visual_shader_nodes.cpp 262 KB

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  1. /**************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "visual_shader_nodes.h"
  31. #include "visual_shader_nodes.compat.inc"
  32. #include "scene/resources/image_texture.h"
  33. ////////////// Vector Base
  34. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_type(int p_port) const {
  35. switch (op_type) {
  36. case OP_TYPE_VECTOR_2D:
  37. return PORT_TYPE_VECTOR_2D;
  38. case OP_TYPE_VECTOR_3D:
  39. return PORT_TYPE_VECTOR_3D;
  40. case OP_TYPE_VECTOR_4D:
  41. return PORT_TYPE_VECTOR_4D;
  42. default:
  43. break;
  44. }
  45. return PORT_TYPE_SCALAR;
  46. }
  47. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port_type(int p_port) const {
  48. switch (op_type) {
  49. case OP_TYPE_VECTOR_2D:
  50. return p_port == 0 || get_output_port_count() > 1 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  51. case OP_TYPE_VECTOR_3D:
  52. return p_port == 0 || get_output_port_count() > 1 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  53. case OP_TYPE_VECTOR_4D:
  54. return p_port == 0 || get_output_port_count() > 1 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  55. default:
  56. break;
  57. }
  58. return PORT_TYPE_SCALAR;
  59. }
  60. void VisualShaderNodeVectorBase::set_op_type(OpType p_op_type) {
  61. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  62. if (op_type == p_op_type) {
  63. return;
  64. }
  65. op_type = p_op_type;
  66. emit_changed();
  67. }
  68. VisualShaderNodeVectorBase::OpType VisualShaderNodeVectorBase::get_op_type() const {
  69. return op_type;
  70. }
  71. void VisualShaderNodeVectorBase::_bind_methods() {
  72. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeVectorBase::set_op_type);
  73. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeVectorBase::get_op_type);
  74. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  75. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  76. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  77. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  78. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  79. }
  80. Vector<StringName> VisualShaderNodeVectorBase::get_editable_properties() const {
  81. Vector<StringName> props;
  82. props.push_back("op_type");
  83. return props;
  84. }
  85. VisualShaderNodeVectorBase::VisualShaderNodeVectorBase() {
  86. }
  87. ////////////// Constants Base
  88. VisualShaderNodeConstant::VisualShaderNodeConstant() {
  89. }
  90. ////////////// Scalar(Float)
  91. String VisualShaderNodeFloatConstant::get_caption() const {
  92. return "FloatConstant";
  93. }
  94. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  95. return 0;
  96. }
  97. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  98. return PORT_TYPE_SCALAR;
  99. }
  100. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  101. return String();
  102. }
  103. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  104. return 1;
  105. }
  106. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  107. return PORT_TYPE_SCALAR;
  108. }
  109. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  110. return ""; //no output port means the editor will be used as port
  111. }
  112. String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  113. return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  114. }
  115. void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
  116. if (Math::is_equal_approx(constant, p_constant)) {
  117. return;
  118. }
  119. constant = p_constant;
  120. emit_changed();
  121. }
  122. float VisualShaderNodeFloatConstant::get_constant() const {
  123. return constant;
  124. }
  125. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  126. Vector<StringName> props;
  127. props.push_back("constant");
  128. return props;
  129. }
  130. void VisualShaderNodeFloatConstant::_bind_methods() {
  131. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
  132. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  133. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  134. }
  135. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  136. }
  137. ////////////// Scalar(Int)
  138. String VisualShaderNodeIntConstant::get_caption() const {
  139. return "IntConstant";
  140. }
  141. int VisualShaderNodeIntConstant::get_input_port_count() const {
  142. return 0;
  143. }
  144. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  145. return PORT_TYPE_SCALAR_INT;
  146. }
  147. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  148. return String();
  149. }
  150. int VisualShaderNodeIntConstant::get_output_port_count() const {
  151. return 1;
  152. }
  153. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  154. return PORT_TYPE_SCALAR_INT;
  155. }
  156. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  157. return ""; //no output port means the editor will be used as port
  158. }
  159. String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  160. return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
  161. }
  162. void VisualShaderNodeIntConstant::set_constant(int p_constant) {
  163. if (constant == p_constant) {
  164. return;
  165. }
  166. constant = p_constant;
  167. emit_changed();
  168. }
  169. int VisualShaderNodeIntConstant::get_constant() const {
  170. return constant;
  171. }
  172. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  173. Vector<StringName> props;
  174. props.push_back("constant");
  175. return props;
  176. }
  177. void VisualShaderNodeIntConstant::_bind_methods() {
  178. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
  179. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  180. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  181. }
  182. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  183. }
  184. ////////////// Scalar(UInt)
  185. String VisualShaderNodeUIntConstant::get_caption() const {
  186. return "UIntConstant";
  187. }
  188. int VisualShaderNodeUIntConstant::get_input_port_count() const {
  189. return 0;
  190. }
  191. VisualShaderNodeUIntConstant::PortType VisualShaderNodeUIntConstant::get_input_port_type(int p_port) const {
  192. return PORT_TYPE_SCALAR_UINT;
  193. }
  194. String VisualShaderNodeUIntConstant::get_input_port_name(int p_port) const {
  195. return String();
  196. }
  197. int VisualShaderNodeUIntConstant::get_output_port_count() const {
  198. return 1;
  199. }
  200. VisualShaderNodeUIntConstant::PortType VisualShaderNodeUIntConstant::get_output_port_type(int p_port) const {
  201. return PORT_TYPE_SCALAR_UINT;
  202. }
  203. String VisualShaderNodeUIntConstant::get_output_port_name(int p_port) const {
  204. return ""; // No output port means the editor will be used as port.
  205. }
  206. String VisualShaderNodeUIntConstant::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 {
  207. return " " + p_output_vars[0] + " = " + itos(constant) + "u;\n";
  208. }
  209. void VisualShaderNodeUIntConstant::set_constant(int p_constant) {
  210. if (constant == p_constant) {
  211. return;
  212. }
  213. constant = p_constant;
  214. emit_changed();
  215. }
  216. int VisualShaderNodeUIntConstant::get_constant() const {
  217. return constant;
  218. }
  219. Vector<StringName> VisualShaderNodeUIntConstant::get_editable_properties() const {
  220. Vector<StringName> props;
  221. props.push_back("constant");
  222. return props;
  223. }
  224. void VisualShaderNodeUIntConstant::_bind_methods() {
  225. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeUIntConstant::set_constant);
  226. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeUIntConstant::get_constant);
  227. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  228. }
  229. VisualShaderNodeUIntConstant::VisualShaderNodeUIntConstant() {
  230. }
  231. ////////////// Boolean
  232. String VisualShaderNodeBooleanConstant::get_caption() const {
  233. return "BooleanConstant";
  234. }
  235. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  236. return 0;
  237. }
  238. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  239. return PORT_TYPE_BOOLEAN;
  240. }
  241. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  242. return String();
  243. }
  244. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  245. return 1;
  246. }
  247. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  248. return PORT_TYPE_BOOLEAN;
  249. }
  250. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  251. return ""; //no output port means the editor will be used as port
  252. }
  253. String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  254. return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  255. }
  256. void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
  257. if (constant == p_constant) {
  258. return;
  259. }
  260. constant = p_constant;
  261. emit_changed();
  262. }
  263. bool VisualShaderNodeBooleanConstant::get_constant() const {
  264. return constant;
  265. }
  266. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  267. Vector<StringName> props;
  268. props.push_back("constant");
  269. return props;
  270. }
  271. void VisualShaderNodeBooleanConstant::_bind_methods() {
  272. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
  273. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  274. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  275. }
  276. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  277. }
  278. ////////////// Color
  279. String VisualShaderNodeColorConstant::get_caption() const {
  280. return "ColorConstant";
  281. }
  282. int VisualShaderNodeColorConstant::get_input_port_count() const {
  283. return 0;
  284. }
  285. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  286. return PORT_TYPE_VECTOR_4D;
  287. }
  288. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  289. return String();
  290. }
  291. int VisualShaderNodeColorConstant::get_output_port_count() const {
  292. return 1;
  293. }
  294. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  295. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  296. }
  297. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  298. return "";
  299. }
  300. String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  301. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n";
  302. }
  303. void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
  304. if (constant.is_equal_approx(p_constant)) {
  305. return;
  306. }
  307. constant = p_constant;
  308. emit_changed();
  309. }
  310. Color VisualShaderNodeColorConstant::get_constant() const {
  311. return constant;
  312. }
  313. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  314. Vector<StringName> props;
  315. props.push_back("constant");
  316. return props;
  317. }
  318. void VisualShaderNodeColorConstant::_bind_methods() {
  319. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
  320. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  321. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  322. }
  323. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  324. }
  325. ////////////// Vector2
  326. String VisualShaderNodeVec2Constant::get_caption() const {
  327. return "Vector2Constant";
  328. }
  329. int VisualShaderNodeVec2Constant::get_input_port_count() const {
  330. return 0;
  331. }
  332. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_input_port_type(int p_port) const {
  333. return PORT_TYPE_VECTOR_2D;
  334. }
  335. String VisualShaderNodeVec2Constant::get_input_port_name(int p_port) const {
  336. return String();
  337. }
  338. int VisualShaderNodeVec2Constant::get_output_port_count() const {
  339. return 1;
  340. }
  341. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_output_port_type(int p_port) const {
  342. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  343. }
  344. String VisualShaderNodeVec2Constant::get_output_port_name(int p_port) const {
  345. return ""; //no output port means the editor will be used as port
  346. }
  347. String VisualShaderNodeVec2Constant::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 {
  348. return " " + p_output_vars[0] + " = " + vformat("vec2(%.6f, %.6f)", constant.x, constant.y) + ";\n";
  349. }
  350. void VisualShaderNodeVec2Constant::set_constant(const Vector2 &p_constant) {
  351. if (constant.is_equal_approx(p_constant)) {
  352. return;
  353. }
  354. constant = p_constant;
  355. emit_changed();
  356. }
  357. Vector2 VisualShaderNodeVec2Constant::get_constant() const {
  358. return constant;
  359. }
  360. Vector<StringName> VisualShaderNodeVec2Constant::get_editable_properties() const {
  361. Vector<StringName> props;
  362. props.push_back("constant");
  363. return props;
  364. }
  365. void VisualShaderNodeVec2Constant::_bind_methods() {
  366. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec2Constant::set_constant);
  367. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec2Constant::get_constant);
  368. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant"), "set_constant", "get_constant");
  369. }
  370. VisualShaderNodeVec2Constant::VisualShaderNodeVec2Constant() {
  371. }
  372. ////////////// Vector3
  373. String VisualShaderNodeVec3Constant::get_caption() const {
  374. return "Vector3Constant";
  375. }
  376. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  377. return 0;
  378. }
  379. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  380. return PORT_TYPE_VECTOR_3D;
  381. }
  382. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  383. return String();
  384. }
  385. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  386. return 1;
  387. }
  388. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  389. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  390. }
  391. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  392. return ""; //no output port means the editor will be used as port
  393. }
  394. String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  395. return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  396. }
  397. void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
  398. if (constant.is_equal_approx(p_constant)) {
  399. return;
  400. }
  401. constant = p_constant;
  402. emit_changed();
  403. }
  404. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  405. return constant;
  406. }
  407. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  408. Vector<StringName> props;
  409. props.push_back("constant");
  410. return props;
  411. }
  412. void VisualShaderNodeVec3Constant::_bind_methods() {
  413. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
  414. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  415. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  416. }
  417. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  418. }
  419. ////////////// Vector4
  420. String VisualShaderNodeVec4Constant::get_caption() const {
  421. return "Vector4Constant";
  422. }
  423. int VisualShaderNodeVec4Constant::get_input_port_count() const {
  424. return 0;
  425. }
  426. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_input_port_type(int p_port) const {
  427. return PORT_TYPE_VECTOR_4D;
  428. }
  429. String VisualShaderNodeVec4Constant::get_input_port_name(int p_port) const {
  430. return String();
  431. }
  432. int VisualShaderNodeVec4Constant::get_output_port_count() const {
  433. return 1;
  434. }
  435. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_output_port_type(int p_port) const {
  436. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  437. }
  438. String VisualShaderNodeVec4Constant::get_output_port_name(int p_port) const {
  439. return ""; // No output port means the editor will be used as port.
  440. }
  441. String VisualShaderNodeVec4Constant::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 {
  442. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.x, constant.y, constant.z, constant.w) + ";\n";
  443. }
  444. void VisualShaderNodeVec4Constant::set_constant(const Quaternion &p_constant) {
  445. if (constant.is_equal_approx(p_constant)) {
  446. return;
  447. }
  448. constant = p_constant;
  449. emit_changed();
  450. }
  451. Quaternion VisualShaderNodeVec4Constant::get_constant() const {
  452. return constant;
  453. }
  454. Vector<StringName> VisualShaderNodeVec4Constant::get_editable_properties() const {
  455. Vector<StringName> props;
  456. props.push_back("constant");
  457. return props;
  458. }
  459. void VisualShaderNodeVec4Constant::_bind_methods() {
  460. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec4Constant::set_constant);
  461. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec4Constant::get_constant);
  462. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "constant"), "set_constant", "get_constant");
  463. }
  464. VisualShaderNodeVec4Constant::VisualShaderNodeVec4Constant() {
  465. }
  466. ////////////// Transform3D
  467. String VisualShaderNodeTransformConstant::get_caption() const {
  468. return "TransformConstant";
  469. }
  470. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  471. return 0;
  472. }
  473. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  474. return PORT_TYPE_VECTOR_3D;
  475. }
  476. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  477. return String();
  478. }
  479. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  480. return 1;
  481. }
  482. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  483. return PORT_TYPE_TRANSFORM;
  484. }
  485. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  486. return ""; //no output port means the editor will be used as port
  487. }
  488. String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  489. Transform3D t = constant;
  490. t.basis.transpose();
  491. String code = " " + p_output_vars[0] + " = mat4(";
  492. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  493. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  494. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  495. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  496. return code;
  497. }
  498. void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
  499. if (constant.is_equal_approx(p_constant)) {
  500. return;
  501. }
  502. constant = p_constant;
  503. emit_changed();
  504. }
  505. Transform3D VisualShaderNodeTransformConstant::get_constant() const {
  506. return constant;
  507. }
  508. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  509. Vector<StringName> props;
  510. props.push_back("constant");
  511. return props;
  512. }
  513. void VisualShaderNodeTransformConstant::_bind_methods() {
  514. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
  515. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  516. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
  517. }
  518. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  519. }
  520. ////////////// Texture
  521. String VisualShaderNodeTexture::get_caption() const {
  522. return "Texture2D";
  523. }
  524. int VisualShaderNodeTexture::get_input_port_count() const {
  525. return 3;
  526. }
  527. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  528. switch (p_port) {
  529. case 0:
  530. return PORT_TYPE_VECTOR_2D;
  531. case 1:
  532. return PORT_TYPE_SCALAR;
  533. case 2:
  534. return PORT_TYPE_SAMPLER;
  535. default:
  536. return PORT_TYPE_SCALAR;
  537. }
  538. }
  539. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  540. switch (p_port) {
  541. case 0:
  542. return "uv";
  543. case 1:
  544. return "lod";
  545. case 2:
  546. return "sampler2D";
  547. default:
  548. return "";
  549. }
  550. }
  551. int VisualShaderNodeTexture::get_output_port_count() const {
  552. return 1;
  553. }
  554. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  555. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  556. }
  557. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  558. switch (p_port) {
  559. case 0:
  560. return "color";
  561. default:
  562. return "";
  563. }
  564. }
  565. bool VisualShaderNodeTexture::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  566. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  567. if (p_port == 0) {
  568. return true;
  569. }
  570. }
  571. return false;
  572. }
  573. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  574. VisualShader::DefaultTextureParam dtp;
  575. dtp.name = make_unique_id(p_type, p_id, "tex");
  576. dtp.params.push_back(texture);
  577. Vector<VisualShader::DefaultTextureParam> ret;
  578. ret.push_back(dtp);
  579. return ret;
  580. }
  581. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  582. String code;
  583. switch (source) {
  584. case SOURCE_TEXTURE: {
  585. code += "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  586. switch (texture_type) {
  587. case TYPE_DATA: {
  588. } break;
  589. case TYPE_COLOR: {
  590. code += " : source_color";
  591. } break;
  592. case TYPE_NORMAL_MAP: {
  593. code += " : hint_normal";
  594. } break;
  595. default: {
  596. } break;
  597. }
  598. code += ";\n";
  599. } break;
  600. case SOURCE_SCREEN: {
  601. if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  602. code += "uniform sampler2D " + make_unique_id(p_type, p_id, "screen_tex") + " : hint_screen_texture;\n";
  603. }
  604. } break;
  605. case SOURCE_DEPTH:
  606. case SOURCE_3D_NORMAL:
  607. case SOURCE_ROUGHNESS: {
  608. if (p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  609. String sampler_name = "";
  610. String hint = " : ";
  611. if (source == SOURCE_DEPTH) {
  612. sampler_name = "depth_tex";
  613. hint += "hint_depth_texture;\n";
  614. } else {
  615. sampler_name = source == SOURCE_ROUGHNESS ? "roughness_tex" : "normal_roughness_tex";
  616. hint += "hint_normal_roughness_texture;\n";
  617. }
  618. code += "uniform sampler2D " + make_unique_id(p_type, p_id, sampler_name) + hint;
  619. }
  620. } break;
  621. default: {
  622. } break;
  623. }
  624. return code;
  625. }
  626. String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  627. String default_uv;
  628. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  629. if (source == SOURCE_SCREEN) {
  630. default_uv = "SCREEN_UV";
  631. } else {
  632. default_uv = "UV";
  633. }
  634. } else {
  635. default_uv = "vec2(0.0)";
  636. }
  637. String code;
  638. String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
  639. switch (source) {
  640. case SOURCE_PORT:
  641. case SOURCE_TEXTURE: {
  642. String id;
  643. if (source == SOURCE_PORT) {
  644. id = p_input_vars[2];
  645. if (id.is_empty()) {
  646. break;
  647. }
  648. } else { // SOURCE_TEXTURE
  649. id = make_unique_id(p_type, p_id, "tex");
  650. }
  651. if (p_input_vars[1].is_empty()) {
  652. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  653. } else {
  654. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  655. }
  656. return code;
  657. } break;
  658. case SOURCE_SCREEN: {
  659. if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  660. String id = make_unique_id(p_type, p_id, "screen_tex");
  661. if (p_input_vars[1].is_empty()) {
  662. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  663. } else {
  664. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  665. }
  666. return code;
  667. }
  668. } break;
  669. case SOURCE_2D_NORMAL:
  670. case SOURCE_2D_TEXTURE: {
  671. if (p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  672. String id = source == SOURCE_2D_TEXTURE ? "TEXTURE" : "NORMAL_TEXTURE";
  673. if (p_input_vars[1].is_empty()) {
  674. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  675. } else {
  676. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  677. }
  678. return code;
  679. }
  680. } break;
  681. case SOURCE_3D_NORMAL:
  682. case SOURCE_ROUGHNESS:
  683. case SOURCE_DEPTH: {
  684. if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  685. String var_name = "";
  686. String sampler_name = "";
  687. switch (source) {
  688. case SOURCE_DEPTH: {
  689. var_name = "_depth";
  690. sampler_name = "depth_tex";
  691. } break;
  692. case SOURCE_ROUGHNESS: {
  693. var_name = "_roughness";
  694. sampler_name = "roughness_tex";
  695. } break;
  696. case SOURCE_3D_NORMAL: {
  697. var_name = "_normal";
  698. sampler_name = "normal_roughness_tex";
  699. } break;
  700. default: {
  701. } break;
  702. }
  703. String id = make_unique_id(p_type, p_id, sampler_name);
  704. String type = source == SOURCE_3D_NORMAL ? "vec3" : "float";
  705. String components = source == SOURCE_3D_NORMAL ? "rgb" : "r";
  706. code += " {\n";
  707. if (p_input_vars[1].is_empty()) {
  708. code += " " + type + " " + var_name + " = texture(" + id + ", " + uv + ")." + components + ";\n";
  709. } else {
  710. code += " " + type + " " + var_name + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ")." + components + ";\n";
  711. }
  712. if (source == SOURCE_3D_NORMAL) {
  713. code += " " + p_output_vars[0] + " = vec4(" + var_name + ", 1.0);\n";
  714. } else {
  715. code += " " + p_output_vars[0] + " = vec4(" + var_name + ", " + var_name + ", " + var_name + ", 1.0);\n";
  716. }
  717. code += " }\n";
  718. return code;
  719. }
  720. } break;
  721. default: {
  722. } break;
  723. }
  724. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  725. return code;
  726. }
  727. void VisualShaderNodeTexture::set_source(Source p_source) {
  728. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  729. if (source == p_source) {
  730. return;
  731. }
  732. switch (p_source) {
  733. case SOURCE_TEXTURE:
  734. simple_decl = true;
  735. break;
  736. case SOURCE_SCREEN:
  737. simple_decl = false;
  738. break;
  739. case SOURCE_2D_TEXTURE:
  740. simple_decl = false;
  741. break;
  742. case SOURCE_2D_NORMAL:
  743. simple_decl = false;
  744. break;
  745. case SOURCE_DEPTH:
  746. simple_decl = false;
  747. break;
  748. case SOURCE_PORT:
  749. simple_decl = false;
  750. break;
  751. case SOURCE_3D_NORMAL:
  752. simple_decl = false;
  753. break;
  754. case SOURCE_ROUGHNESS:
  755. simple_decl = false;
  756. break;
  757. default:
  758. break;
  759. }
  760. source = p_source;
  761. emit_changed();
  762. }
  763. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  764. return source;
  765. }
  766. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
  767. texture = p_texture;
  768. emit_changed();
  769. }
  770. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  771. return texture;
  772. }
  773. void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
  774. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  775. if (texture_type == p_texture_type) {
  776. return;
  777. }
  778. texture_type = p_texture_type;
  779. emit_changed();
  780. }
  781. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  782. return texture_type;
  783. }
  784. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  785. Vector<StringName> props;
  786. props.push_back("source");
  787. if (source == SOURCE_TEXTURE) {
  788. props.push_back("texture");
  789. props.push_back("texture_type");
  790. }
  791. return props;
  792. }
  793. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  794. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  795. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  796. }
  797. switch (source) {
  798. case SOURCE_TEXTURE:
  799. case SOURCE_PORT: {
  800. return String(); // All good.
