  1159. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  1160. ClassDB::bind_method(D_METHOD("_input_type_changed"), &VisualShader::_input_type_changed);
  1161. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
  1162. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  1163. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  1164. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  1165. BIND_ENUM_CONSTANT(TYPE_MAX);
  1166. BIND_CONSTANT(NODE_ID_INVALID);
  1167. BIND_CONSTANT(NODE_ID_OUTPUT);
  1168. }
  1169. VisualShader::VisualShader() {
  1170. shader_mode = Shader::MODE_SPATIAL;
  1171. for (int i = 0; i < TYPE_MAX; i++) {
  1172. Ref<VisualShaderNodeOutput> output;
  1173. output.instance();
  1174. output->shader_type = Type(i);
  1175. output->shader_mode = shader_mode;
  1176. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  1177. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  1178. }
  1179. dirty = true;
  1180. }
  1181. ///////////////////////////////////////////////////////////
  1182. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  1183. // Spatial, Vertex
  1184. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1185. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1186. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1187. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1188. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1189. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1190. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1191. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1192. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1193. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1194. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
  1195. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1196. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1197. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1198. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1199. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1200. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
  1201. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1202. // Spatial, Fragment
  1203. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1204. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1205. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1206. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1207. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1208. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1209. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1210. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1211. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1212. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1213. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1214. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1215. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
  1216. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1217. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1218. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1219. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1220. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1221. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1222. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1223. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1224. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  1225. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1226. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
  1227. // Spatial, Light
  1228. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1229. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1230. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1231. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
  1232. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
  1233. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" },
  1234. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1235. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1236. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1237. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1238. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1239. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1240. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1241. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1242. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1243. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1244. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1245. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1246. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1247. // Canvas Item, Vertex
  1248. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1249. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1250. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1251. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1252. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "modulate_color", "MODULATE.rgb" },
  1253. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "modulate_alpha", "MODULATE.a" },
  1254. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1255. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1256. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1257. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1258. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" },
  1259. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1260. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1261. // Canvas Item, Fragment
  1262. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1263. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1264. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1265. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1266. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "modulate_color", "MODULATE.rgb" },