  801. } break;
  802. case SOURCE_SCREEN: {
  803. if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  804. return String(); // All good.
  805. }
  806. } break;
  807. case SOURCE_2D_NORMAL:
  808. case SOURCE_2D_TEXTURE: {
  809. if (p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  810. return String(); // All good.
  811. }
  812. } break;
  813. case SOURCE_3D_NORMAL:
  814. case SOURCE_ROUGHNESS:
  815. case SOURCE_DEPTH: {
  816. if (p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  817. if (get_output_port_for_preview() == 0) { // Not supported in preview(canvas_item) shader.
  818. return RTR("Invalid source for preview.");
  819. }
  820. return String(); // All good.
  821. }
  822. } break;
  823. default: {
  824. } break;
  825. }
  826. return RTR("Invalid source for shader.");
  827. }
  828. void VisualShaderNodeTexture::_bind_methods() {
  829. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  830. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  831. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  832. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  833. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  834. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  835. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort,Normal3D,Roughness"), "set_source", "get_source");
  836. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  837. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  838. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  839. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  840. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  841. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  842. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  843. BIND_ENUM_CONSTANT(SOURCE_PORT);
  844. BIND_ENUM_CONSTANT(SOURCE_3D_NORMAL);
  845. BIND_ENUM_CONSTANT(SOURCE_ROUGHNESS);
  846. BIND_ENUM_CONSTANT(SOURCE_MAX);
  847. BIND_ENUM_CONSTANT(TYPE_DATA);
  848. BIND_ENUM_CONSTANT(TYPE_COLOR);
  849. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  850. BIND_ENUM_CONSTANT(TYPE_MAX);
  851. }
  852. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  853. }
  854. ////////////// CurveTexture
  855. String VisualShaderNodeCurveTexture::get_caption() const {
  856. return "CurveTexture";
  857. }
  858. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  859. return 1;
  860. }
  861. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  862. return PORT_TYPE_SCALAR;
  863. }
  864. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  865. return String();
  866. }
  867. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  868. return 1;
  869. }
  870. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  871. return PORT_TYPE_SCALAR;
  872. }
  873. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  874. return String();
  875. }
  876. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  877. texture = p_texture;
  878. emit_changed();
  879. }
  880. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  881. return texture;
  882. }
  883. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  884. Vector<StringName> props;
  885. props.push_back("texture");
  886. return props;
  887. }
  888. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  889. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + " : repeat_disable;\n";
  890. }
  891. String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  892. if (p_input_vars[0].is_empty()) {
  893. return " " + p_output_vars[0] + " = 0.0;\n";
  894. }
  895. String id = make_unique_id(p_type, p_id, "curve");
  896. String code;
  897. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
  898. return code;
  899. }
  900. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  901. VisualShader::DefaultTextureParam dtp;
  902. dtp.name = make_unique_id(p_type, p_id, "curve");
  903. dtp.params.push_back(texture);
  904. Vector<VisualShader::DefaultTextureParam> ret;
  905. ret.push_back(dtp);
  906. return ret;
  907. }
  908. void VisualShaderNodeCurveTexture::_bind_methods() {
  909. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  910. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  911. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  912. }
  913. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  914. return true;
  915. }
  916. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  917. set_input_port_default_value(0, 0.0);
  918. simple_decl = true;
  919. allow_v_resize = false;
  920. }
  921. ////////////// CurveXYZTexture
  922. String VisualShaderNodeCurveXYZTexture::get_caption() const {
  923. return "CurveXYZTexture";
  924. }
  925. int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
  926. return 1;
  927. }
  928. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
  929. return PORT_TYPE_SCALAR;
  930. }
  931. String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
  932. return String();
  933. }
  934. int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
  935. return 1;
  936. }
  937. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
  938. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  939. }
  940. String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
  941. return String();
  942. }
  943. void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
  944. texture = p_texture;
  945. emit_changed();
  946. }
  947. Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
  948. return texture;
  949. }
  950. Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
  951. Vector<StringName> props;
  952. props.push_back("texture");
  953. return props;
  954. }
  955. String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  956. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
  957. }
  958. String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  959. if (p_input_vars[0].is_empty()) {
  960. return " " + p_output_vars[0] + " = vec3(0.0);\n";
  961. }
  962. String id = make_unique_id(p_type, p_id, "curve3d");
  963. String code;
  964. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
  965. return code;
  966. }
  967. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  968. VisualShader::DefaultTextureParam dtp;
  969. dtp.name = make_unique_id(p_type, p_id, "curve3d");
  970. dtp.params.push_back(texture);
  971. Vector<VisualShader::DefaultTextureParam> ret;
  972. ret.push_back(dtp);
  973. return ret;
  974. }
  975. void VisualShaderNodeCurveXYZTexture::_bind_methods() {
  976. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
  977. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
  978. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
  979. }
  980. bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
  981. return true;
  982. }
  983. VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
  984. set_input_port_default_value(0, 0.0);
  985. simple_decl = true;
  986. allow_v_resize = false;
  987. }
  988. ////////////// Sample3D
  989. int VisualShaderNodeSample3D::get_input_port_count() const {
  990. return 3;
  991. }
  992. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  993. switch (p_port) {
  994. case 0:
  995. return PORT_TYPE_VECTOR_3D;
  996. case 1:
  997. return PORT_TYPE_SCALAR;
  998. case 2:
  999. return PORT_TYPE_SAMPLER;
  1000. default:
  1001. return PORT_TYPE_SCALAR;
  1002. }
  1003. }
  1004. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  1005. switch (p_port) {
  1006. case 0:
  1007. return "uvw";
  1008. case 1:
  1009. return "lod";
  1010. default:
  1011. return "";
  1012. }
  1013. }
  1014. int VisualShaderNodeSample3D::get_output_port_count() const {
  1015. return 1;
  1016. }
  1017. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  1018. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  1019. }
  1020. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  1021. return "color";
  1022. }
  1023. bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1024. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1025. if (p_port == 0) {
  1026. return true;
  1027. }
  1028. }
  1029. return false;
  1030. }
  1031. String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1032. String code;
  1033. String id;
  1034. if (source == SOURCE_TEXTURE) {
  1035. id = make_unique_id(p_type, p_id, "tex3d");
  1036. } else { // SOURCE_PORT
  1037. id = p_input_vars[2];
  1038. if (id.is_empty()) {
  1039. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1040. return code;
  1041. }
  1042. }
  1043. String default_uv;
  1044. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1045. default_uv = "vec3(UV, 0.0)";
  1046. } else {
  1047. default_uv = "vec3(0.0)";
  1048. }
  1049. String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
  1050. if (p_input_vars[1].is_empty()) {
  1051. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  1052. } else {
  1053. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  1054. }
  1055. return code;
  1056. }
  1057. void VisualShaderNodeSample3D::set_source(Source p_source) {
  1058. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1059. if (source == p_source) {
  1060. return;
  1061. }
  1062. source = p_source;
  1063. emit_changed();
  1064. }
  1065. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  1066. return source;
  1067. }
  1068. void VisualShaderNodeSample3D::_bind_methods() {
  1069. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  1070. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  1071. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1072. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1073. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1074. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1075. }
  1076. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1077. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1078. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1079. }
  1080. return String();
  1081. }
  1082. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  1083. simple_decl = false;
  1084. }
  1085. ////////////// Texture2DArray
  1086. String VisualShaderNodeTexture2DArray::get_caption() const {
  1087. return "Texture2DArray";
  1088. }
  1089. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  1090. if (p_port == 2) {
  1091. return "sampler2DArray";
  1092. }
  1093. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1094. }
  1095. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1096. VisualShader::DefaultTextureParam dtp;
  1097. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1098. dtp.params.push_back(texture_array);
  1099. Vector<VisualShader::DefaultTextureParam> ret;
  1100. ret.push_back(dtp);
  1101. return ret;
  1102. }
  1103. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1104. if (source == SOURCE_TEXTURE) {
  1105. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1106. }
  1107. return String();
  1108. }
  1109. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<TextureLayered> p_texture_array) {
  1110. texture_array = p_texture_array;
  1111. emit_changed();
  1112. }
  1113. Ref<TextureLayered> VisualShaderNodeTexture2DArray::get_texture_array() const {
  1114. return texture_array;
  1115. }
  1116. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  1117. Vector<StringName> props;
  1118. props.push_back("source");
  1119. if (source == SOURCE_TEXTURE) {
  1120. props.push_back("texture_array");
  1121. }
  1122. return props;
  1123. }
  1124. void VisualShaderNodeTexture2DArray::_bind_methods() {
  1125. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  1126. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  1127. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray,CompressedTexture2DArray,PlaceholderTexture2DArray,Texture2DArrayRD"), "set_texture_array", "get_texture_array");
  1128. }
  1129. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  1130. }
  1131. ////////////// Texture3D
  1132. String VisualShaderNodeTexture3D::get_caption() const {
  1133. return "Texture3D";
  1134. }
  1135. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  1136. if (p_port == 2) {
  1137. return "sampler3D";
  1138. }
  1139. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1140. }
  1141. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1142. VisualShader::DefaultTextureParam dtp;
  1143. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1144. dtp.params.push_back(texture);
  1145. Vector<VisualShader::DefaultTextureParam> ret;
  1146. ret.push_back(dtp);
  1147. return ret;
  1148. }
  1149. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1150. if (source == SOURCE_TEXTURE) {
  1151. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1152. }
  1153. return String();
  1154. }
  1155. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
  1156. texture = p_texture;
  1157. emit_changed();
  1158. }
  1159. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  1160. return texture;
  1161. }
  1162. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  1163. Vector<StringName> props;
  1164. props.push_back("source");
  1165. if (source == SOURCE_TEXTURE) {
  1166. props.push_back("texture");
  1167. }
  1168. return props;
  1169. }
  1170. void VisualShaderNodeTexture3D::_bind_methods() {
  1171. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  1172. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  1173. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  1174. }
  1175. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  1176. }
  1177. ////////////// Cubemap
  1178. String VisualShaderNodeCubemap::get_caption() const {
  1179. return "Cubemap";
  1180. }
  1181. int VisualShaderNodeCubemap::get_input_port_count() const {
  1182. return 3;
  1183. }
  1184. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  1185. switch (p_port) {
  1186. case 0:
  1187. return PORT_TYPE_VECTOR_3D;
  1188. case 1:
  1189. return PORT_TYPE_SCALAR;
  1190. case 2:
  1191. return PORT_TYPE_SAMPLER;
  1192. default:
  1193. return PORT_TYPE_SCALAR;
  1194. }
  1195. }
  1196. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  1197. switch (p_port) {
  1198. case 0:
  1199. return "uv";
  1200. case 1:
  1201. return "lod";
  1202. case 2:
  1203. return "samplerCube";
  1204. default:
  1205. return "";
  1206. }
  1207. }
  1208. int VisualShaderNodeCubemap::get_output_port_count() const {
  1209. return 1;
  1210. }
  1211. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  1212. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  1213. }
  1214. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  1215. return "color";
  1216. }
  1217. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1218. VisualShader::DefaultTextureParam dtp;
  1219. dtp.name = make_unique_id(p_type, p_id, "cube");
  1220. dtp.params.push_back(cube_map);
  1221. Vector<VisualShader::DefaultTextureParam> ret;
  1222. ret.push_back(dtp);
  1223. return ret;
  1224. }
  1225. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1226. if (source == SOURCE_TEXTURE) {
  1227. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  1228. switch (texture_type) {
  1229. case TYPE_DATA:
  1230. break;
  1231. case TYPE_COLOR:
  1232. u += " : source_color";
  1233. break;
  1234. case TYPE_NORMAL_MAP:
  1235. u += " : hint_normal";
  1236. break;
  1237. default:
  1238. break;
  1239. }
  1240. return u + ";\n";
  1241. }
  1242. return String();
  1243. }
  1244. String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1245. String code;
  1246. String id;
  1247. if (source == SOURCE_TEXTURE) {
  1248. id = make_unique_id(p_type, p_id, "cube");
  1249. } else { // SOURCE_PORT
  1250. id = p_input_vars[2];
  1251. if (id.is_empty()) {
  1252. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1253. return code;
  1254. }
  1255. }
  1256. String default_uv;
  1257. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1258. default_uv = "vec3(UV, 0.0)";
  1259. } else {
  1260. default_uv = "vec3(0.0)";
  1261. }
  1262. String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
  1263. if (p_input_vars[1].is_empty()) {
  1264. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  1265. } else {
  1266. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  1267. }
  1268. return code;
  1269. }
  1270. bool VisualShaderNodeCubemap::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1271. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1272. if (p_port == 0) {
  1273. return true;
  1274. }
  1275. }
  1276. return false;
  1277. }
  1278. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1279. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1280. if (source == p_source) {
  1281. return;
  1282. }
  1283. source = p_source;
  1284. emit_changed();
  1285. }
  1286. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1287. return source;
  1288. }
  1289. void VisualShaderNodeCubemap::set_cube_map(Ref<TextureLayered> p_cube_map) {
  1290. cube_map = p_cube_map;
  1291. emit_changed();
  1292. }