  1267. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "modulate_alpha", "MODULATE.a" },
  1268. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1269. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1270. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
  1271. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1272. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1273. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1274. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1275. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  1276. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1277. // Canvas Item, Light
  1278. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1279. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1280. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1281. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1282. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1283. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "modulate_color", "MODULATE.rgb" },
  1284. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "modulate_alpha", "MODULATE.a" },
  1285. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC, 0.0)" },
  1286. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
  1287. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
  1288. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT_COLOR.a" },
  1289. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV, 0.0)" },
  1290. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
  1291. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_COLOR.a" },
  1292. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_vec", "vec3(SHADOW_VEC, 0.0)" },
  1293. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1294. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1295. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1296. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1297. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1298. // Particles, Vertex
  1299. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1300. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1301. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1302. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1303. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1304. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1305. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1306. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1307. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1308. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1309. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "index", "float(INDEX)" },
  1310. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1311. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1312. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
  1313. };
  1314. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  1315. // Spatial, Fragment
  1316. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1317. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
  1318. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
  1319. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1320. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
  1321. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1322. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1323. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1324. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
  1325. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1326. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" },
  1327. // Spatial, Light
  1328. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1329. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1330. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  1331. // Canvas Item, Vertex
  1332. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1333. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1334. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1335. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1336. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1337. // Canvas Item, Fragment
  1338. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1339. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1340. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1341. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1342. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1343. // Canvas Item, Light
  1344. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1345. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1346. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1347. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1348. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1349. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1350. // Particles, Vertex
  1351. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1352. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1353. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0, 0.0, 1.0)" },
  1354. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1355. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
  1356. };
  1357. int VisualShaderNodeInput::get_input_port_count() const {
  1358. return 0;
  1359. }
  1360. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  1361. return PORT_TYPE_SCALAR;
  1362. }
  1363. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  1364. return "";
  1365. }
  1366. int VisualShaderNodeInput::get_output_port_count() const {
  1367. return 1;
  1368. }
  1369. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  1370. return get_input_type_by_name(input_name);
  1371. }
  1372. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  1373. return "";
  1374. }
  1375. String VisualShaderNodeInput::get_caption() const {