  1293. Ref<TextureLayered> VisualShaderNodeCubemap::get_cube_map() const {
  1294. return cube_map;
  1295. }
  1296. void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
  1297. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  1298. if (texture_type == p_texture_type) {
  1299. return;
  1300. }
  1301. texture_type = p_texture_type;
  1302. emit_changed();
  1303. }
  1304. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1305. return texture_type;
  1306. }
  1307. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1308. Vector<StringName> props;
  1309. props.push_back("source");
  1310. if (source == SOURCE_TEXTURE) {
  1311. props.push_back("cube_map");
  1312. props.push_back("texture_type");
  1313. }
  1314. return props;
  1315. }
  1316. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1317. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1318. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1319. }
  1320. return String();
  1321. }
  1322. void VisualShaderNodeCubemap::_bind_methods() {
  1323. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1324. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1325. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1326. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1327. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1328. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1329. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1330. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap,CompressedCubemap,PlaceholderCubemap,TextureCubemapRD"), "set_cube_map", "get_cube_map");
  1331. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  1332. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1333. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1334. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1335. BIND_ENUM_CONSTANT(TYPE_DATA);
  1336. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1337. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  1338. BIND_ENUM_CONSTANT(TYPE_MAX);
  1339. }
  1340. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1341. simple_decl = false;
  1342. }
  1343. ////////////// Linear Depth
  1344. String VisualShaderNodeLinearSceneDepth::get_caption() const {
  1345. return "LinearSceneDepth";
  1346. }
  1347. int VisualShaderNodeLinearSceneDepth::get_input_port_count() const {
  1348. return 0;
  1349. }
  1350. VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_input_port_type(int p_port) const {
  1351. return PORT_TYPE_SCALAR;
  1352. }
  1353. String VisualShaderNodeLinearSceneDepth::get_input_port_name(int p_port) const {
  1354. return "";
  1355. }
  1356. int VisualShaderNodeLinearSceneDepth::get_output_port_count() const {
  1357. return 1;
  1358. }
  1359. VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_output_port_type(int p_port) const {
  1360. return PORT_TYPE_SCALAR;
  1361. }
  1362. String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const {
  1363. return "linear depth";
  1364. }
  1365. bool VisualShaderNodeLinearSceneDepth::has_output_port_preview(int p_port) const {
  1366. return false;
  1367. }
  1368. String VisualShaderNodeLinearSceneDepth::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1369. return "uniform sampler2D " + make_unique_id(p_type, p_id, "depth_tex") + " : hint_depth_texture;\n";
  1370. }
  1371. String VisualShaderNodeLinearSceneDepth::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 {
  1372. String code;
  1373. code += " {\n";
  1374. code += " float __log_depth = textureLod(" + make_unique_id(p_type, p_id, "depth_tex") + ", SCREEN_UV, 0.0).x;\n";
  1375. if (!RenderingServer::get_singleton()->is_low_end()) {
  1376. code += " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __log_depth, 1.0);\n";
  1377. } else {
  1378. code += " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __log_depth) * 2.0 - 1.0, 1.0);\n";
  1379. }
  1380. code += " __depth_view.xyz /= __depth_view.w;\n";
  1381. code += vformat(" %s = -__depth_view.z;\n", p_output_vars[0]);
  1382. code += " }\n";
  1383. return code;
  1384. }
  1385. VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {
  1386. simple_decl = false;
  1387. }
  1388. ////////////// World Position from Depth
  1389. String VisualShaderNodeWorldPositionFromDepth::get_caption() const {
  1390. return "WorldPositionFromDepth";
  1391. }
  1392. int VisualShaderNodeWorldPositionFromDepth::get_input_port_count() const {
  1393. return 1;
  1394. }
  1395. VisualShaderNodeWorldPositionFromDepth::PortType VisualShaderNodeWorldPositionFromDepth::get_input_port_type(int p_port) const {
  1396. return PORT_TYPE_VECTOR_2D;
  1397. }
  1398. String VisualShaderNodeWorldPositionFromDepth::get_input_port_name(int p_port) const {
  1399. return "screen uv";
  1400. }
  1401. bool VisualShaderNodeWorldPositionFromDepth::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1402. if (p_port == 0) {
  1403. return true;
  1404. }
  1405. return false;
  1406. }
  1407. int VisualShaderNodeWorldPositionFromDepth::get_output_port_count() const {
  1408. return 1;
  1409. }
  1410. VisualShaderNodeWorldPositionFromDepth::PortType VisualShaderNodeWorldPositionFromDepth::get_output_port_type(int p_port) const {
  1411. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  1412. }
  1413. String VisualShaderNodeWorldPositionFromDepth::get_output_port_name(int p_port) const {
  1414. return "world position";
  1415. }
  1416. bool VisualShaderNodeWorldPositionFromDepth::has_output_port_preview(int p_port) const {
  1417. return false;
  1418. }
  1419. String VisualShaderNodeWorldPositionFromDepth::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1420. return "uniform sampler2D " + make_unique_id(p_type, p_id, "depth_tex") + " : hint_depth_texture, repeat_disable, filter_nearest;\n";
  1421. }
  1422. String VisualShaderNodeWorldPositionFromDepth::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 {
  1423. String code;
  1424. String uv = p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0];
  1425. code += " {\n";
  1426. code += " float __log_depth = textureLod(" + make_unique_id(p_type, p_id, "depth_tex") + ", " + uv + ", 0.0).x;\n";
  1427. if (!RenderingServer::get_singleton()->is_low_end()) {
  1428. code += " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(" + uv + " * 2.0 - 1.0, __log_depth, 1.0);\n";
  1429. } else {
  1430. code += " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(vec3(" + uv + ", __log_depth) * 2.0 - 1.0, 1.0);\n";
  1431. }
  1432. code += " __depth_view.xyz /= __depth_view.w;\n";
  1433. code += vformat(" %s = (INV_VIEW_MATRIX * __depth_view).xyz;\n", p_output_vars[0]);
  1434. code += " }\n";
  1435. return code;
  1436. }
  1437. VisualShaderNodeWorldPositionFromDepth::VisualShaderNodeWorldPositionFromDepth() {
  1438. simple_decl = false;
  1439. }
  1440. ////////////// Unpack Normals in World Space
  1441. String VisualShaderNodeScreenNormalWorldSpace::get_caption() const {
  1442. return "ScreenNormalWorldSpace";
  1443. }
  1444. int VisualShaderNodeScreenNormalWorldSpace::get_input_port_count() const {
  1445. return 1;
  1446. }
  1447. VisualShaderNodeScreenNormalWorldSpace::PortType VisualShaderNodeScreenNormalWorldSpace::get_input_port_type(int p_port) const {
  1448. return PORT_TYPE_VECTOR_2D;
  1449. }
  1450. String VisualShaderNodeScreenNormalWorldSpace::get_input_port_name(int p_port) const {
  1451. return "screen uv";
  1452. }
  1453. bool VisualShaderNodeScreenNormalWorldSpace::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1454. if (p_port == 0) {
  1455. return true;
  1456. }
  1457. return false;
  1458. }
  1459. int VisualShaderNodeScreenNormalWorldSpace::get_output_port_count() const {
  1460. return 1;
  1461. }
  1462. VisualShaderNodeScreenNormalWorldSpace::PortType VisualShaderNodeScreenNormalWorldSpace::get_output_port_type(int p_port) const {
  1463. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  1464. }
  1465. String VisualShaderNodeScreenNormalWorldSpace::get_output_port_name(int p_port) const {
  1466. return "screen normal";
  1467. }
  1468. bool VisualShaderNodeScreenNormalWorldSpace::has_output_port_preview(int p_port) const {
  1469. return false;
  1470. }
  1471. String VisualShaderNodeScreenNormalWorldSpace::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1472. return "uniform sampler2D " + make_unique_id(p_type, p_id, "normal_rough_tex") + " : hint_normal_roughness_texture, repeat_disable, filter_nearest;\n";
  1473. }
  1474. String VisualShaderNodeScreenNormalWorldSpace::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 {
  1475. String code;
  1476. String uv = p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0];
  1477. code += " {\n";
  1478. code += " vec3 __normals = textureLod(" + make_unique_id(p_type, p_id, "normal_rough_tex") + ", " + uv + ", 0.0).xyz;\n";
  1479. code += " __normals = __normals * 2.0 - 1.0;\n";
  1480. code += vformat(" %s = mat3(INV_VIEW_MATRIX) * __normals;\n", p_output_vars[0]);
  1481. code += " }\n";
  1482. return code;
  1483. }
  1484. VisualShaderNodeScreenNormalWorldSpace::VisualShaderNodeScreenNormalWorldSpace() {
  1485. simple_decl = false;
  1486. }
  1487. ////////////// Float Op
  1488. String VisualShaderNodeFloatOp::get_caption() const {
  1489. return "FloatOp";
  1490. }
  1491. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1492. return 2;
  1493. }
  1494. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1495. return PORT_TYPE_SCALAR;
  1496. }
  1497. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1498. return p_port == 0 ? "a" : "b";
  1499. }
  1500. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1501. return 1;
  1502. }
  1503. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1504. return PORT_TYPE_SCALAR;
  1505. }
  1506. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1507. return "op"; //no output port means the editor will be used as port
  1508. }
  1509. String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1510. String code = " " + p_output_vars[0] + " = ";
  1511. switch (op) {
  1512. case OP_ADD:
  1513. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1514. break;
  1515. case OP_SUB:
  1516. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1517. break;
  1518. case OP_MUL:
  1519. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1520. break;
  1521. case OP_DIV:
  1522. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1523. break;
  1524. case OP_MOD:
  1525. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1526. break;
  1527. case OP_POW:
  1528. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1529. break;
  1530. case OP_MAX:
  1531. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1532. break;
  1533. case OP_MIN:
  1534. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1535. break;
  1536. case OP_ATAN2:
  1537. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1538. break;
  1539. case OP_STEP:
  1540. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1541. break;
  1542. default:
  1543. break;
  1544. }
  1545. return code;
  1546. }
  1547. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1548. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1549. if (op == p_op) {
  1550. return;
  1551. }
  1552. op = p_op;
  1553. emit_changed();
  1554. }
  1555. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1556. return op;
  1557. }
  1558. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1559. Vector<StringName> props;
  1560. props.push_back("operator");
  1561. return props;
  1562. }
  1563. void VisualShaderNodeFloatOp::_bind_methods() {
  1564. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1565. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1566. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
  1567. BIND_ENUM_CONSTANT(OP_ADD);
  1568. BIND_ENUM_CONSTANT(OP_SUB);
  1569. BIND_ENUM_CONSTANT(OP_MUL);
  1570. BIND_ENUM_CONSTANT(OP_DIV);
  1571. BIND_ENUM_CONSTANT(OP_MOD);
  1572. BIND_ENUM_CONSTANT(OP_POW);
  1573. BIND_ENUM_CONSTANT(OP_MAX);
  1574. BIND_ENUM_CONSTANT(OP_MIN);
  1575. BIND_ENUM_CONSTANT(OP_ATAN2);
  1576. BIND_ENUM_CONSTANT(OP_STEP);
  1577. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1578. }
  1579. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1580. set_input_port_default_value(0, 0.0);
  1581. set_input_port_default_value(1, 0.0);
  1582. }
  1583. ////////////// Integer Op
  1584. String VisualShaderNodeIntOp::get_caption() const {
  1585. return "IntOp";
  1586. }
  1587. int VisualShaderNodeIntOp::get_input_port_count() const {
  1588. return 2;
  1589. }
  1590. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1591. return PORT_TYPE_SCALAR_INT;
  1592. }
  1593. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1594. return p_port == 0 ? "a" : "b";
  1595. }
  1596. int VisualShaderNodeIntOp::get_output_port_count() const {
  1597. return 1;
  1598. }
  1599. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1600. return PORT_TYPE_SCALAR_INT;
  1601. }
  1602. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1603. return "op"; // No output port means the editor will be used as port.
  1604. }
  1605. String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1606. String code = " " + p_output_vars[0] + " = ";
  1607. switch (op) {
  1608. case OP_ADD:
  1609. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1610. break;
  1611. case OP_SUB:
  1612. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1613. break;
  1614. case OP_MUL:
  1615. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1616. break;
  1617. case OP_DIV:
  1618. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1619. break;
  1620. case OP_MOD:
  1621. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1622. break;
  1623. case OP_MAX:
  1624. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1625. break;
  1626. case OP_MIN:
  1627. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1628. break;
  1629. case OP_BITWISE_AND:
  1630. code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
  1631. break;
  1632. case OP_BITWISE_OR:
  1633. code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
  1634. break;
  1635. case OP_BITWISE_XOR:
  1636. code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
  1637. break;
  1638. case OP_BITWISE_LEFT_SHIFT:
  1639. code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
  1640. break;
  1641. case OP_BITWISE_RIGHT_SHIFT:
  1642. code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
  1643. break;
  1644. default:
  1645. break;
  1646. }
  1647. return code;
  1648. }
  1649. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1650. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1651. if (op == p_op) {
  1652. return;
  1653. }
  1654. op = p_op;
  1655. emit_changed();
  1656. }
  1657. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1658. return op;
  1659. }
  1660. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1661. Vector<StringName> props;
  1662. props.push_back("operator");
  1663. return props;
  1664. }
  1665. void VisualShaderNodeIntOp::_bind_methods() {
  1666. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1667. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1668. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min,Bitwise AND,Bitwise OR,Bitwise XOR,Bitwise Left Shift,Bitwise Right Shift"), "set_operator", "get_operator");
  1669. BIND_ENUM_CONSTANT(OP_ADD);
  1670. BIND_ENUM_CONSTANT(OP_SUB);
  1671. BIND_ENUM_CONSTANT(OP_MUL);
  1672. BIND_ENUM_CONSTANT(OP_DIV);
  1673. BIND_ENUM_CONSTANT(OP_MOD);
  1674. BIND_ENUM_CONSTANT(OP_MAX);
  1675. BIND_ENUM_CONSTANT(OP_MIN);
  1676. BIND_ENUM_CONSTANT(OP_BITWISE_AND);
  1677. BIND_ENUM_CONSTANT(OP_BITWISE_OR);
  1678. BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
  1679. BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
  1680. BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
  1681. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1682. }
  1683. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1684. set_input_port_default_value(0, 0);
  1685. set_input_port_default_value(1, 0);
  1686. }
  1687. ////////////// Unsigned Integer Op
  1688. String VisualShaderNodeUIntOp::get_caption() const {
  1689. return "UIntOp";
  1690. }
  1691. int VisualShaderNodeUIntOp::get_input_port_count() const {
  1692. return 2;
  1693. }
  1694. VisualShaderNodeUIntOp::PortType VisualShaderNodeUIntOp::get_input_port_type(int p_port) const {
  1695. return PORT_TYPE_SCALAR_UINT;
  1696. }
  1697. String VisualShaderNodeUIntOp::get_input_port_name(int p_port) const {
  1698. return p_port == 0 ? "a" : "b";
  1699. }
  1700. int VisualShaderNodeUIntOp::get_output_port_count() const {
  1701. return 1;
  1702. }
  1703. VisualShaderNodeUIntOp::PortType VisualShaderNodeUIntOp::get_output_port_type(int p_port) const {
  1704. return PORT_TYPE_SCALAR_UINT;
  1705. }
  1706. String VisualShaderNodeUIntOp::get_output_port_name(int p_port) const {
  1707. return "op"; // No output port means the editor will be used as port.
  1708. }
  1709. String VisualShaderNodeUIntOp::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 {
  1710. String code = " " + p_output_vars[0] + " = ";
  1711. switch (op) {
  1712. case OP_ADD:
  1713. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1714. break;
  1715. case OP_SUB:
  1716. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1717. break;
  1718. case OP_MUL:
  1719. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1720. break;
  1721. case OP_DIV:
  1722. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1723. break;
  1724. case OP_MOD:
  1725. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1726. break;
  1727. case OP_MAX:
  1728. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1729. break;
  1730. case OP_MIN:
  1731. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1732. break;
  1733. case OP_BITWISE_AND:
  1734. code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
  1735. break;
  1736. case OP_BITWISE_OR:
  1737. code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
  1738. break;
  1739. case OP_BITWISE_XOR:
  1740. code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
  1741. break;
  1742. case OP_BITWISE_LEFT_SHIFT:
  1743. code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
  1744. break;
  1745. case OP_BITWISE_RIGHT_SHIFT:
  1746. code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
  1747. break;
  1748. default:
  1749. break;
  1750. }
  1751. return code;
  1752. }
  1753. void VisualShaderNodeUIntOp::set_operator(Operator p_op) {
  1754. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1755. if (op == p_op) {
  1756. return;
  1757. }
  1758. op = p_op;
  1759. emit_changed();
  1760. }
  1761. VisualShaderNodeUIntOp::Operator VisualShaderNodeUIntOp::get_operator() const {
  1762. return op;
  1763. }
  1764. Vector<StringName> VisualShaderNodeUIntOp::get_editable_properties() const {
  1765. Vector<StringName> props;
  1766. props.push_back("operator");
  1767. return props;
  1768. }
  1769. void VisualShaderNodeUIntOp::_bind_methods() {
  1770. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeUIntOp::set_operator);
  1771. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeUIntOp::get_operator);
  1772. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min,Bitwise AND,Bitwise OR,Bitwise XOR,Bitwise Left Shift,Bitwise Right Shift"), "set_operator", "get_operator");
  1773. BIND_ENUM_CONSTANT(OP_ADD);
  1774. BIND_ENUM_CONSTANT(OP_SUB);
  1775. BIND_ENUM_CONSTANT(OP_MUL);
  1776. BIND_ENUM_CONSTANT(OP_DIV);
  1777. BIND_ENUM_CONSTANT(OP_MOD);
  1778. BIND_ENUM_CONSTANT(OP_MAX);
  1779. BIND_ENUM_CONSTANT(OP_MIN);
  1780. BIND_ENUM_CONSTANT(OP_BITWISE_AND);
  1781. BIND_ENUM_CONSTANT(OP_BITWISE_OR);
  1782. BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
  1783. BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
  1784. BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
  1785. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1786. }
  1787. VisualShaderNodeUIntOp::VisualShaderNodeUIntOp() {
  1788. set_input_port_default_value(0, 0);
  1789. set_input_port_default_value(1, 0);
  1790. }
  1791. ////////////// Vector Op
  1792. String VisualShaderNodeVectorOp::get_caption() const {
  1793. return "VectorOp";
  1794. }
  1795. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1796. return 2;
  1797. }
  1798. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1799. return p_port == 0 ? "a" : "b";
  1800. }
  1801. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1802. return 1;
  1803. }
  1804. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1805. return "op";
  1806. }
  1807. String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1808. String code = " " + p_output_vars[0] + " = ";
  1809. switch (op) {
  1810. case OP_ADD:
  1811. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1812. break;
  1813. case OP_SUB:
  1814. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1815. break;
  1816. case OP_MUL:
  1817. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1818. break;
  1819. case OP_DIV:
  1820. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1821. break;
  1822. case OP_MOD:
  1823. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1824. break;
  1825. case OP_POW:
  1826. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1827. break;
  1828. case OP_MAX:
  1829. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1830. break;
  1831. case OP_MIN:
  1832. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1833. break;
  1834. case OP_CROSS:
  1835. if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
  1836. code += "vec2(0.0);\n";
  1837. } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
  1838. code += "vec4(0.0);\n";
  1839. } else {
  1840. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1841. }
  1842. break;
  1843. case OP_ATAN2:
  1844. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1845. break;
  1846. case OP_REFLECT:
  1847. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1848. break;
  1849. case OP_STEP:
  1850. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1851. break;
  1852. default:
  1853. break;
  1854. }
  1855. return code;
  1856. }
  1857. void VisualShaderNodeVectorOp::set_op_type(OpType p_op_type) {
  1858. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  1859. if (op_type == p_op_type) {
  1860. return;
  1861. }
  1862. switch (p_op_type) {
  1863. case OP_TYPE_VECTOR_2D: {
  1864. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  1865. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  1866. } break;
  1867. case OP_TYPE_VECTOR_3D: {
  1868. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  1869. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  1870. } break;
  1871. case OP_TYPE_VECTOR_4D: {
  1872. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  1873. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  1874. } break;
  1875. default:
  1876. break;
  1877. }
  1878. op_type = p_op_type;
  1879. emit_changed();
  1880. }
  1881. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1882. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1883. if (op == p_op) {
  1884. return;
  1885. }
  1886. op = p_op;
  1887. emit_changed();
  1888. }
  1889. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1890. return op;
  1891. }
  1892. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1893. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  1894. props.push_back("operator");
  1895. return props;
  1896. }
  1897. String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1898. bool invalid_type = false;
  1899. if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
  1900. if (op == OP_CROSS) {
  1901. invalid_type = true;
  1902. }
  1903. }
  1904. if (invalid_type) {
  1905. return RTR("Invalid operator for that type.");
  1906. }
  1907. return String();
  1908. }
  1909. void VisualShaderNodeVectorOp::_bind_methods() {
  1910. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1911. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1912. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,Cross,ATan2,Reflect,Step"), "set_operator", "get_operator");
  1913. BIND_ENUM_CONSTANT(OP_ADD);
  1914. BIND_ENUM_CONSTANT(OP_SUB);
  1915. BIND_ENUM_CONSTANT(OP_MUL);
  1916. BIND_ENUM_CONSTANT(OP_DIV);
  1917. BIND_ENUM_CONSTANT(OP_MOD);
  1918. BIND_ENUM_CONSTANT(OP_POW);
  1919. BIND_ENUM_CONSTANT(OP_MAX);
  1920. BIND_ENUM_CONSTANT(OP_MIN);
  1921. BIND_ENUM_CONSTANT(OP_CROSS);
  1922. BIND_ENUM_CONSTANT(OP_ATAN2);
  1923. BIND_ENUM_CONSTANT(OP_REFLECT);
  1924. BIND_ENUM_CONSTANT(OP_STEP);
  1925. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1926. }
  1927. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1928. switch (op_type) {
  1929. case OP_TYPE_VECTOR_2D: {
  1930. set_input_port_default_value(0, Vector2());
  1931. set_input_port_default_value(1, Vector2());
  1932. } break;
  1933. case OP_TYPE_VECTOR_3D: {
  1934. set_input_port_default_value(0, Vector3());
  1935. set_input_port_default_value(1, Vector3());
  1936. } break;
  1937. case OP_TYPE_VECTOR_4D: {
  1938. set_input_port_default_value(0, Quaternion());
  1939. set_input_port_default_value(1, Quaternion());
  1940. } break;
  1941. default:
  1942. break;
  1943. }
  1944. }
  1945. ////////////// Color Op
  1946. String VisualShaderNodeColorOp::get_caption() const {
  1947. return "ColorOp";
  1948. }
  1949. int VisualShaderNodeColorOp::get_input_port_count() const {
  1950. return 2;
  1951. }
  1952. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1953. return PORT_TYPE_VECTOR_3D;
  1954. }
  1955. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1956. return p_port == 0 ? "a" : "b";
  1957. }
  1958. int VisualShaderNodeColorOp::get_output_port_count() const {
  1959. return 1;
  1960. }
  1961. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1962. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  1963. }
  1964. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1965. return "op"; //no output port means the editor will be used as port
  1966. }
  1967. String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1968. String code;
  1969. static const char *axisn[3] = { "x", "y", "z" };
  1970. switch (op) {
  1971. case OP_SCREEN: {
  1972. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1973. } break;
  1974. case OP_DIFFERENCE: {
  1975. code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1976. } break;
  1977. case OP_DARKEN: {
  1978. code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1979. } break;
  1980. case OP_LIGHTEN: {
  1981. code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1982. } break;
  1983. case OP_OVERLAY: {
  1984. for (int i = 0; i < 3; i++) {
  1985. code += " {\n";
  1986. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1987. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1988. code += " if (base < 0.5) {\n";
  1989. code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1990. code += " } else {\n";
  1991. code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1992. code += " }\n";
  1993. code += " }\n";
  1994. }
  1995. } break;
  1996. case OP_DODGE: {
  1997. code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1998. } break;
  1999. case OP_BURN: {
  2000. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  2001. } break;
  2002. case OP_SOFT_LIGHT: {
  2003. for (int i = 0; i < 3; i++) {
  2004. code += " {\n";
  2005. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  2006. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  2007. code += " if (base < 0.5) {\n";
  2008. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  2009. code += " } else {\n";
  2010. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  2011. code += " }\n";
  2012. code += " }\n";
  2013. }
  2014. } break;
  2015. case OP_HARD_LIGHT: {
  2016. for (int i = 0; i < 3; i++) {
  2017. code += " {\n";
  2018. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  2019. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  2020. code += " if (base < 0.5) {\n";
  2021. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  2022. code += " } else {\n";
  2023. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  2024. code += " }\n";
  2025. code += " }\n";
  2026. }
  2027. } break;
  2028. default:
  2029. break;
  2030. }
  2031. return code;
  2032. }
  2033. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  2034. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  2035. if (op == p_op) {
  2036. return;
  2037. }
  2038. switch (p_op) {
  2039. case OP_SCREEN:
  2040. simple_decl = true;
  2041. break;
  2042. case OP_DIFFERENCE:
  2043. simple_decl = true;
  2044. break;
  2045. case OP_DARKEN:
  2046. simple_decl = true;
  2047. break;
  2048. case OP_LIGHTEN:
  2049. simple_decl = true;
  2050. break;
  2051. case OP_OVERLAY:
  2052. simple_decl = false;
  2053. break;
  2054. case OP_DODGE:
  2055. simple_decl = true;
  2056. break;
  2057. case OP_BURN:
  2058. simple_decl = true;
  2059. break;
  2060. case OP_SOFT_LIGHT:
  2061. simple_decl = false;
  2062. break;
  2063. case OP_HARD_LIGHT:
  2064. simple_decl = false;
  2065. break;
  2066. default:
  2067. break;
  2068. }
  2069. op = p_op;
  2070. emit_changed();
  2071. }
  2072. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  2073. return op;
  2074. }
  2075. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  2076. Vector<StringName> props;
  2077. props.push_back("operator");
  2078. return props;
  2079. }
  2080. void VisualShaderNodeColorOp::_bind_methods() {
  2081. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  2082. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  2083. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
  2084. BIND_ENUM_CONSTANT(OP_SCREEN);
  2085. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  2086. BIND_ENUM_CONSTANT(OP_DARKEN);
  2087. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  2088. BIND_ENUM_CONSTANT(OP_OVERLAY);
  2089. BIND_ENUM_CONSTANT(OP_DODGE);
  2090. BIND_ENUM_CONSTANT(OP_BURN);
  2091. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  2092. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  2093. BIND_ENUM_CONSTANT(OP_MAX);
  2094. }
  2095. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  2096. set_input_port_default_value(0, Vector3());
  2097. set_input_port_default_value(1, Vector3());
  2098. }
  2099. ////////////// Transform Op
  2100. String VisualShaderNodeTransformOp::get_caption() const {
  2101. return "TransformOp";
  2102. }
  2103. int VisualShaderNodeTransformOp::get_input_port_count() const {
  2104. return 2;
  2105. }
  2106. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
  2107. return PORT_TYPE_TRANSFORM;
  2108. }
  2109. String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
  2110. return p_port == 0 ? "a" : "b";
  2111. }
  2112. int VisualShaderNodeTransformOp::get_output_port_count() const {
  2113. return 1;
  2114. }
  2115. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
  2116. return PORT_TYPE_TRANSFORM;
  2117. }
  2118. String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
  2119. return "mult"; //no output port means the editor will be used as port
  2120. }
  2121. String VisualShaderNodeTransformOp::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 {
  2122. switch (op) {
  2123. case OP_AxB:
  2124. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  2125. case OP_BxA:
  2126. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  2127. case OP_AxB_COMP:
  2128. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2129. case OP_BxA_COMP:
  2130. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  2131. case OP_ADD:
  2132. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  2133. case OP_A_MINUS_B:
  2134. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  2135. case OP_B_MINUS_A:
  2136. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
  2137. case OP_A_DIV_B:
  2138. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  2139. case OP_B_DIV_A:
  2140. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
  2141. default:
  2142. return "";
  2143. }
  2144. }
  2145. void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
  2146. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  2147. if (op == p_op) {
  2148. return;
  2149. }
  2150. op = p_op;
  2151. emit_changed();
  2152. }
  2153. VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
  2154. return op;
  2155. }
  2156. Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
  2157. Vector<StringName> props;
  2158. props.push_back("operator");
  2159. return props;
  2160. }
  2161. void VisualShaderNodeTransformOp::_bind_methods() {
  2162. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
  2163. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
  2164. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component),A + B,A - B,B - A,A / B,B / A"), "set_operator", "get_operator");
  2165. BIND_ENUM_CONSTANT(OP_AxB);
  2166. BIND_ENUM_CONSTANT(OP_BxA);
  2167. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  2168. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  2169. BIND_ENUM_CONSTANT(OP_ADD);
  2170. BIND_ENUM_CONSTANT(OP_A_MINUS_B);
  2171. BIND_ENUM_CONSTANT(OP_B_MINUS_A);
  2172. BIND_ENUM_CONSTANT(OP_A_DIV_B);
  2173. BIND_ENUM_CONSTANT(OP_B_DIV_A);
  2174. BIND_ENUM_CONSTANT(OP_MAX);
  2175. }
  2176. VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
  2177. set_input_port_default_value(0, Transform3D());
  2178. set_input_port_default_value(1, Transform3D());
  2179. }
  2180. ////////////// TransformVec Mult
  2181. String VisualShaderNodeTransformVecMult::get_caption() const {
  2182. return "TransformVectorMult";
  2183. }
  2184. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  2185. return 2;
  2186. }
  2187. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  2188. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
  2189. }
  2190. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  2191. return p_port == 0 ? "a" : "b";
  2192. }
  2193. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  2194. return 1;
  2195. }
  2196. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  2197. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  2198. }
  2199. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  2200. return ""; //no output port means the editor will be used as port
  2201. }
  2202. String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2203. if (op == OP_AxB) {
  2204. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  2205. } else if (op == OP_BxA) {
  2206. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  2207. } else if (op == OP_3x3_AxB) {
  2208. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  2209. } else {
  2210. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  2211. }
  2212. }
  2213. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  2214. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  2215. if (op == p_op) {
  2216. return;
  2217. }
  2218. op = p_op;
  2219. emit_changed();
  2220. }
  2221. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  2222. return op;
  2223. }
  2224. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  2225. Vector<StringName> props;
  2226. props.push_back("operator");
  2227. return props;
  2228. }
  2229. void VisualShaderNodeTransformVecMult::_bind_methods() {
  2230. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  2231. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  2232. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator");
  2233. BIND_ENUM_CONSTANT(OP_AxB);
  2234. BIND_ENUM_CONSTANT(OP_BxA);
  2235. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  2236. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  2237. BIND_ENUM_CONSTANT(OP_MAX);
  2238. }
  2239. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  2240. set_input_port_default_value(0, Transform3D());
  2241. set_input_port_default_value(1, Vector3());
  2242. }
  2243. ////////////// Float Func
  2244. String VisualShaderNodeFloatFunc::get_caption() const {
  2245. return "FloatFunc";
  2246. }
  2247. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  2248. return 1;
  2249. }
  2250. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  2251. return PORT_TYPE_SCALAR;
  2252. }
  2253. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  2254. return "";
  2255. }
  2256. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  2257. return 1;
  2258. }
  2259. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  2260. return PORT_TYPE_SCALAR;
  2261. }
  2262. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  2263. return ""; //no output port means the editor will be used as port
  2264. }
  2265. String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2266. static const char *functions[FUNC_MAX] = {
  2267. "sin($)",
  2268. "cos($)",
  2269. "tan($)",
  2270. "asin($)",
  2271. "acos($)",
  2272. "atan($)",
  2273. "sinh($)",
  2274. "cosh($)",
  2275. "tanh($)",
  2276. "log($)",
  2277. "exp($)",
  2278. "sqrt($)",
  2279. "abs($)",
  2280. "sign($)",
  2281. "floor($)",
  2282. "round($)",
  2283. "ceil($)",
  2284. "fract($)",
  2285. "min(max($, 0.0), 1.0)",
  2286. "-($)",
  2287. "acosh($)",
  2288. "asinh($)",
  2289. "atanh($)",
  2290. "degrees($)",
  2291. "exp2($)",
  2292. "inversesqrt($)",
  2293. "log2($)",
  2294. "radians($)",
  2295. "1.0 / ($)",
  2296. "roundEven($)",
  2297. "trunc($)",
  2298. "1.0 - $"
  2299. };
  2300. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2301. }
  2302. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  2303. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2304. if (func == p_func) {
  2305. return;
  2306. }
  2307. func = p_func;
  2308. emit_changed();
  2309. }
  2310. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  2311. return func;
  2312. }
  2313. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  2314. Vector<StringName> props;
  2315. props.push_back("function");
  2316. return props;
  2317. }
  2318. void VisualShaderNodeFloatFunc::_bind_methods() {
  2319. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  2320. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  2321. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Fract,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  2322. BIND_ENUM_CONSTANT(FUNC_SIN);
  2323. BIND_ENUM_CONSTANT(FUNC_COS);
  2324. BIND_ENUM_CONSTANT(FUNC_TAN);
  2325. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2326. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2327. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2328. BIND_ENUM_CONSTANT(FUNC_SINH);
  2329. BIND_ENUM_CONSTANT(FUNC_COSH);
  2330. BIND_ENUM_CONSTANT(FUNC_TANH);
  2331. BIND_ENUM_CONSTANT(FUNC_LOG);
  2332. BIND_ENUM_CONSTANT(FUNC_EXP);
  2333. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2334. BIND_ENUM_CONSTANT(FUNC_ABS);
  2335. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2336. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2337. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2338. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2339. BIND_ENUM_CONSTANT(FUNC_FRACT);
  2340. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2341. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2342. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2343. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2344. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2345. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2346. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2347. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2348. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2349. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2350. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2351. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2352. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2353. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2354. BIND_ENUM_CONSTANT(FUNC_MAX);
  2355. }
  2356. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  2357. set_input_port_default_value(0, 0.0);
  2358. }
  2359. ////////////// Int Func
  2360. String VisualShaderNodeIntFunc::get_caption() const {
  2361. return "IntFunc";
  2362. }
  2363. int VisualShaderNodeIntFunc::get_input_port_count() const {
  2364. return 1;
  2365. }
  2366. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  2367. return PORT_TYPE_SCALAR_INT;
  2368. }
  2369. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  2370. return "";
  2371. }
  2372. int VisualShaderNodeIntFunc::get_output_port_count() const {
  2373. return 1;
  2374. }
  2375. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  2376. return PORT_TYPE_SCALAR_INT;
  2377. }
  2378. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  2379. return ""; //no output port means the editor will be used as port
  2380. }
  2381. String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2382. static const char *functions[FUNC_MAX] = {
  2383. "abs($)",
  2384. "-($)",
  2385. "sign($)",
  2386. "~($)"
  2387. };
  2388. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2389. }
  2390. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  2391. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2392. if (func == p_func) {
  2393. return;
  2394. }
  2395. func = p_func;
  2396. emit_changed();
  2397. }
  2398. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  2399. return func;
  2400. }
  2401. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  2402. Vector<StringName> props;
  2403. props.push_back("function");
  2404. return props;
  2405. }
  2406. void VisualShaderNodeIntFunc::_bind_methods() {
  2407. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  2408. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  2409. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign,Bitwise NOT"), "set_function", "get_function");
  2410. BIND_ENUM_CONSTANT(FUNC_ABS);
  2411. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2412. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2413. BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
  2414. BIND_ENUM_CONSTANT(FUNC_MAX);
  2415. }
  2416. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  2417. set_input_port_default_value(0, 0);
  2418. }
  2419. ////////////// Unsigned Int Func
  2420. String VisualShaderNodeUIntFunc::get_caption() const {
  2421. return "UIntFunc";
  2422. }
  2423. int VisualShaderNodeUIntFunc::get_input_port_count() const {
  2424. return 1;
  2425. }
  2426. VisualShaderNodeUIntFunc::PortType VisualShaderNodeUIntFunc::get_input_port_type(int p_port) const {
  2427. return PORT_TYPE_SCALAR_UINT;
  2428. }
  2429. String VisualShaderNodeUIntFunc::get_input_port_name(int p_port) const {
  2430. return "";
  2431. }
  2432. int VisualShaderNodeUIntFunc::get_output_port_count() const {
  2433. return 1;
  2434. }
  2435. VisualShaderNodeUIntFunc::PortType VisualShaderNodeUIntFunc::get_output_port_type(int p_port) const {
  2436. return PORT_TYPE_SCALAR_UINT;
  2437. }
  2438. String VisualShaderNodeUIntFunc::get_output_port_name(int p_port) const {
  2439. return ""; // No output port means the editor will be used as port.