  1376. return "Input";
  1377. }
  1378. String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1379. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  1380. return "";
  1381. }
  1382. if (p_for_preview) {
  1383. int idx = 0;
  1384. String code;
  1385. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  1386. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  1387. code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  1388. break;
  1389. }
  1390. idx++;
  1391. }
  1392. if (code == String()) {
  1393. switch (get_output_port_type(0)) {
  1394. case PORT_TYPE_SCALAR: {
  1395. code = "\t" + p_output_vars[0] + " = 0.0;\n";
  1396. } break; //default (none found) is scalar
  1397. case PORT_TYPE_VECTOR: {
  1398. code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  1399. } break; //default (none found) is scalar
  1400. case PORT_TYPE_TRANSFORM: {
  1401. code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
  1402. } break; //default (none found) is scalar
  1403. case PORT_TYPE_BOOLEAN: {
  1404. code = "\t" + p_output_vars[0] + " = false;\n";
  1405. } break;
  1406. default:
  1407. break;
  1408. }
  1409. }
  1410. return code;
  1411. } else {
  1412. int idx = 0;
  1413. String code;
  1414. while (ports[idx].mode != Shader::MODE_MAX) {
  1415. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1416. code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  1417. break;
  1418. }
  1419. idx++;
  1420. }
  1421. if (code == String()) {
  1422. code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  1423. }
  1424. return code;
  1425. }
  1426. }
  1427. void VisualShaderNodeInput::set_input_name(String p_name) {
  1428. PortType prev_type = get_input_type_by_name(input_name);
  1429. input_name = p_name;
  1430. emit_changed();
  1431. if (get_input_type_by_name(input_name) != prev_type) {
  1432. emit_signal("input_type_changed");
  1433. }
  1434. }
  1435. String VisualShaderNodeInput::get_input_name() const {
  1436. return input_name;
  1437. }
  1438. String VisualShaderNodeInput::get_input_real_name() const {
  1439. int idx = 0;
  1440. while (ports[idx].mode != Shader::MODE_MAX) {
  1441. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1442. return String(ports[idx].string);
  1443. }
  1444. idx++;
  1445. }
  1446. return "";
  1447. }
  1448. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  1449. int idx = 0;
  1450. while (ports[idx].mode != Shader::MODE_MAX) {
  1451. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  1452. return ports[idx].type;
  1453. }
  1454. idx++;
  1455. }
  1456. return PORT_TYPE_SCALAR;
  1457. }
  1458. int VisualShaderNodeInput::get_input_index_count() const {
  1459. int idx = 0;
  1460. int count = 0;
  1461. while (ports[idx].mode != Shader::MODE_MAX) {
  1462. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1463. count++;
  1464. }
  1465. idx++;
  1466. }
  1467. return count;
  1468. }
  1469. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  1470. int idx = 0;
  1471. int count = 0;
  1472. while (ports[idx].mode != Shader::MODE_MAX) {
  1473. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1474. if (count == p_index) {
  1475. return ports[idx].type;
  1476. }
  1477. count++;
  1478. }
  1479. idx++;
  1480. }
  1481. return PORT_TYPE_SCALAR;
  1482. }
  1483. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  1484. int idx = 0;
  1485. int count = 0;
  1486. while (ports[idx].mode != Shader::MODE_MAX) {
  1487. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1488. if (count == p_index) {
  1489. return ports[idx].name;
  1490. }
  1491. count++;
  1492. }
  1493. idx++;
  1494. }
  1495. return "";
  1496. }
  1497. void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
  1498. if (property.name == "input_name") {
  1499. String port_list;
  1500. int idx = 0;
  1501. while (ports[idx].mode != Shader::MODE_MAX) {
  1502. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1503. if (port_list != String()) {
  1504. port_list += ",";
  1505. }
  1506. port_list += ports[idx].name;
  1507. }
  1508. idx++;
  1509. }
  1510. if (port_list == "") {
  1511. port_list = TTR("None");
  1512. }
  1513. property.hint_string = port_list;
  1514. }
  1515. }
  1516. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  1517. Vector<StringName> props;
  1518. props.push_back("input_name");
  1519. return props;
  1520. }
  1521. void VisualShaderNodeInput::_bind_methods() {
  1522. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  1523. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  1524. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  1525. ADD_PROPERTY(PropertyInfo(Variant::STRING, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  1526. ADD_SIGNAL(MethodInfo("input_type_changed"));
  1527. }
  1528. VisualShaderNodeInput::VisualShaderNodeInput() {
  1529. input_name = "[None]";
  1530. // changed when set
  1531. shader_type = VisualShader::TYPE_MAX;
  1532. shader_mode = Shader::MODE_MAX;
  1533. }
  1534. ////////////////////////////////////////////
  1535. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  1536. // Spatial, Vertex
  1537. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1538. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1539. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1540. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1541. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1542. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
  1543. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1544. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1545. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1546. // Spatial, Fragment