  2440. }
  2441. String VisualShaderNodeUIntFunc::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 {
  2442. static const char *functions[FUNC_MAX] = {
  2443. "-($)",
  2444. "~($)"
  2445. };
  2446. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2447. }
  2448. void VisualShaderNodeUIntFunc::set_function(Function p_func) {
  2449. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2450. if (func == p_func) {
  2451. return;
  2452. }
  2453. func = p_func;
  2454. emit_changed();
  2455. }
  2456. VisualShaderNodeUIntFunc::Function VisualShaderNodeUIntFunc::get_function() const {
  2457. return func;
  2458. }
  2459. Vector<StringName> VisualShaderNodeUIntFunc::get_editable_properties() const {
  2460. Vector<StringName> props;
  2461. props.push_back("function");
  2462. return props;
  2463. }
  2464. void VisualShaderNodeUIntFunc::_bind_methods() {
  2465. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUIntFunc::set_function);
  2466. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUIntFunc::get_function);
  2467. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Negate,Bitwise NOT"), "set_function", "get_function");
  2468. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2469. BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
  2470. BIND_ENUM_CONSTANT(FUNC_MAX);
  2471. }
  2472. VisualShaderNodeUIntFunc::VisualShaderNodeUIntFunc() {
  2473. set_input_port_default_value(0, 0);
  2474. }
  2475. ////////////// Vector Func
  2476. String VisualShaderNodeVectorFunc::get_caption() const {
  2477. return "VectorFunc";
  2478. }
  2479. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  2480. return 1;
  2481. }
  2482. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  2483. return "";
  2484. }
  2485. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  2486. return 1;
  2487. }
  2488. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  2489. return "result";
  2490. }
  2491. String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2492. static const char *funcs[FUNC_MAX] = {
  2493. "normalize($)",
  2494. "", // FUNC_SATURATE
  2495. "-($)",
  2496. "1.0 / ($)",
  2497. "abs($)",
  2498. "acos($)",
  2499. "acosh($)",
  2500. "asin($)",
  2501. "asinh($)",
  2502. "atan($)",
  2503. "atanh($)",
  2504. "ceil($)",
  2505. "cos($)",
  2506. "cosh($)",
  2507. "degrees($)",
  2508. "exp($)",
  2509. "exp2($)",
  2510. "floor($)",
  2511. "fract($)",
  2512. "inversesqrt($)",
  2513. "log($)",
  2514. "log2($)",
  2515. "radians($)",
  2516. "round($)",
  2517. "roundEven($)",
  2518. "sign($)",
  2519. "sin($)",
  2520. "sinh($)",
  2521. "sqrt($)",
  2522. "tan($)",
  2523. "tanh($)",
  2524. "trunc($)",
  2525. "" // FUNC_ONEMINUS
  2526. };
  2527. if (func == FUNC_SATURATE) {
  2528. String code;
  2529. if (op_type == OP_TYPE_VECTOR_2D) {
  2530. code = "max(min($, vec2(1.0)), vec2(0.0))";
  2531. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2532. code = "max(min($, vec3(1.0)), vec3(0.0))";
  2533. } else {
  2534. code = "max(min($, vec4(1.0)), vec4(0.0))";
  2535. }
  2536. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2537. }
  2538. if (func == FUNC_ONEMINUS) {
  2539. String code;
  2540. if (op_type == OP_TYPE_VECTOR_2D) {
  2541. code = "vec2(1.0) - $";
  2542. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2543. code = "vec3(1.0) - $";
  2544. } else {
  2545. code = "vec4(1.0) - $";
  2546. }
  2547. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2548. }
  2549. return " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2550. }
  2551. void VisualShaderNodeVectorFunc::set_op_type(OpType p_op_type) {
  2552. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2553. if (op_type == p_op_type) {
  2554. return;
  2555. }
  2556. switch (p_op_type) {
  2557. case OP_TYPE_VECTOR_2D: {
  2558. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2559. } break;
  2560. case OP_TYPE_VECTOR_3D: {
  2561. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2562. } break;
  2563. case OP_TYPE_VECTOR_4D: {
  2564. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2565. } break;
  2566. default:
  2567. break;
  2568. }
  2569. op_type = p_op_type;
  2570. emit_changed();
  2571. }
  2572. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  2573. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2574. if (func == p_func) {
  2575. return;
  2576. }
  2577. func = p_func;
  2578. emit_changed();
  2579. }
  2580. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  2581. return func;
  2582. }
  2583. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  2584. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  2585. props.push_back("function");
  2586. return props;
  2587. }
  2588. void VisualShaderNodeVectorFunc::_bind_methods() {
  2589. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  2590. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  2591. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Fract,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  2592. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  2593. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2594. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2595. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2596. BIND_ENUM_CONSTANT(FUNC_ABS);
  2597. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2598. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2599. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2600. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2601. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2602. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2603. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2604. BIND_ENUM_CONSTANT(FUNC_COS);
  2605. BIND_ENUM_CONSTANT(FUNC_COSH);
  2606. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2607. BIND_ENUM_CONSTANT(FUNC_EXP);
  2608. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2609. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2610. BIND_ENUM_CONSTANT(FUNC_FRACT);
  2611. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2612. BIND_ENUM_CONSTANT(FUNC_LOG);
  2613. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2614. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2615. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2616. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2617. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2618. BIND_ENUM_CONSTANT(FUNC_SIN);
  2619. BIND_ENUM_CONSTANT(FUNC_SINH);
  2620. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2621. BIND_ENUM_CONSTANT(FUNC_TAN);
  2622. BIND_ENUM_CONSTANT(FUNC_TANH);
  2623. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2624. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2625. BIND_ENUM_CONSTANT(FUNC_MAX);
  2626. }
  2627. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  2628. switch (op_type) {
  2629. case OP_TYPE_VECTOR_2D: {
  2630. set_input_port_default_value(0, Vector2());
  2631. } break;
  2632. case OP_TYPE_VECTOR_3D: {
  2633. set_input_port_default_value(0, Vector3());
  2634. } break;
  2635. case OP_TYPE_VECTOR_4D: {
  2636. set_input_port_default_value(0, Quaternion());
  2637. } break;
  2638. default:
  2639. break;
  2640. }
  2641. }
  2642. ////////////// ColorFunc
  2643. String VisualShaderNodeColorFunc::get_caption() const {
  2644. return "ColorFunc";
  2645. }
  2646. int VisualShaderNodeColorFunc::get_input_port_count() const {
  2647. return 1;
  2648. }
  2649. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  2650. return PORT_TYPE_VECTOR_3D;
  2651. }
  2652. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  2653. return "";
  2654. }
  2655. int VisualShaderNodeColorFunc::get_output_port_count() const {
  2656. return 1;
  2657. }
  2658. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  2659. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  2660. }
  2661. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  2662. return "";
  2663. }
  2664. String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2665. String code;
  2666. switch (func) {
  2667. case FUNC_GRAYSCALE:
  2668. code += " {\n";
  2669. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2670. code += " float max1 = max(c.r, c.g);\n";
  2671. code += " float max2 = max(max1, c.b);\n";
  2672. code += " " + p_output_vars[0] + " = vec3(max2, max2, max2);\n";
  2673. code += " }\n";
  2674. break;
  2675. case FUNC_HSV2RGB:
  2676. code += " {\n";
  2677. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2678. code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  2679. code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  2680. code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  2681. code += " }\n";
  2682. break;
  2683. case FUNC_RGB2HSV:
  2684. code += " {\n";
  2685. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2686. code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  2687. code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  2688. code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  2689. code += " float d = q.x - min(q.w, q.y);\n";
  2690. code += " float e = 1.0e-10;\n";
  2691. code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  2692. code += " }\n";
  2693. break;
  2694. case FUNC_SEPIA:
  2695. code += " {\n";
  2696. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2697. code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  2698. code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  2699. code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  2700. code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
  2701. code += " }\n";
  2702. break;
  2703. default:
  2704. break;
  2705. }
  2706. return code;
  2707. }
  2708. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  2709. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2710. if (func == p_func) {
  2711. return;
  2712. }
  2713. func = p_func;
  2714. emit_changed();
  2715. }
  2716. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  2717. return func;
  2718. }
  2719. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  2720. Vector<StringName> props;
  2721. props.push_back("function");
  2722. return props;
  2723. }
  2724. void VisualShaderNodeColorFunc::_bind_methods() {
  2725. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  2726. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  2727. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,HSV2RGB,RGB2HSV,Sepia"), "set_function", "get_function");
  2728. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  2729. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  2730. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  2731. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  2732. BIND_ENUM_CONSTANT(FUNC_MAX);
  2733. }
  2734. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  2735. simple_decl = false;
  2736. set_input_port_default_value(0, Vector3());
  2737. }
  2738. ////////////// Transform Func
  2739. String VisualShaderNodeTransformFunc::get_caption() const {
  2740. return "TransformFunc";
  2741. }
  2742. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2743. return 1;
  2744. }
  2745. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2746. return PORT_TYPE_TRANSFORM;
  2747. }
  2748. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2749. return "";
  2750. }
  2751. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2752. return 1;
  2753. }
  2754. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2755. return PORT_TYPE_TRANSFORM;
  2756. }
  2757. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2758. return "";
  2759. }
  2760. String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2761. static const char *functions[FUNC_MAX] = {
  2762. "inverse($)",
  2763. "transpose($)"
  2764. };
  2765. String code;
  2766. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2767. return code;
  2768. }
  2769. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2770. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2771. if (func == p_func) {
  2772. return;
  2773. }
  2774. func = p_func;
  2775. emit_changed();
  2776. }
  2777. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2778. return func;
  2779. }
  2780. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2781. Vector<StringName> props;
  2782. props.push_back("function");
  2783. return props;
  2784. }
  2785. void VisualShaderNodeTransformFunc::_bind_methods() {
  2786. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2787. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2788. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2789. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2790. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2791. BIND_ENUM_CONSTANT(FUNC_MAX);
  2792. }
  2793. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2794. set_input_port_default_value(0, Transform3D());
  2795. }
  2796. ////////////// UV Func
  2797. String VisualShaderNodeUVFunc::get_caption() const {
  2798. return "UVFunc";
  2799. }
  2800. int VisualShaderNodeUVFunc::get_input_port_count() const {
  2801. return 3;
  2802. }
  2803. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
  2804. switch (p_port) {
  2805. case 0:
  2806. return PORT_TYPE_VECTOR_2D; // uv
  2807. case 1:
  2808. return PORT_TYPE_VECTOR_2D; // scale
  2809. case 2:
  2810. return PORT_TYPE_VECTOR_2D; // offset & pivot
  2811. default:
  2812. break;
  2813. }
  2814. return PORT_TYPE_SCALAR;
  2815. }
  2816. String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
  2817. switch (p_port) {
  2818. case 0:
  2819. return "uv";
  2820. case 1:
  2821. return "scale";
  2822. case 2:
  2823. switch (func) {
  2824. case FUNC_PANNING:
  2825. return "offset";
  2826. case FUNC_SCALING:
  2827. return "pivot";
  2828. default:
  2829. break;
  2830. }
  2831. break;
  2832. default:
  2833. break;
  2834. }
  2835. return "";
  2836. }
  2837. bool VisualShaderNodeUVFunc::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2838. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2839. if (p_port == 0) {
  2840. return true;
  2841. }
  2842. }
  2843. return false;
  2844. }
  2845. int VisualShaderNodeUVFunc::get_output_port_count() const {
  2846. return 1;
  2847. }
  2848. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
  2849. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  2850. }
  2851. String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
  2852. return "uv";
  2853. }
  2854. bool VisualShaderNodeUVFunc::is_show_prop_names() const {
  2855. return true;
  2856. }
  2857. String VisualShaderNodeUVFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2858. String code;
  2859. String uv;
  2860. if (p_input_vars[0].is_empty()) {
  2861. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2862. uv = "UV";
  2863. } else {
  2864. uv = "vec2(0.0)";
  2865. }
  2866. } else {
  2867. uv = vformat("%s", p_input_vars[0]);
  2868. }
  2869. String scale = vformat("%s", p_input_vars[1]);
  2870. String offset_pivot = vformat("%s", p_input_vars[2]);
  2871. switch (func) {
  2872. case FUNC_PANNING: {
  2873. code += vformat(" %s = %s * %s + %s;\n", p_output_vars[0], offset_pivot, scale, uv);
  2874. } break;
  2875. case FUNC_SCALING: {
  2876. code += vformat(" %s = (%s - %s) * %s + %s;\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
  2877. } break;
  2878. default:
  2879. break;
  2880. }
  2881. return code;
  2882. }
  2883. void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
  2884. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2885. if (func == p_func) {
  2886. return;
  2887. }
  2888. if (p_func == FUNC_PANNING) {
  2889. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // offset
  2890. } else { // FUNC_SCALING
  2891. set_input_port_default_value(2, Vector2(0.5, 0.5), get_input_port_default_value(2)); // pivot
  2892. }
  2893. func = p_func;
  2894. emit_changed();
  2895. }
  2896. VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
  2897. return func;
  2898. }
  2899. Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
  2900. Vector<StringName> props;
  2901. props.push_back("function");
  2902. return props;
  2903. }
  2904. void VisualShaderNodeUVFunc::_bind_methods() {
  2905. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
  2906. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
  2907. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
  2908. BIND_ENUM_CONSTANT(FUNC_PANNING);
  2909. BIND_ENUM_CONSTANT(FUNC_SCALING);
  2910. BIND_ENUM_CONSTANT(FUNC_MAX);
  2911. }
  2912. VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
  2913. set_input_port_default_value(1, Vector2(1.0, 1.0)); // scale
  2914. set_input_port_default_value(2, Vector2()); // offset
  2915. }
  2916. ////////////// UV PolarCoord
  2917. String VisualShaderNodeUVPolarCoord::get_caption() const {
  2918. return "UVPolarCoord";
  2919. }
  2920. int VisualShaderNodeUVPolarCoord::get_input_port_count() const {
  2921. return 4;
  2922. }
  2923. VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_input_port_type(int p_port) const {
  2924. switch (p_port) {
  2925. case 0:
  2926. return PORT_TYPE_VECTOR_2D; // uv
  2927. case 1:
  2928. return PORT_TYPE_VECTOR_2D; // center
  2929. case 2:
  2930. return PORT_TYPE_SCALAR; // zoom
  2931. case 3:
  2932. return PORT_TYPE_SCALAR; // repeat
  2933. default:
  2934. break;
  2935. }
  2936. return PORT_TYPE_SCALAR;
  2937. }
  2938. String VisualShaderNodeUVPolarCoord::get_input_port_name(int p_port) const {
  2939. switch (p_port) {
  2940. case 0:
  2941. return "uv";
  2942. case 1:
  2943. return "scale";
  2944. case 2:
  2945. return "zoom strength";
  2946. case 3:
  2947. return "repeat";
  2948. default:
  2949. break;
  2950. }
  2951. return "";
  2952. }
  2953. bool VisualShaderNodeUVPolarCoord::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2954. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2955. if (p_port == 0) {
  2956. return true;
  2957. }
  2958. }
  2959. return false;
  2960. }
  2961. int VisualShaderNodeUVPolarCoord::get_output_port_count() const {
  2962. return 1;
  2963. }
  2964. VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_output_port_type(int p_port) const {
  2965. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  2966. }
  2967. String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const {
  2968. return "uv";
  2969. }
  2970. String VisualShaderNodeUVPolarCoord::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 {
  2971. String code;
  2972. code += " {\n";
  2973. String uv;
  2974. if (p_input_vars[0].is_empty()) {
  2975. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2976. uv = "UV";
  2977. } else {
  2978. uv = "vec2(0.0)";
  2979. }
  2980. } else {
  2981. uv = vformat("%s", p_input_vars[0]);
  2982. }
  2983. String center = vformat("%s", p_input_vars[1]);
  2984. String zoom = vformat("%s", p_input_vars[2]);
  2985. String repeat = vformat("%s", p_input_vars[3]);
  2986. if (p_mode == Shader::MODE_CANVAS_ITEM) {
  2987. code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
  2988. code += " float __radius = length(__dir) * 2.0;\n";
  2989. code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
  2990. code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
  2991. } else {
  2992. code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
  2993. code += " float __radius = length(__dir) * 2.0;\n";
  2994. code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
  2995. code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
  2996. }
  2997. code += " }\n";
  2998. return code;
  2999. }
  3000. VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() {
  3001. set_input_port_default_value(1, Vector2(0.5, 0.5)); // center
  3002. set_input_port_default_value(2, 1.0); // zoom
  3003. set_input_port_default_value(3, 1.0); // repeat
  3004. simple_decl = false;
  3005. }
  3006. ////////////// Dot Product
  3007. String VisualShaderNodeDotProduct::get_caption() const {
  3008. return "DotProduct";
  3009. }
  3010. int VisualShaderNodeDotProduct::get_input_port_count() const {
  3011. return 2;
  3012. }
  3013. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  3014. return PORT_TYPE_VECTOR_3D;
  3015. }
  3016. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  3017. return p_port == 0 ? "a" : "b";
  3018. }
  3019. int VisualShaderNodeDotProduct::get_output_port_count() const {
  3020. return 1;
  3021. }
  3022. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  3023. return PORT_TYPE_SCALAR;
  3024. }
  3025. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  3026. return "dot";
  3027. }
  3028. String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3029. return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3030. }
  3031. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  3032. set_input_port_default_value(0, Vector3());
  3033. set_input_port_default_value(1, Vector3());
  3034. }
  3035. ////////////// Vector Len
  3036. String VisualShaderNodeVectorLen::get_caption() const {
  3037. return "VectorLen";
  3038. }
  3039. int VisualShaderNodeVectorLen::get_input_port_count() const {
  3040. return 1;
  3041. }
  3042. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  3043. return "";
  3044. }
  3045. int VisualShaderNodeVectorLen::get_output_port_count() const {
  3046. return 1;
  3047. }
  3048. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  3049. return PORT_TYPE_SCALAR;
  3050. }
  3051. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  3052. return "length";
  3053. }
  3054. void VisualShaderNodeVectorLen::set_op_type(OpType p_op_type) {
  3055. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3056. if (op_type == p_op_type) {
  3057. return;
  3058. }
  3059. switch (p_op_type) {
  3060. case OP_TYPE_VECTOR_2D: {
  3061. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3062. } break;
  3063. case OP_TYPE_VECTOR_3D: {
  3064. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3065. } break;
  3066. case OP_TYPE_VECTOR_4D: {
  3067. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3068. } break;
  3069. default:
  3070. break;
  3071. }
  3072. op_type = p_op_type;
  3073. emit_changed();
  3074. }
  3075. String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3076. return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  3077. }
  3078. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  3079. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3080. }
  3081. ////////////// Determinant
  3082. String VisualShaderNodeDeterminant::get_caption() const {
  3083. return "Determinant";
  3084. }
  3085. int VisualShaderNodeDeterminant::get_input_port_count() const {
  3086. return 1;
  3087. }
  3088. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  3089. return PORT_TYPE_TRANSFORM;
  3090. }
  3091. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  3092. return "";
  3093. }
  3094. int VisualShaderNodeDeterminant::get_output_port_count() const {
  3095. return 1;
  3096. }
  3097. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  3098. return PORT_TYPE_SCALAR;
  3099. }
  3100. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  3101. return "";
  3102. }
  3103. String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3104. return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  3105. }
  3106. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  3107. set_input_port_default_value(0, Transform3D());
  3108. }
  3109. ////////////// Derivative Function
  3110. String VisualShaderNodeDerivativeFunc::get_caption() const {
  3111. return "DerivativeFunc";
  3112. }
  3113. int VisualShaderNodeDerivativeFunc::get_input_port_count() const {
  3114. return 1;
  3115. }
  3116. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_input_port_type(int p_port) const {
  3117. switch (op_type) {
  3118. case OP_TYPE_VECTOR_2D:
  3119. return PORT_TYPE_VECTOR_2D;
  3120. case OP_TYPE_VECTOR_3D:
  3121. return PORT_TYPE_VECTOR_3D;
  3122. case OP_TYPE_VECTOR_4D:
  3123. return PORT_TYPE_VECTOR_4D;
  3124. default:
  3125. break;
  3126. }
  3127. return PORT_TYPE_SCALAR;
  3128. }
  3129. String VisualShaderNodeDerivativeFunc::get_input_port_name(int p_port) const {
  3130. return "p";
  3131. }
  3132. int VisualShaderNodeDerivativeFunc::get_output_port_count() const {
  3133. return 1;
  3134. }
  3135. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_output_port_type(int p_port) const {
  3136. switch (op_type) {
  3137. case OP_TYPE_VECTOR_2D:
  3138. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  3139. case OP_TYPE_VECTOR_3D:
  3140. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  3141. case OP_TYPE_VECTOR_4D:
  3142. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  3143. default:
  3144. break;
  3145. }
  3146. return PORT_TYPE_SCALAR;
  3147. }
  3148. String VisualShaderNodeDerivativeFunc::get_output_port_name(int p_port) const {
  3149. return "result";
  3150. }
  3151. String VisualShaderNodeDerivativeFunc::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 {
  3152. static const char *functions[FUNC_MAX] = {
  3153. "fwidth$($)",
  3154. "dFdx$($)",
  3155. "dFdy$($)"
  3156. };
  3157. static const char *precisions[PRECISION_MAX] = {
  3158. "",
  3159. "Coarse",
  3160. "Fine"
  3161. };
  3162. String code;
  3163. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  3164. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace_first("$", "").replace_first("$", p_input_vars[0]) + ";\n";
  3165. return code;
  3166. }
  3167. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace_first("$", String(precisions[precision])).replace_first("$", p_input_vars[0]) + ";\n";
  3168. return code;
  3169. }
  3170. String VisualShaderNodeDerivativeFunc::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  3171. if (precision != PRECISION_NONE && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  3172. String precision_str;
  3173. switch (precision) {
  3174. case PRECISION_COARSE: {
  3175. precision_str = "Coarse";
  3176. } break;
  3177. case PRECISION_FINE: {
  3178. precision_str = "Fine";
  3179. } break;
  3180. default: {
  3181. } break;
  3182. }
  3183. return vformat(RTR("`%s` precision mode is not available for `gl_compatibility` profile.\nReverted to `None` precision."), precision_str);
  3184. }
  3185. return String();
  3186. }
  3187. void VisualShaderNodeDerivativeFunc::set_op_type(OpType p_op_type) {
  3188. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  3189. if (op_type == p_op_type) {
  3190. return;
  3191. }
  3192. switch (p_op_type) {
  3193. case OP_TYPE_SCALAR: {
  3194. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3195. } break;
  3196. case OP_TYPE_VECTOR_2D: {
  3197. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3198. } break;
  3199. case OP_TYPE_VECTOR_3D: {
  3200. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3201. } break;
  3202. case OP_TYPE_VECTOR_4D: {
  3203. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3204. } break;
  3205. default:
  3206. break;
  3207. }
  3208. op_type = p_op_type;
  3209. emit_changed();
  3210. }
  3211. VisualShaderNodeDerivativeFunc::OpType VisualShaderNodeDerivativeFunc::get_op_type() const {
  3212. return op_type;
  3213. }
  3214. void VisualShaderNodeDerivativeFunc::set_function(Function p_func) {
  3215. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  3216. if (func == p_func) {
  3217. return;
  3218. }
  3219. func = p_func;
  3220. emit_changed();
  3221. }
  3222. VisualShaderNodeDerivativeFunc::Function VisualShaderNodeDerivativeFunc::get_function() const {
  3223. return func;
  3224. }
  3225. void VisualShaderNodeDerivativeFunc::set_precision(Precision p_precision) {
  3226. ERR_FAIL_INDEX(int(p_precision), int(PRECISION_MAX));
  3227. if (precision == p_precision) {
  3228. return;
  3229. }
  3230. precision = p_precision;
  3231. emit_changed();
  3232. }
  3233. VisualShaderNodeDerivativeFunc::Precision VisualShaderNodeDerivativeFunc::get_precision() const {
  3234. return precision;
  3235. }
  3236. Vector<StringName> VisualShaderNodeDerivativeFunc::get_editable_properties() const {
  3237. Vector<StringName> props;
  3238. props.push_back("op_type");
  3239. props.push_back("function");
  3240. props.push_back("precision");
  3241. return props;
  3242. }
  3243. void VisualShaderNodeDerivativeFunc::_bind_methods() {
  3244. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeDerivativeFunc::set_op_type);
  3245. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeDerivativeFunc::get_op_type);
  3246. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeDerivativeFunc::set_function);
  3247. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeDerivativeFunc::get_function);
  3248. ClassDB::bind_method(D_METHOD("set_precision", "precision"), &VisualShaderNodeDerivativeFunc::set_precision);
  3249. ClassDB::bind_method(D_METHOD("get_precision"), &VisualShaderNodeDerivativeFunc::get_precision);
  3250. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  3251. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  3252. ADD_PROPERTY(PropertyInfo(Variant::INT, "precision", PROPERTY_HINT_ENUM, "None,Coarse,Fine"), "set_precision", "get_precision");
  3253. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3254. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3255. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3256. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3257. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3258. BIND_ENUM_CONSTANT(FUNC_SUM);
  3259. BIND_ENUM_CONSTANT(FUNC_X);
  3260. BIND_ENUM_CONSTANT(FUNC_Y);
  3261. BIND_ENUM_CONSTANT(FUNC_MAX);
  3262. BIND_ENUM_CONSTANT(PRECISION_NONE);
  3263. BIND_ENUM_CONSTANT(PRECISION_COARSE);
  3264. BIND_ENUM_CONSTANT(PRECISION_FINE);
  3265. BIND_ENUM_CONSTANT(PRECISION_MAX);
  3266. }
  3267. VisualShaderNodeDerivativeFunc::VisualShaderNodeDerivativeFunc() {
  3268. set_input_port_default_value(0, 0.0);
  3269. }
  3270. ////////////// Clamp
  3271. String VisualShaderNodeClamp::get_caption() const {
  3272. return "Clamp";
  3273. }
  3274. int VisualShaderNodeClamp::get_input_port_count() const {
  3275. return 3;
  3276. }
  3277. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
  3278. switch (op_type) {
  3279. case OP_TYPE_INT:
  3280. return PORT_TYPE_SCALAR_INT;
  3281. case OP_TYPE_UINT:
  3282. return PORT_TYPE_SCALAR_UINT;
  3283. case OP_TYPE_VECTOR_2D:
  3284. return PORT_TYPE_VECTOR_2D;
  3285. case OP_TYPE_VECTOR_3D:
  3286. return PORT_TYPE_VECTOR_3D;
  3287. case OP_TYPE_VECTOR_4D:
  3288. return PORT_TYPE_VECTOR_4D;
  3289. default:
  3290. break;
  3291. }
  3292. return PORT_TYPE_SCALAR;
  3293. }
  3294. String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
  3295. if (p_port == 0) {
  3296. return "";
  3297. } else if (p_port == 1) {
  3298. return "min";
  3299. } else if (p_port == 2) {
  3300. return "max";
  3301. }
  3302. return "";
  3303. }
  3304. int VisualShaderNodeClamp::get_output_port_count() const {
  3305. return 1;
  3306. }
  3307. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
  3308. switch (op_type) {
  3309. case OP_TYPE_INT:
  3310. return PORT_TYPE_SCALAR_INT;
  3311. case OP_TYPE_UINT:
  3312. return PORT_TYPE_SCALAR_UINT;
  3313. case OP_TYPE_VECTOR_2D:
  3314. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  3315. case OP_TYPE_VECTOR_3D:
  3316. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  3317. case OP_TYPE_VECTOR_4D:
  3318. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  3319. default:
  3320. break;
  3321. }
  3322. return PORT_TYPE_SCALAR;
  3323. }
  3324. String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
  3325. return "";
  3326. }
  3327. String VisualShaderNodeClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3328. return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3329. }
  3330. void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
  3331. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  3332. if (op_type == p_op_type) {
  3333. return;
  3334. }
  3335. switch (p_op_type) {
  3336. case OP_TYPE_FLOAT:
  3337. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3338. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  3339. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  3340. break;
  3341. case OP_TYPE_UINT:
  3342. case OP_TYPE_INT:
  3343. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  3344. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  3345. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  3346. break;
  3347. case OP_TYPE_VECTOR_2D:
  3348. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3349. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3350. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  3351. break;
  3352. case OP_TYPE_VECTOR_3D:
  3353. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3354. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3355. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  3356. break;
  3357. case OP_TYPE_VECTOR_4D:
  3358. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3359. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3360. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  3361. break;
  3362. default:
  3363. break;
  3364. }
  3365. op_type = p_op_type;
  3366. emit_changed();
  3367. }
  3368. VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
  3369. return op_type;
  3370. }
  3371. Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
  3372. Vector<StringName> props;
  3373. props.push_back("op_type");
  3374. return props;
  3375. }
  3376. void VisualShaderNodeClamp::_bind_methods() {
  3377. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
  3378. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
  3379. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,UInt,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  3380. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  3381. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  3382. BIND_ENUM_CONSTANT(OP_TYPE_UINT);
  3383. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3384. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3385. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3386. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3387. }
  3388. VisualShaderNodeClamp::VisualShaderNodeClamp() {
  3389. set_input_port_default_value(0, 0.0);
  3390. set_input_port_default_value(1, 0.0);
  3391. set_input_port_default_value(2, 1.0);
  3392. }
  3393. ////////////// FaceForward
  3394. String VisualShaderNodeFaceForward::get_caption() const {
  3395. return "FaceForward";
  3396. }
  3397. int VisualShaderNodeFaceForward::get_input_port_count() const {
  3398. return 3;
  3399. }
  3400. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  3401. switch (p_port) {
  3402. case 0:
  3403. return "N";
  3404. case 1:
  3405. return "I";
  3406. case 2:
  3407. return "Nref";
  3408. default:
  3409. return "";
  3410. }
  3411. }
  3412. int VisualShaderNodeFaceForward::get_output_port_count() const {
  3413. return 1;
  3414. }
  3415. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  3416. return "";
  3417. }
  3418. void VisualShaderNodeFaceForward::set_op_type(OpType p_op_type) {
  3419. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3420. if (op_type == p_op_type) {
  3421. return;
  3422. }
  3423. switch (p_op_type) {
  3424. case OP_TYPE_VECTOR_2D: {
  3425. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3426. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3427. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  3428. } break;
  3429. case OP_TYPE_VECTOR_3D: {
  3430. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3431. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3432. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  3433. } break;
  3434. case OP_TYPE_VECTOR_4D: {
  3435. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3436. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3437. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  3438. } break;
  3439. default:
  3440. break;
  3441. }
  3442. op_type = p_op_type;
  3443. emit_changed();
  3444. }
  3445. String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3446. return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3447. }
  3448. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  3449. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3450. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3451. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  3452. }
  3453. ////////////// Outer Product
  3454. String VisualShaderNodeOuterProduct::get_caption() const {
  3455. return "OuterProduct";
  3456. }
  3457. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  3458. return 2;
  3459. }
  3460. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  3461. return PORT_TYPE_VECTOR_3D;
  3462. }
  3463. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  3464. switch (p_port) {
  3465. case 0:
  3466. return "c";
  3467. case 1:
  3468. return "r";
  3469. default:
  3470. return "";
  3471. }
  3472. }
  3473. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  3474. return 1;
  3475. }
  3476. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  3477. return PORT_TYPE_TRANSFORM;
  3478. }
  3479. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  3480. return "";
  3481. }
  3482. String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3483. return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  3484. }
  3485. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  3486. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3487. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3488. }
  3489. ////////////// Step
  3490. String VisualShaderNodeStep::get_caption() const {
  3491. return "Step";
  3492. }
  3493. int VisualShaderNodeStep::get_input_port_count() const {
  3494. return 2;
  3495. }
  3496. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
  3497. switch (op_type) {
  3498. case OP_TYPE_VECTOR_2D:
  3499. return PORT_TYPE_VECTOR_2D;
  3500. case OP_TYPE_VECTOR_2D_SCALAR:
  3501. if (p_port == 1) {
  3502. return PORT_TYPE_VECTOR_2D;
  3503. }
  3504. break;
  3505. case OP_TYPE_VECTOR_3D:
  3506. return PORT_TYPE_VECTOR_3D;
  3507. case OP_TYPE_VECTOR_3D_SCALAR:
  3508. if (p_port == 1) {
  3509. return PORT_TYPE_VECTOR_3D;
  3510. }
  3511. break;
  3512. case OP_TYPE_VECTOR_4D:
  3513. return PORT_TYPE_VECTOR_4D;
  3514. case OP_TYPE_VECTOR_4D_SCALAR:
  3515. if (p_port == 1) {
  3516. return PORT_TYPE_VECTOR_4D;
  3517. }
  3518. break;
  3519. default:
  3520. break;
  3521. }
  3522. return PORT_TYPE_SCALAR;
  3523. }
  3524. String VisualShaderNodeStep::get_input_port_name(int p_port) const {
  3525. switch (p_port) {
  3526. case 0:
  3527. return "edge";
  3528. case 1:
  3529. return "x";
  3530. }
  3531. return String();
  3532. }
  3533. int VisualShaderNodeStep::get_default_input_port(PortType p_type) const {
  3534. return 1;
  3535. }
  3536. int VisualShaderNodeStep::get_output_port_count() const {
  3537. return 1;
  3538. }
  3539. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
  3540. switch (op_type) {
  3541. case OP_TYPE_VECTOR_2D:
  3542. case OP_TYPE_VECTOR_2D_SCALAR:
  3543. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  3544. case OP_TYPE_VECTOR_3D:
  3545. case OP_TYPE_VECTOR_3D_SCALAR:
  3546. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  3547. case OP_TYPE_VECTOR_4D:
  3548. case OP_TYPE_VECTOR_4D_SCALAR:
  3549. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  3550. default:
  3551. break;
  3552. }
  3553. return PORT_TYPE_SCALAR;
  3554. }
  3555. String VisualShaderNodeStep::get_output_port_name(int p_port) const {
  3556. return "";
  3557. }
  3558. void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
  3559. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3560. if (op_type == p_op_type) {
  3561. return;
  3562. }
  3563. switch (p_op_type) {
  3564. case OP_TYPE_SCALAR: {
  3565. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3566. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  3567. } break;
  3568. case OP_TYPE_VECTOR_2D: {
  3569. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3570. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3571. } break;
  3572. case OP_TYPE_VECTOR_2D_SCALAR: {
  3573. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3574. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3575. } break;
  3576. case OP_TYPE_VECTOR_3D: {
  3577. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3578. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3579. } break;
  3580. case OP_TYPE_VECTOR_3D_SCALAR: {
  3581. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3582. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3583. } break;
  3584. case OP_TYPE_VECTOR_4D: {
  3585. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3586. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3587. } break;
  3588. case OP_TYPE_VECTOR_4D_SCALAR: {
  3589. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3590. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3591. } break;
  3592. default:
  3593. break;
  3594. }
  3595. op_type = p_op_type;
  3596. emit_changed();
  3597. }
  3598. VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
  3599. return op_type;
  3600. }
  3601. String VisualShaderNodeStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3602. return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3603. }
  3604. Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
  3605. Vector<StringName> props;
  3606. props.push_back("op_type");
  3607. return props;
  3608. }
  3609. void VisualShaderNodeStep::_bind_methods() {
  3610. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
  3611. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
  3612. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3613. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3614. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3615. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3616. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3617. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3618. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3619. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3620. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3621. }