  1547. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1548. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  1549. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  1550. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1551. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
  1552. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
  1553. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
  1554. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1555. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1556. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1557. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
  1558. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
  1559. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
  1560. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
  1561. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
  1562. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
  1563. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
  1564. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1565. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" },
  1566. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
  1567. // Spatial, Light
  1568. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1569. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1570. // Canvas Item, Vertex
  1571. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
  1572. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1573. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1574. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1575. // Canvas Item, Fragment
  1576. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1577. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1578. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1579. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1580. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1581. // Canvas Item, Light
  1582. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
  1583. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
  1584. // Particles, Vertex
  1585. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1586. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1587. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1588. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1589. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1590. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1591. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
  1592. };
  1593. int VisualShaderNodeOutput::get_input_port_count() const {
  1594. int idx = 0;
  1595. int count = 0;
  1596. while (ports[idx].mode != Shader::MODE_MAX) {
  1597. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1598. count++;
  1599. }
  1600. idx++;
  1601. }
  1602. return count;
  1603. }
  1604. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  1605. int idx = 0;
  1606. int count = 0;
  1607. while (ports[idx].mode != Shader::MODE_MAX) {
  1608. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1609. if (count == p_port) {
  1610. return ports[idx].type;
  1611. }
  1612. count++;
  1613. }
  1614. idx++;
  1615. }
  1616. return PORT_TYPE_SCALAR;
  1617. }
  1618. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  1619. int idx = 0;
  1620. int count = 0;
  1621. while (ports[idx].mode != Shader::MODE_MAX) {
  1622. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1623. if (count == p_port) {
  1624. return String(ports[idx].name).capitalize();
  1625. }
  1626. count++;
  1627. }
  1628. idx++;
  1629. }
  1630. return String();
  1631. }
  1632. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  1633. return Variant();
  1634. }
  1635. int VisualShaderNodeOutput::get_output_port_count() const {
  1636. return 0;
  1637. }
  1638. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  1639. return PORT_TYPE_SCALAR;
  1640. }
  1641. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  1642. return String();
  1643. }
  1644. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  1645. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  1646. String name = get_input_port_name(p_index);
  1647. return (name == "Normal" || name == "Rim" || name == "Alpha Scissor");
  1648. }
  1649. return false;
  1650. }
  1651. String VisualShaderNodeOutput::get_caption() const {
  1652. return "Output";
  1653. }
  1654. String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1655. int idx = 0;
  1656. int count = 0;
  1657. String code;
  1658. while (ports[idx].mode != Shader::MODE_MAX) {
  1659. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1660. if (p_input_vars[count] != String()) {
  1661. String s = ports[idx].string;
  1662. if (s.find(":") != -1) {
  1663. code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  1664. } else {
  1665. code += "\t" + s + " = " + p_input_vars[count] + ";\n";
  1666. }
  1667. }
  1668. count++;
  1669. }
  1670. idx++;
  1671. }
  1672. return code;
  1673. }
  1674. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  1675. }
  1676. ///////////////////////////
  1677. void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
  1678. uniform_name = p_name;
  1679. emit_signal("name_changed");
  1680. emit_changed();
  1681. }
  1682. String VisualShaderNodeUniform::get_uniform_name() const {
  1683. return uniform_name;
  1684. }
  1685. void VisualShaderNodeUniform::_bind_methods() {
  1686. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
  1687. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
  1688. ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
  1689. }
  1690. VisualShaderNodeUniform::VisualShaderNodeUniform() {
  1691. }
  1692. ////////////// GroupBase
  1693. String VisualShaderNodeGroupBase::get_caption() const {
  1694. return "Group";
  1695. }
  1696. void VisualShaderNodeGroupBase::set_size(const Vector2 &p_size) {
  1697. size = p_size;
  1698. }
  1699. Vector2 VisualShaderNodeGroupBase::get_size() const {
  1700. return size;