  3622. VisualShaderNodeStep::VisualShaderNodeStep() {
  3623. set_input_port_default_value(0, 0.0);
  3624. set_input_port_default_value(1, 0.0);
  3625. }
  3626. ////////////// SmoothStep
  3627. String VisualShaderNodeSmoothStep::get_caption() const {
  3628. return "SmoothStep";
  3629. }
  3630. int VisualShaderNodeSmoothStep::get_input_port_count() const {
  3631. return 3;
  3632. }
  3633. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
  3634. switch (op_type) {
  3635. case OP_TYPE_VECTOR_2D:
  3636. return PORT_TYPE_VECTOR_2D;
  3637. case OP_TYPE_VECTOR_2D_SCALAR:
  3638. if (p_port == 2) {
  3639. return PORT_TYPE_VECTOR_2D; // x
  3640. }
  3641. break;
  3642. case OP_TYPE_VECTOR_3D:
  3643. return PORT_TYPE_VECTOR_3D;
  3644. case OP_TYPE_VECTOR_3D_SCALAR:
  3645. if (p_port == 2) {
  3646. return PORT_TYPE_VECTOR_3D; // x
  3647. }
  3648. break;
  3649. case OP_TYPE_VECTOR_4D:
  3650. return PORT_TYPE_VECTOR_4D;
  3651. case OP_TYPE_VECTOR_4D_SCALAR:
  3652. if (p_port == 2) {
  3653. return PORT_TYPE_VECTOR_4D; // x
  3654. }
  3655. break;
  3656. default:
  3657. break;
  3658. }
  3659. return PORT_TYPE_SCALAR;
  3660. }
  3661. String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
  3662. switch (p_port) {
  3663. case 0:
  3664. return "edge0";
  3665. case 1:
  3666. return "edge1";
  3667. case 2:
  3668. return "x";
  3669. }
  3670. return String();
  3671. }
  3672. int VisualShaderNodeSmoothStep::get_default_input_port(PortType p_type) const {
  3673. return 2;
  3674. }
  3675. int VisualShaderNodeSmoothStep::get_output_port_count() const {
  3676. return 1;
  3677. }
  3678. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
  3679. switch (op_type) {
  3680. case OP_TYPE_VECTOR_2D:
  3681. case OP_TYPE_VECTOR_2D_SCALAR:
  3682. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  3683. case OP_TYPE_VECTOR_3D:
  3684. case OP_TYPE_VECTOR_3D_SCALAR:
  3685. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  3686. case OP_TYPE_VECTOR_4D:
  3687. case OP_TYPE_VECTOR_4D_SCALAR:
  3688. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  3689. default:
  3690. break;
  3691. }
  3692. return PORT_TYPE_SCALAR;
  3693. }
  3694. String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
  3695. return "";
  3696. }
  3697. void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
  3698. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3699. if (op_type == p_op_type) {
  3700. return;
  3701. }
  3702. switch (p_op_type) {
  3703. case OP_TYPE_SCALAR:
  3704. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3705. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3706. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // x
  3707. break;
  3708. case OP_TYPE_VECTOR_2D:
  3709. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // edge0
  3710. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // edge1
  3711. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3712. break;
  3713. case OP_TYPE_VECTOR_2D_SCALAR:
  3714. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3715. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3716. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3717. break;
  3718. case OP_TYPE_VECTOR_3D:
  3719. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // edge0
  3720. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // edge1
  3721. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3722. break;
  3723. case OP_TYPE_VECTOR_3D_SCALAR:
  3724. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3725. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3726. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3727. break;
  3728. case OP_TYPE_VECTOR_4D:
  3729. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // edge0
  3730. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // edge1
  3731. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3732. break;
  3733. case OP_TYPE_VECTOR_4D_SCALAR:
  3734. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3735. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3736. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3737. break;
  3738. default:
  3739. break;
  3740. }
  3741. op_type = p_op_type;
  3742. emit_changed();
  3743. }
  3744. VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
  3745. return op_type;
  3746. }
  3747. String VisualShaderNodeSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3748. return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3749. }
  3750. Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
  3751. Vector<StringName> props;
  3752. props.push_back("op_type");
  3753. return props;
  3754. }
  3755. void VisualShaderNodeSmoothStep::_bind_methods() {
  3756. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
  3757. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
  3758. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3759. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3760. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3761. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3762. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3763. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3764. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3765. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3766. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3767. }
  3768. VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
  3769. set_input_port_default_value(0, 0.0); // edge0
  3770. set_input_port_default_value(1, 1.0); // edge1
  3771. set_input_port_default_value(2, 0.5); // x
  3772. }
  3773. ////////////// Distance
  3774. String VisualShaderNodeVectorDistance::get_caption() const {
  3775. return "Distance";
  3776. }
  3777. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  3778. return 2;
  3779. }
  3780. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  3781. switch (p_port) {
  3782. case 0:
  3783. return "a";
  3784. case 1:
  3785. return "b";
  3786. }
  3787. return String();
  3788. }
  3789. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  3790. return 1;
  3791. }
  3792. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  3793. return PORT_TYPE_SCALAR;
  3794. }
  3795. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  3796. return "";
  3797. }
  3798. void VisualShaderNodeVectorDistance::set_op_type(OpType p_op_type) {
  3799. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3800. if (op_type == p_op_type) {
  3801. return;
  3802. }
  3803. switch (p_op_type) {
  3804. case OP_TYPE_VECTOR_2D: {
  3805. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3806. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3807. } break;
  3808. case OP_TYPE_VECTOR_3D: {
  3809. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3810. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3811. } break;
  3812. case OP_TYPE_VECTOR_4D: {
  3813. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3814. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3815. } break;
  3816. default:
  3817. break;
  3818. }
  3819. op_type = p_op_type;
  3820. emit_changed();
  3821. }
  3822. String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3823. return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3824. }
  3825. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  3826. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3827. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // b
  3828. }
  3829. ////////////// Refract Vector
  3830. String VisualShaderNodeVectorRefract::get_caption() const {
  3831. return "Refract";
  3832. }
  3833. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  3834. return 3;
  3835. }
  3836. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  3837. switch (p_port) {
  3838. case 0:
  3839. return "I";
  3840. case 1:
  3841. return "N";
  3842. case 2:
  3843. return "eta";
  3844. }
  3845. return String();
  3846. }
  3847. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  3848. return 1;
  3849. }
  3850. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  3851. return "";
  3852. }
  3853. String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3854. return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3855. }
  3856. void VisualShaderNodeVectorRefract::set_op_type(OpType p_op_type) {
  3857. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3858. if (op_type == p_op_type) {
  3859. return;
  3860. }
  3861. switch (p_op_type) {
  3862. case OP_TYPE_VECTOR_2D: {
  3863. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3864. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3865. } break;
  3866. case OP_TYPE_VECTOR_3D: {
  3867. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3868. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3869. } break;
  3870. case OP_TYPE_VECTOR_4D: {
  3871. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3872. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3873. } break;
  3874. default:
  3875. break;
  3876. }
  3877. op_type = p_op_type;
  3878. emit_changed();
  3879. }
  3880. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  3881. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3882. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3883. set_input_port_default_value(2, 0.0);
  3884. }
  3885. ////////////// Mix
  3886. String VisualShaderNodeMix::get_caption() const {
  3887. return "Mix";
  3888. }
  3889. int VisualShaderNodeMix::get_input_port_count() const {
  3890. return 3;
  3891. }
  3892. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
  3893. switch (op_type) {
  3894. case OP_TYPE_VECTOR_2D:
  3895. return PORT_TYPE_VECTOR_2D;
  3896. case OP_TYPE_VECTOR_2D_SCALAR:
  3897. if (p_port == 2) {
  3898. break;
  3899. }
  3900. return PORT_TYPE_VECTOR_2D;
  3901. case OP_TYPE_VECTOR_3D:
  3902. return PORT_TYPE_VECTOR_3D;
  3903. case OP_TYPE_VECTOR_3D_SCALAR:
  3904. if (p_port == 2) {
  3905. break;
  3906. }
  3907. return PORT_TYPE_VECTOR_3D;
  3908. case OP_TYPE_VECTOR_4D:
  3909. return PORT_TYPE_VECTOR_4D;
  3910. case OP_TYPE_VECTOR_4D_SCALAR:
  3911. if (p_port == 2) {
  3912. break;
  3913. }
  3914. return PORT_TYPE_VECTOR_4D;
  3915. default:
  3916. break;
  3917. }
  3918. return PORT_TYPE_SCALAR;
  3919. }
  3920. String VisualShaderNodeMix::get_input_port_name(int p_port) const {
  3921. if (p_port == 0) {
  3922. return "a";
  3923. } else if (p_port == 1) {
  3924. return "b";
  3925. } else {
  3926. return "weight";
  3927. }
  3928. }
  3929. int VisualShaderNodeMix::get_output_port_count() const {
  3930. return 1;
  3931. }
  3932. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
  3933. switch (op_type) {
  3934. case OP_TYPE_VECTOR_2D:
  3935. case OP_TYPE_VECTOR_2D_SCALAR:
  3936. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  3937. case OP_TYPE_VECTOR_3D:
  3938. case OP_TYPE_VECTOR_3D_SCALAR:
  3939. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  3940. case OP_TYPE_VECTOR_4D:
  3941. case OP_TYPE_VECTOR_4D_SCALAR:
  3942. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  3943. default:
  3944. break;
  3945. }
  3946. return PORT_TYPE_SCALAR;
  3947. }
  3948. String VisualShaderNodeMix::get_output_port_name(int p_port) const {
  3949. return "mix";
  3950. }
  3951. void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
  3952. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3953. if (op_type == p_op_type) {
  3954. return;
  3955. }
  3956. switch (p_op_type) {
  3957. case OP_TYPE_SCALAR: {
  3958. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // a
  3959. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // b
  3960. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3961. } break;
  3962. case OP_TYPE_VECTOR_2D: {
  3963. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3964. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3965. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // weight
  3966. } break;
  3967. case OP_TYPE_VECTOR_2D_SCALAR: {
  3968. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3969. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3970. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3971. } break;
  3972. case OP_TYPE_VECTOR_3D: {
  3973. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3974. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3975. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // weight
  3976. } break;
  3977. case OP_TYPE_VECTOR_3D_SCALAR: {
  3978. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3979. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3980. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3981. } break;
  3982. case OP_TYPE_VECTOR_4D: {
  3983. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3984. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3985. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // weight
  3986. } break;
  3987. case OP_TYPE_VECTOR_4D_SCALAR: {
  3988. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3989. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3990. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3991. } break;
  3992. default:
  3993. break;
  3994. }
  3995. op_type = p_op_type;
  3996. emit_changed();
  3997. }
  3998. VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
  3999. return op_type;
  4000. }
  4001. String VisualShaderNodeMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4002. return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  4003. }
  4004. Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
  4005. Vector<StringName> props;
  4006. props.push_back("op_type");
  4007. return props;
  4008. }
  4009. void VisualShaderNodeMix::_bind_methods() {
  4010. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
  4011. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
  4012. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  4013. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  4014. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  4015. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  4016. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  4017. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  4018. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  4019. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  4020. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  4021. }
  4022. VisualShaderNodeMix::VisualShaderNodeMix() {
  4023. set_input_port_default_value(0, 0.0); // a
  4024. set_input_port_default_value(1, 1.0); // b
  4025. set_input_port_default_value(2, 0.5); // weight
  4026. }
  4027. ////////////// Vector Compose
  4028. String VisualShaderNodeVectorCompose::get_caption() const {
  4029. return "VectorCompose";
  4030. }
  4031. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  4032. switch (op_type) {
  4033. case OP_TYPE_VECTOR_2D:
  4034. return 2;
  4035. case OP_TYPE_VECTOR_3D:
  4036. return 3;
  4037. case OP_TYPE_VECTOR_4D:
  4038. return 4;
  4039. default:
  4040. break;
  4041. }
  4042. return 0;
  4043. }
  4044. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  4045. return PORT_TYPE_SCALAR;
  4046. }
  4047. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  4048. switch (op_type) {
  4049. case OP_TYPE_VECTOR_2D: {
  4050. switch (p_port) {
  4051. case 0:
  4052. return "x";
  4053. case 1:
  4054. return "y";
  4055. }
  4056. } break;
  4057. case OP_TYPE_VECTOR_3D: {
  4058. switch (p_port) {
  4059. case 0:
  4060. return "x";
  4061. case 1:
  4062. return "y";
  4063. case 2:
  4064. return "z";
  4065. }
  4066. } break;
  4067. case OP_TYPE_VECTOR_4D: {
  4068. switch (p_port) {
  4069. case 0:
  4070. return "x";
  4071. case 1:
  4072. return "y";
  4073. case 2:
  4074. return "z";
  4075. case 3:
  4076. return "w";
  4077. }
  4078. } break;
  4079. default:
  4080. break;
  4081. }
  4082. return String();
  4083. }
  4084. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  4085. return 1;
  4086. }
  4087. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  4088. return "vec";
  4089. }
  4090. void VisualShaderNodeVectorCompose::set_op_type(OpType p_op_type) {
  4091. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  4092. if (op_type == p_op_type) {
  4093. return;
  4094. }
  4095. switch (p_op_type) {
  4096. case OP_TYPE_VECTOR_2D: {
  4097. float p1 = get_input_port_default_value(0);
  4098. float p2 = get_input_port_default_value(1);
  4099. set_input_port_default_value(0, p1);
  4100. set_input_port_default_value(1, p2);
  4101. } break;
  4102. case OP_TYPE_VECTOR_3D: {
  4103. float p1 = get_input_port_default_value(0);
  4104. float p2 = get_input_port_default_value(1);
  4105. set_input_port_default_value(0, p1);
  4106. set_input_port_default_value(1, p2);
  4107. set_input_port_default_value(2, 0.0);
  4108. } break;
  4109. case OP_TYPE_VECTOR_4D: {
  4110. float p1 = get_input_port_default_value(0);
  4111. float p2 = get_input_port_default_value(1);
  4112. set_input_port_default_value(0, p1);
  4113. set_input_port_default_value(1, p2);
  4114. set_input_port_default_value(2, 0.0);
  4115. set_input_port_default_value(3, 0.0);
  4116. } break;
  4117. default:
  4118. break;
  4119. }
  4120. op_type = p_op_type;
  4121. emit_changed();
  4122. }
  4123. String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4124. String code;
  4125. switch (op_type) {
  4126. case OP_TYPE_VECTOR_2D: {
  4127. code += " " + p_output_vars[0] + " = vec2(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  4128. } break;
  4129. case OP_TYPE_VECTOR_3D: {
  4130. code += " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  4131. } break;
  4132. case OP_TYPE_VECTOR_4D: {
  4133. code += " " + p_output_vars[0] + " = vec4(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ", " + p_input_vars[3] + ");\n";
  4134. } break;
  4135. default:
  4136. break;
  4137. }
  4138. return code;
  4139. }
  4140. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  4141. set_input_port_default_value(0, 0.0);
  4142. set_input_port_default_value(1, 0.0);
  4143. set_input_port_default_value(2, 0.0);
  4144. }
  4145. ////////////// Transform Compose
  4146. String VisualShaderNodeTransformCompose::get_caption() const {
  4147. return "TransformCompose";
  4148. }
  4149. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  4150. return 4;
  4151. }
  4152. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  4153. return PORT_TYPE_VECTOR_3D;
  4154. }
  4155. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  4156. if (p_port == 0) {
  4157. return "x";
  4158. } else if (p_port == 1) {
  4159. return "y";
  4160. } else if (p_port == 2) {
  4161. return "z";
  4162. } else {
  4163. return "origin";
  4164. }
  4165. }
  4166. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  4167. return 1;
  4168. }
  4169. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  4170. return PORT_TYPE_TRANSFORM;
  4171. }
  4172. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  4173. return "xform";
  4174. }
  4175. String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4176. return " " + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
  4177. }
  4178. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  4179. set_input_port_default_value(0, Vector3());
  4180. set_input_port_default_value(1, Vector3());
  4181. set_input_port_default_value(2, Vector3());
  4182. set_input_port_default_value(3, Vector3());
  4183. }
  4184. ////////////// Vector Decompose
  4185. String VisualShaderNodeVectorDecompose::get_caption() const {
  4186. return "VectorDecompose";
  4187. }
  4188. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  4189. return 1;
  4190. }
  4191. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  4192. return "vec";
  4193. }
  4194. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  4195. switch (op_type) {
  4196. case OP_TYPE_VECTOR_2D:
  4197. return 2;
  4198. case OP_TYPE_VECTOR_3D:
  4199. return 3;
  4200. case OP_TYPE_VECTOR_4D:
  4201. return 4;
  4202. default:
  4203. break;
  4204. }
  4205. return 0;
  4206. }
  4207. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  4208. return PORT_TYPE_SCALAR;
  4209. }
  4210. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  4211. switch (op_type) {
  4212. case OP_TYPE_VECTOR_2D: {
  4213. switch (p_port) {
  4214. case 0:
  4215. return "x";
  4216. case 1:
  4217. return "y";
  4218. }
  4219. } break;
  4220. case OP_TYPE_VECTOR_3D: {
  4221. switch (p_port) {
  4222. case 0:
  4223. return "x";
  4224. case 1:
  4225. return "y";
  4226. case 2:
  4227. return "z";
  4228. }
  4229. } break;
  4230. case OP_TYPE_VECTOR_4D: {
  4231. switch (p_port) {
  4232. case 0:
  4233. return "x";
  4234. case 1:
  4235. return "y";
  4236. case 2:
  4237. return "z";
  4238. case 3:
  4239. return "w";
  4240. }
  4241. } break;
  4242. default:
  4243. break;
  4244. }
  4245. return String();
  4246. }
  4247. void VisualShaderNodeVectorDecompose::set_op_type(OpType p_op_type) {
  4248. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  4249. if (op_type == p_op_type) {