  1701. }
  1702. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  1703. if (inputs == p_inputs)
  1704. return;
  1705. clear_input_ports();
  1706. inputs = p_inputs;
  1707. Vector<String> input_strings = inputs.split(";", false);
  1708. int input_port_count = input_strings.size();
  1709. for (int i = 0; i < input_port_count; i++) {
  1710. Vector<String> arr = input_strings[i].split(",");
  1711. ERR_FAIL_COND(arr.size() != 3);
  1712. int port_idx = arr[0].to_int();
  1713. int port_type = arr[1].to_int();
  1714. String port_name = arr[2];
  1715. Port port;
  1716. port.type = (PortType)port_type;
  1717. port.name = port_name;
  1718. input_ports[port_idx] = port;
  1719. }
  1720. }
  1721. String VisualShaderNodeGroupBase::get_inputs() const {
  1722. return inputs;
  1723. }
  1724. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  1725. if (outputs == p_outputs)
  1726. return;
  1727. clear_output_ports();
  1728. outputs = p_outputs;
  1729. Vector<String> output_strings = outputs.split(";", false);
  1730. int output_port_count = output_strings.size();
  1731. for (int i = 0; i < output_port_count; i++) {
  1732. Vector<String> arr = output_strings[i].split(",");
  1733. ERR_FAIL_COND(arr.size() != 3);
  1734. int port_idx = arr[0].to_int();
  1735. int port_type = arr[1].to_int();
  1736. String port_name = arr[2];
  1737. Port port;
  1738. port.type = (PortType)port_type;
  1739. port.name = port_name;
  1740. output_ports[port_idx] = port;
  1741. }
  1742. }
  1743. String VisualShaderNodeGroupBase::get_outputs() const {
  1744. return outputs;
  1745. }
  1746. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  1747. if (!p_name.is_valid_identifier()) {
  1748. return false;
  1749. }
  1750. for (int i = 0; i < get_input_port_count(); i++) {
  1751. if (get_input_port_name(i) == p_name) {
  1752. return false;
  1753. }
  1754. }
  1755. for (int i = 0; i < get_output_port_count(); i++) {
  1756. if (get_output_port_name(i) == p_name) {
  1757. return false;
  1758. }
  1759. }
  1760. return true;
  1761. }
  1762. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  1763. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  1764. Vector<String> inputs_strings = inputs.split(";", false);
  1765. int index = 0;
  1766. if (p_id < inputs_strings.size()) {
  1767. for (int i = 0; i < inputs_strings.size(); i++) {
  1768. if (i == p_id) {
  1769. inputs = inputs.insert(index, str);
  1770. break;
  1771. }
  1772. index += inputs_strings[i].size();
  1773. }
  1774. } else {
  1775. inputs += str;
  1776. }
  1777. inputs_strings = inputs.split(";", false);
  1778. index = 0;
  1779. for (int i = 0; i < inputs_strings.size(); i++) {
  1780. int count = 0;
  1781. for (int j = 0; j < inputs_strings[i].size(); j++) {
  1782. if (inputs_strings[i][j] == ',') {
  1783. break;
  1784. }
  1785. count++;
  1786. }
  1787. inputs.erase(index, count);
  1788. inputs = inputs.insert(index, itos(i));
  1789. index += inputs_strings[i].size();
  1790. }
  1791. _apply_port_changes();
  1792. }
  1793. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  1794. ERR_FAIL_COND(!has_input_port(p_id));
  1795. Vector<String> inputs_strings = inputs.split(";", false);
  1796. int count = 0;
  1797. int index = 0;
  1798. for (int i = 0; i < inputs_strings.size(); i++) {
  1799. Vector<String> arr = inputs_strings[i].split(",");
  1800. if (arr[0].to_int() == p_id) {
  1801. count = inputs_strings[i].size();
  1802. break;
  1803. }
  1804. index += inputs_strings[i].size();
  1805. }
  1806. inputs.erase(index, count);
  1807. inputs_strings = inputs.split(";", false);
  1808. for (int i = p_id; i < inputs_strings.size(); i++) {
  1809. inputs = inputs.replace_first(inputs_strings[i].split(",")[0], itos(i));
  1810. }
  1811. _apply_port_changes();
  1812. }
  1813. int VisualShaderNodeGroupBase::get_input_port_count() const {
  1814. return input_ports.size();
  1815. }
  1816. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  1817. return input_ports.has(p_id);
  1818. }
  1819. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  1820. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  1821. Vector<String> outputs_strings = outputs.split(";", false);
  1822. int index = 0;
  1823. if (p_id < outputs_strings.size()) {
  1824. for (int i = 0; i < outputs_strings.size(); i++) {
  1825. if (i == p_id) {
  1826. outputs = outputs.insert(index, str);
  1827. break;
  1828. }
  1829. index += outputs_strings[i].size();
  1830. }
  1831. } else {
  1832. outputs += str;
  1833. }
  1834. outputs_strings = outputs.split(";", false);
  1835. index = 0;
  1836. for (int i = 0; i < outputs_strings.size(); i++) {
  1837. int count = 0;
  1838. for (int j = 0; j < outputs_strings[i].size(); j++) {
  1839. if (outputs_strings[i][j] == ',') {
  1840. break;
  1841. }
  1842. count++;
  1843. }
  1844. outputs.erase(index, count);
  1845. outputs = outputs.insert(index, itos(i));
  1846. index += outputs_strings[i].size();
  1847. }
  1848. _apply_port_changes();
  1849. }
  1850. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  1851. ERR_FAIL_COND(!has_output_port(p_id));
  1852. Vector<String> outputs_strings = outputs.split(";", false);
  1853. int count = 0;
  1854. int index = 0;
  1855. for (int i = 0; i < outputs_strings.size(); i++) {
  1856. Vector<String> arr = outputs_strings[i].split(",");
  1857. if (arr[0].to_int() == p_id) {
  1858. count = outputs_strings[i].size();
  1859. break;
  1860. }
  1861. index += outputs_strings[i].size();
  1862. }
  1863. outputs.erase(index, count);
  1864. outputs_strings = outputs.split(";", false);
  1865. for (int i = p_id; i < outputs_strings.size(); i++) {
  1866. outputs = outputs.replace_first(outputs_strings[i].split(",")[0], itos(i));
  1867. }
  1868. _apply_port_changes();
  1869. }
  1870. int VisualShaderNodeGroupBase::get_output_port_count() const {
  1871. return output_ports.size();
  1872. }
  1873. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  1874. return output_ports.has(p_id);
  1875. }
  1876. void VisualShaderNodeGroupBase::clear_input_ports() {
  1877. input_ports.clear();
  1878. }
  1879. void VisualShaderNodeGroupBase::clear_output_ports() {
  1880. output_ports.clear();
  1881. }
  1882. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  1883. ERR_FAIL_COND(!has_input_port(p_id));
  1884. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  1885. if (input_ports[p_id].type == p_type)
  1886. return;
  1887. Vector<String> inputs_strings = inputs.split(";", false);
  1888. int count = 0;
  1889. int index = 0;
  1890. for (int i = 0; i < inputs_strings.size(); i++) {
  1891. Vector<String> arr = inputs_strings[i].split(",");
  1892. ERR_FAIL_COND(arr.size() != 3);
  1893. if (arr[0].to_int() == p_id) {
  1894. index += arr[0].size();
  1895. count = arr[1].size() - 1;
  1896. break;
  1897. }
  1898. index += inputs_strings[i].size();
  1899. }
  1900. inputs.erase(index, count);
  1901. inputs = inputs.insert(index, itos(p_type));
  1902. _apply_port_changes();
  1903. }
  1904. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  1905. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  1906. return input_ports[p_id].type;
  1907. }
  1908. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  1909. ERR_FAIL_COND(!has_input_port(p_id));
  1910. ERR_FAIL_COND(!is_valid_port_name(p_name));
  1911. if (input_ports[p_id].name == p_name)
  1912. return;
  1913. Vector<String> inputs_strings = inputs.split(";", false);
  1914. int count = 0;
  1915. int index = 0;
  1916. for (int i = 0; i < inputs_strings.size(); i++) {
  1917. Vector<String> arr = inputs_strings[i].split(",");
  1918. ERR_FAIL_COND(arr.size() != 3);
  1919. if (arr[0].to_int() == p_id) {
  1920. index += arr[0].size() + arr[1].size();
  1921. count = arr[2].size() - 1;
  1922. break;
  1923. }
  1924. index += inputs_strings[i].size();
  1925. }
  1926. inputs.erase(index, count);
  1927. inputs = inputs.insert(index, p_name);
  1928. _apply_port_changes();
  1929. }
  1930. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  1931. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  1932. return input_ports[p_id].name;
  1933. }
  1934. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  1935. ERR_FAIL_COND(!has_output_port(p_id));
  1936. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  1937. if (output_ports[p_id].type == p_type)
  1938. return;
  1939. Vector<String> output_strings = outputs.split(";", false);
  1940. int count = 0;
  1941. int index = 0;
  1942. for (int i = 0; i < output_strings.size(); i++) {
  1943. Vector<String> arr = output_strings[i].split(",");
  1944. ERR_FAIL_COND(arr.size() != 3);
  1945. if (arr[0].to_int() == p_id) {
  1946. index += arr[0].size();
  1947. count = arr[1].size() - 1;
  1948. break;
  1949. }
  1950. index += output_strings[i].size();
  1951. }
  1952. outputs.erase(index, count);
  1953. outputs = outputs.insert(index, itos(p_type));
  1954. _apply_port_changes();
  1955. }
  1956. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  1957. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  1958. return output_ports[p_id].type;
  1959. }
  1960. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  1961. ERR_FAIL_COND(!has_output_port(p_id));
  1962. ERR_FAIL_COND(!is_valid_port_name(p_name));
  1963. if (output_ports[p_id].name == p_name)
  1964. return;
  1965. Vector<String> output_strings = outputs.split(";", false);
  1966. int count = 0;
  1967. int index = 0;
  1968. for (int i = 0; i < output_strings.size(); i++) {
  1969. Vector<String> arr = output_strings[i].split(",");
  1970. ERR_FAIL_COND(arr.size() != 3);
  1971. if (arr[0].to_int() == p_id) {
  1972. index += arr[0].size() + arr[1].size();
  1973. count = arr[2].size() - 1;
  1974. break;
  1975. }
  1976. index += output_strings[i].size();
  1977. }
  1978. outputs.erase(index, count);
  1979. outputs = outputs.insert(index, p_name);
  1980. _apply_port_changes();
  1981. }
  1982. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  1983. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  1984. return output_ports[p_id].name;
  1985. }
  1986. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  1987. return input_ports.size();
  1988. }
  1989. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  1990. return output_ports.size();
  1991. }
  1992. void VisualShaderNodeGroupBase::set_control(Control *p_control, int p_index) {
  1993. controls[p_index] = p_control;
  1994. }
  1995. Control *VisualShaderNodeGroupBase::get_control(int p_index) {
  1996. ERR_FAIL_COND_V(!controls.has(p_index), NULL);
  1997. return controls[p_index];
  1998. }
  1999. void VisualShaderNodeGroupBase::_apply_port_changes() {
  2000. Vector<String> inputs_strings = inputs.split(";", false);
  2001. Vector<String> outputs_strings = outputs.split(";", false);
  2002. clear_input_ports();
  2003. clear_output_ports();
  2004. for (int i = 0; i < inputs_strings.size(); i++) {
  2005. Vector<String> arr = inputs_strings[i].split(",");
  2006. ERR_FAIL_COND(arr.size() != 3);
  2007. Port port;
  2008. port.type = (PortType)arr[1].to_int();
  2009. port.name = arr[2];
  2010. input_ports[i] = port;
  2011. }
  2012. for (int i = 0; i < outputs_strings.size(); i++) {
  2013. Vector<String> arr = outputs_strings[i].split(",");
  2014. ERR_FAIL_COND(arr.size() != 3);
  2015. Port port;
  2016. port.type = (PortType)arr[1].to_int();
  2017. port.name = arr[2];
  2018. output_ports[i] = port;
  2019. }
  2020. }
  2021. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  2022. editable = p_enabled;
  2023. }
  2024. bool VisualShaderNodeGroupBase::is_editable() const {
  2025. return editable;
  2026. }
  2027. void VisualShaderNodeGroupBase::_bind_methods() {
  2028. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeGroupBase::set_size);
  2029. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeGroupBase::get_size);
  2030. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  2031. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  2032. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  2033. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  2034. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  2035. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  2036. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  2037. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  2038. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  2039. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  2040. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  2041. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  2042. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  2043. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  2044. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  2045. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  2046. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  2047. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  2048. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  2049. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  2050. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  2051. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  2052. }
  2053. String VisualShaderNodeGroupBase::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2054. return "";
  2055. }
  2056. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  2057. size = Size2(0, 0);
  2058. inputs = "";
  2059. outputs = "";
  2060. editable = false;
  2061. simple_decl = false;
  2062. }
  2063. ////////////// Expression
  2064. String VisualShaderNodeExpression::get_caption() const {
  2065. return "Expression";
  2066. }
  2067. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  2068. expression = p_expression;
  2069. }
  2070. String VisualShaderNodeExpression::get_expression() const {
  2071. return expression;
  2072. }
  2073. String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2074. String _expression = expression;
  2075. _expression = _expression.insert(0, "\n");
  2076. _expression = _expression.replace("\n", "\n\t\t");
  2077. static Vector<String> pre_symbols;
  2078. if (pre_symbols.empty()) {
  2079. pre_symbols.push_back("\t");
  2080. pre_symbols.push_back(",");
  2081. pre_symbols.push_back(";");
  2082. pre_symbols.push_back("{");
  2083. pre_symbols.push_back("[");
  2084. pre_symbols.push_back("]");
  2085. pre_symbols.push_back("(");
  2086. pre_symbols.push_back(" ");
  2087. pre_symbols.push_back("-");
  2088. pre_symbols.push_back("*");
  2089. pre_symbols.push_back("/");
  2090. pre_symbols.push_back("+");
  2091. pre_symbols.push_back("=");
  2092. pre_symbols.push_back("&");
  2093. pre_symbols.push_back("|");
  2094. pre_symbols.push_back("!");
  2095. }
  2096. static Vector<String> post_symbols;
  2097. if (post_symbols.empty()) {
  2098. post_symbols.push_back("\t");
  2099. post_symbols.push_back("\n");
  2100. post_symbols.push_back(",");
  2101. post_symbols.push_back(";");
  2102. post_symbols.push_back("}");
  2103. post_symbols.push_back("[");
  2104. post_symbols.push_back("]");
  2105. post_symbols.push_back(")");
  2106. post_symbols.push_back(" ");
  2107. post_symbols.push_back(".");
  2108. post_symbols.push_back("-");
  2109. post_symbols.push_back("*");
  2110. post_symbols.push_back("/");
  2111. post_symbols.push_back("+");
  2112. post_symbols.push_back("=");
  2113. post_symbols.push_back("&");
  2114. post_symbols.push_back("|");
  2115. post_symbols.push_back("!");
  2116. }
  2117. for (int i = 0; i < get_input_port_count(); i++) {
  2118. for (int j = 0; j < pre_symbols.size(); j++) {
  2119. for (int k = 0; k < post_symbols.size(); k++) {
  2120. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  2121. }
  2122. }
  2123. }
  2124. for (int i = 0; i < get_output_port_count(); i++) {
  2125. for (int j = 0; j < pre_symbols.size(); j++) {
  2126. for (int k = 0; k < post_symbols.size(); k++) {
  2127. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  2128. }
  2129. }
  2130. }
  2131. String output_initializer;
  2132. for (int i = 0; i < get_output_port_count(); i++) {
  2133. int port_type = get_output_port_type(i);
  2134. String tk = "";
  2135. switch (port_type) {
  2136. case PORT_TYPE_SCALAR:
  2137. tk = "0.0";
  2138. break;
  2139. case PORT_TYPE_VECTOR:
  2140. tk = "vec3(0.0, 0.0, 0.0)";
  2141. break;
  2142. case PORT_TYPE_BOOLEAN:
  2143. tk = "false";
  2144. break;
  2145. case PORT_TYPE_TRANSFORM:
  2146. tk = "mat4(1.0)";
  2147. break;
  2148. default:
  2149. continue;
  2150. }
  2151. output_initializer += "\t" + p_output_vars[i] + " = " + tk + ";\n";
  2152. }
  2153. String code;
  2154. code += output_initializer;
  2155. code += "\t{";
  2156. code += _expression;
  2157. code += "\n\t}\n";
  2158. return code;
  2159. }
  2160. void VisualShaderNodeExpression::_bind_methods() {
  2161. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  2162. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  2163. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  2164. }
  2165. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  2166. expression = "";
  2167. set_editable(true);
  2168. }
  2169. ////////////// Global Expression
  2170. String VisualShaderNodeGlobalExpression::get_caption() const {
  2171. return "GlobalExpression";
  2172. }
  2173. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2174. return expression;
  2175. }
  2176. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  2177. set_editable(false);
  2178. }