  4250. return;
  4251. }
  4252. switch (p_op_type) {
  4253. case OP_TYPE_VECTOR_2D: {
  4254. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  4255. } break;
  4256. case OP_TYPE_VECTOR_3D: {
  4257. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  4258. } break;
  4259. case OP_TYPE_VECTOR_4D: {
  4260. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  4261. } break;
  4262. default:
  4263. break;
  4264. }
  4265. op_type = p_op_type;
  4266. emit_changed();
  4267. }
  4268. String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4269. String code;
  4270. switch (op_type) {
  4271. case OP_TYPE_VECTOR_2D: {
  4272. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  4273. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  4274. } break;
  4275. case OP_TYPE_VECTOR_3D: {
  4276. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  4277. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  4278. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  4279. } break;
  4280. case OP_TYPE_VECTOR_4D: {
  4281. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  4282. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  4283. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  4284. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + ".w;\n";
  4285. } break;
  4286. default:
  4287. break;
  4288. }
  4289. return code;
  4290. }
  4291. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  4292. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4293. }
  4294. ////////////// Transform Decompose
  4295. String VisualShaderNodeTransformDecompose::get_caption() const {
  4296. return "TransformDecompose";
  4297. }
  4298. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  4299. return 1;
  4300. }
  4301. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  4302. return PORT_TYPE_TRANSFORM;
  4303. }
  4304. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  4305. return "xform";
  4306. }
  4307. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  4308. return 4;
  4309. }
  4310. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  4311. return PORT_TYPE_VECTOR_3D;
  4312. }
  4313. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  4314. if (p_port == 0) {
  4315. return "x";
  4316. } else if (p_port == 1) {
  4317. return "y";
  4318. } else if (p_port == 2) {
  4319. return "z";
  4320. } else {
  4321. return "origin";
  4322. }
  4323. }
  4324. String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4325. String code;
  4326. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  4327. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  4328. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  4329. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  4330. return code;
  4331. }
  4332. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  4333. set_input_port_default_value(0, Transform3D());
  4334. }
  4335. ////////////// Float Parameter
  4336. String VisualShaderNodeFloatParameter::get_caption() const {
  4337. return "FloatParameter";
  4338. }
  4339. int VisualShaderNodeFloatParameter::get_input_port_count() const {
  4340. return 0;
  4341. }
  4342. VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_input_port_type(int p_port) const {
  4343. return PORT_TYPE_SCALAR;
  4344. }
  4345. String VisualShaderNodeFloatParameter::get_input_port_name(int p_port) const {
  4346. return String();
  4347. }
  4348. int VisualShaderNodeFloatParameter::get_output_port_count() const {
  4349. return 1;
  4350. }
  4351. VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_output_port_type(int p_port) const {
  4352. return PORT_TYPE_SCALAR;
  4353. }
  4354. String VisualShaderNodeFloatParameter::get_output_port_name(int p_port) const {
  4355. return ""; //no output port means the editor will be used as port
  4356. }
  4357. String VisualShaderNodeFloatParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4358. String code = "";
  4359. if (hint == HINT_RANGE) {
  4360. code += _get_qual_str() + "uniform float " + get_parameter_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  4361. } else if (hint == HINT_RANGE_STEP) {
  4362. code += _get_qual_str() + "uniform float " + get_parameter_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  4363. } else {
  4364. code += _get_qual_str() + "uniform float " + get_parameter_name();
  4365. }
  4366. if (default_value_enabled) {
  4367. code += " = " + rtos(default_value);
  4368. }
  4369. code += ";\n";
  4370. return code;
  4371. }
  4372. String VisualShaderNodeFloatParameter::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 {
  4373. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4374. }
  4375. bool VisualShaderNodeFloatParameter::is_show_prop_names() const {
  4376. return true;
  4377. }
  4378. bool VisualShaderNodeFloatParameter::is_use_prop_slots() const {
  4379. return true;
  4380. }
  4381. void VisualShaderNodeFloatParameter::set_hint(Hint p_hint) {
  4382. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  4383. if (hint == p_hint) {
  4384. return;
  4385. }
  4386. hint = p_hint;
  4387. emit_changed();
  4388. }
  4389. VisualShaderNodeFloatParameter::Hint VisualShaderNodeFloatParameter::get_hint() const {
  4390. return hint;
  4391. }
  4392. void VisualShaderNodeFloatParameter::set_min(float p_value) {
  4393. if (Math::is_equal_approx(hint_range_min, p_value)) {
  4394. return;
  4395. }
  4396. hint_range_min = p_value;
  4397. emit_changed();
  4398. }
  4399. float VisualShaderNodeFloatParameter::get_min() const {
  4400. return hint_range_min;
  4401. }
  4402. void VisualShaderNodeFloatParameter::set_max(float p_value) {
  4403. if (Math::is_equal_approx(hint_range_max, p_value)) {
  4404. return;
  4405. }
  4406. hint_range_max = p_value;
  4407. emit_changed();
  4408. }
  4409. float VisualShaderNodeFloatParameter::get_max() const {
  4410. return hint_range_max;
  4411. }
  4412. void VisualShaderNodeFloatParameter::set_step(float p_value) {
  4413. if (Math::is_equal_approx(hint_range_step, p_value)) {
  4414. return;
  4415. }
  4416. hint_range_step = p_value;
  4417. emit_changed();
  4418. }
  4419. float VisualShaderNodeFloatParameter::get_step() const {
  4420. return hint_range_step;
  4421. }
  4422. void VisualShaderNodeFloatParameter::set_default_value_enabled(bool p_enabled) {
  4423. if (default_value_enabled == p_enabled) {
  4424. return;
  4425. }
  4426. default_value_enabled = p_enabled;
  4427. emit_changed();
  4428. }
  4429. bool VisualShaderNodeFloatParameter::is_default_value_enabled() const {
  4430. return default_value_enabled;
  4431. }
  4432. void VisualShaderNodeFloatParameter::set_default_value(float p_value) {
  4433. if (Math::is_equal_approx(default_value, p_value)) {
  4434. return;
  4435. }
  4436. default_value = p_value;
  4437. emit_changed();
  4438. }
  4439. float VisualShaderNodeFloatParameter::get_default_value() const {
  4440. return default_value;
  4441. }
  4442. void VisualShaderNodeFloatParameter::_bind_methods() {
  4443. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatParameter::set_hint);
  4444. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatParameter::get_hint);
  4445. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatParameter::set_min);
  4446. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatParameter::get_min);
  4447. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatParameter::set_max);
  4448. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatParameter::get_max);
  4449. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatParameter::set_step);
  4450. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatParameter::get_step);
  4451. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatParameter::set_default_value_enabled);
  4452. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatParameter::is_default_value_enabled);
  4453. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatParameter::set_default_value);
  4454. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatParameter::get_default_value);
  4455. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  4456. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  4457. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  4458. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  4459. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4460. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  4461. BIND_ENUM_CONSTANT(HINT_NONE);
  4462. BIND_ENUM_CONSTANT(HINT_RANGE);
  4463. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4464. BIND_ENUM_CONSTANT(HINT_MAX);
  4465. }
  4466. bool VisualShaderNodeFloatParameter::is_qualifier_supported(Qualifier p_qual) const {
  4467. return true; // all qualifiers are supported
  4468. }
  4469. bool VisualShaderNodeFloatParameter::is_convertible_to_constant() const {
  4470. return true; // conversion is allowed
  4471. }
  4472. Vector<StringName> VisualShaderNodeFloatParameter::get_editable_properties() const {
  4473. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4474. props.push_back("hint");
  4475. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4476. props.push_back("min");
  4477. props.push_back("max");
  4478. }
  4479. if (hint == HINT_RANGE_STEP) {
  4480. props.push_back("step");
  4481. }
  4482. props.push_back("default_value_enabled");
  4483. if (default_value_enabled) {
  4484. props.push_back("default_value");
  4485. }
  4486. return props;
  4487. }
  4488. VisualShaderNodeFloatParameter::VisualShaderNodeFloatParameter() {
  4489. }
  4490. ////////////// Integer Parameter
  4491. String VisualShaderNodeIntParameter::get_caption() const {
  4492. return "IntParameter";
  4493. }
  4494. int VisualShaderNodeIntParameter::get_input_port_count() const {
  4495. return 0;
  4496. }
  4497. VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_input_port_type(int p_port) const {
  4498. return PORT_TYPE_SCALAR_INT;
  4499. }
  4500. String VisualShaderNodeIntParameter::get_input_port_name(int p_port) const {
  4501. return String();
  4502. }
  4503. int VisualShaderNodeIntParameter::get_output_port_count() const {
  4504. return 1;
  4505. }
  4506. VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_output_port_type(int p_port) const {
  4507. return PORT_TYPE_SCALAR_INT;
  4508. }
  4509. String VisualShaderNodeIntParameter::get_output_port_name(int p_port) const {
  4510. return ""; //no output port means the editor will be used as port
  4511. }
  4512. String VisualShaderNodeIntParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4513. String code = "";
  4514. if (hint == HINT_RANGE) {
  4515. code += _get_qual_str() + "uniform int " + get_parameter_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  4516. } else if (hint == HINT_RANGE_STEP) {
  4517. code += _get_qual_str() + "uniform int " + get_parameter_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  4518. } else if (hint == HINT_ENUM) {
  4519. code += _get_qual_str() + "uniform int " + get_parameter_name() + " : hint_enum(";
  4520. bool first = true;
  4521. for (const String &_name : hint_enum_names) {
  4522. if (first) {
  4523. first = false;
  4524. } else {
  4525. code += ", ";
  4526. }
  4527. code += "\"" + _name.c_escape() + "\"";
  4528. }
  4529. code += ")";
  4530. } else {
  4531. code += _get_qual_str() + "uniform int " + get_parameter_name();
  4532. }
  4533. if (default_value_enabled) {
  4534. code += " = " + itos(default_value);
  4535. }
  4536. code += ";\n";
  4537. return code;
  4538. }
  4539. String VisualShaderNodeIntParameter::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 {
  4540. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4541. }
  4542. bool VisualShaderNodeIntParameter::is_show_prop_names() const {
  4543. return true;
  4544. }
  4545. bool VisualShaderNodeIntParameter::is_use_prop_slots() const {
  4546. return true;
  4547. }
  4548. void VisualShaderNodeIntParameter::set_hint(Hint p_hint) {
  4549. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  4550. if (hint == p_hint) {
  4551. return;
  4552. }
  4553. hint = p_hint;
  4554. emit_changed();
  4555. }
  4556. VisualShaderNodeIntParameter::Hint VisualShaderNodeIntParameter::get_hint() const {
  4557. return hint;
  4558. }
  4559. void VisualShaderNodeIntParameter::set_min(int p_value) {
  4560. if (hint_range_min == p_value) {
  4561. return;
  4562. }
  4563. hint_range_min = p_value;
  4564. emit_changed();
  4565. }
  4566. int VisualShaderNodeIntParameter::get_min() const {
  4567. return hint_range_min;
  4568. }
  4569. void VisualShaderNodeIntParameter::set_max(int p_value) {
  4570. if (hint_range_max == p_value) {
  4571. return;
  4572. }
  4573. hint_range_max = p_value;
  4574. emit_changed();
  4575. }
  4576. int VisualShaderNodeIntParameter::get_max() const {
  4577. return hint_range_max;
  4578. }
  4579. void VisualShaderNodeIntParameter::set_step(int p_value) {
  4580. if (hint_range_step == p_value) {
  4581. return;
  4582. }
  4583. hint_range_step = p_value;
  4584. emit_changed();
  4585. }
  4586. int VisualShaderNodeIntParameter::get_step() const {
  4587. return hint_range_step;
  4588. }
  4589. void VisualShaderNodeIntParameter::set_enum_names(const PackedStringArray &p_names) {
  4590. if (hint_enum_names == p_names) {
  4591. return;
  4592. }
  4593. hint_enum_names = p_names;
  4594. emit_changed();
  4595. }
  4596. PackedStringArray VisualShaderNodeIntParameter::get_enum_names() const {
  4597. return hint_enum_names;
  4598. }
  4599. void VisualShaderNodeIntParameter::set_default_value_enabled(bool p_default_value_enabled) {
  4600. if (default_value_enabled == p_default_value_enabled) {
  4601. return;
  4602. }
  4603. default_value_enabled = p_default_value_enabled;
  4604. emit_changed();
  4605. }
  4606. bool VisualShaderNodeIntParameter::is_default_value_enabled() const {
  4607. return default_value_enabled;
  4608. }
  4609. void VisualShaderNodeIntParameter::set_default_value(int p_default_value) {
  4610. if (default_value == p_default_value) {
  4611. return;
  4612. }
  4613. default_value = p_default_value;
  4614. emit_changed();
  4615. }
  4616. int VisualShaderNodeIntParameter::get_default_value() const {
  4617. return default_value;
  4618. }
  4619. void VisualShaderNodeIntParameter::_bind_methods() {
  4620. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntParameter::set_hint);
  4621. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntParameter::get_hint);
  4622. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntParameter::set_min);
  4623. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntParameter::get_min);
  4624. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntParameter::set_max);
  4625. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntParameter::get_max);
  4626. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntParameter::set_step);
  4627. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntParameter::get_step);
  4628. ClassDB::bind_method(D_METHOD("set_enum_names", "names"), &VisualShaderNodeIntParameter::set_enum_names);
  4629. ClassDB::bind_method(D_METHOD("get_enum_names"), &VisualShaderNodeIntParameter::get_enum_names);
  4630. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntParameter::set_default_value_enabled);
  4631. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntParameter::is_default_value_enabled);
  4632. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntParameter::set_default_value);
  4633. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntParameter::get_default_value);
  4634. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step,Enum"), "set_hint", "get_hint");
  4635. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  4636. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  4637. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  4638. ADD_PROPERTY(PropertyInfo(Variant::PACKED_STRING_ARRAY, "enum_names"), "set_enum_names", "get_enum_names");
  4639. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4640. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  4641. BIND_ENUM_CONSTANT(HINT_NONE);
  4642. BIND_ENUM_CONSTANT(HINT_RANGE);
  4643. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4644. BIND_ENUM_CONSTANT(HINT_ENUM);
  4645. BIND_ENUM_CONSTANT(HINT_MAX);
  4646. }
  4647. bool VisualShaderNodeIntParameter::is_qualifier_supported(Qualifier p_qual) const {
  4648. return true; // all qualifiers are supported
  4649. }
  4650. bool VisualShaderNodeIntParameter::is_convertible_to_constant() const {
  4651. return true; // conversion is allowed
  4652. }
  4653. Vector<StringName> VisualShaderNodeIntParameter::get_editable_properties() const {
  4654. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4655. props.push_back("hint");
  4656. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4657. props.push_back("min");
  4658. props.push_back("max");
  4659. }
  4660. if (hint == HINT_RANGE_STEP) {
  4661. props.push_back("step");
  4662. }
  4663. if (hint == HINT_ENUM) {
  4664. props.push_back("enum_names");
  4665. }
  4666. props.push_back("default_value_enabled");
  4667. if (default_value_enabled) {
  4668. props.push_back("default_value");
  4669. }
  4670. return props;
  4671. }
  4672. VisualShaderNodeIntParameter::VisualShaderNodeIntParameter() {
  4673. }
  4674. ////////////// Unsigned Integer Parameter
  4675. String VisualShaderNodeUIntParameter::get_caption() const {
  4676. return "UIntParameter";
  4677. }
  4678. int VisualShaderNodeUIntParameter::get_input_port_count() const {
  4679. return 0;
  4680. }
  4681. VisualShaderNodeUIntParameter::PortType VisualShaderNodeUIntParameter::get_input_port_type(int p_port) const {
  4682. return PORT_TYPE_SCALAR_UINT;
  4683. }
  4684. String VisualShaderNodeUIntParameter::get_input_port_name(int p_port) const {
  4685. return String();
  4686. }
  4687. int VisualShaderNodeUIntParameter::get_output_port_count() const {
  4688. return 1;
  4689. }
  4690. VisualShaderNodeUIntParameter::PortType VisualShaderNodeUIntParameter::get_output_port_type(int p_port) const {
  4691. return PORT_TYPE_SCALAR_UINT;
  4692. }
  4693. String VisualShaderNodeUIntParameter::get_output_port_name(int p_port) const {
  4694. return ""; // No output port means the editor will be used as port.
  4695. }
  4696. String VisualShaderNodeUIntParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4697. String code = _get_qual_str() + "uniform uint " + get_parameter_name();
  4698. if (default_value_enabled) {
  4699. code += " = " + itos(default_value);
  4700. }
  4701. code += ";\n";
  4702. return code;
  4703. }
  4704. String VisualShaderNodeUIntParameter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4705. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4706. }
  4707. bool VisualShaderNodeUIntParameter::is_show_prop_names() const {
  4708. return true;
  4709. }
  4710. bool VisualShaderNodeUIntParameter::is_use_prop_slots() const {
  4711. return true;
  4712. }
  4713. void VisualShaderNodeUIntParameter::set_default_value_enabled(bool p_default_value_enabled) {
  4714. if (default_value_enabled == p_default_value_enabled) {
  4715. return;
  4716. }
  4717. default_value_enabled = p_default_value_enabled;
  4718. emit_changed();
  4719. }
  4720. bool VisualShaderNodeUIntParameter::is_default_value_enabled() const {
  4721. return default_value_enabled;
  4722. }
  4723. void VisualShaderNodeUIntParameter::set_default_value(int p_default_value) {
  4724. if (default_value == p_default_value) {
  4725. return;
  4726. }
  4727. default_value = p_default_value;
  4728. emit_changed();
  4729. }
  4730. int VisualShaderNodeUIntParameter::get_default_value() const {
  4731. return default_value;
  4732. }
  4733. void VisualShaderNodeUIntParameter::_bind_methods() {
  4734. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeUIntParameter::set_default_value_enabled);
  4735. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeUIntParameter::is_default_value_enabled);
  4736. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeUIntParameter::set_default_value);
  4737. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeUIntParameter::get_default_value);
  4738. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4739. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  4740. }
  4741. bool VisualShaderNodeUIntParameter::is_qualifier_supported(Qualifier p_qual) const {
  4742. return true; // All qualifiers are supported.
  4743. }
  4744. bool VisualShaderNodeUIntParameter::is_convertible_to_constant() const {
  4745. return true; // Conversion is allowed.
  4746. }
  4747. Vector<StringName> VisualShaderNodeUIntParameter::get_editable_properties() const {
  4748. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4749. props.push_back("default_value_enabled");
  4750. if (default_value_enabled) {
  4751. props.push_back("default_value");
  4752. }
  4753. return props;
  4754. }
  4755. VisualShaderNodeUIntParameter::VisualShaderNodeUIntParameter() {
  4756. }
  4757. ////////////// Boolean Parameter
  4758. String VisualShaderNodeBooleanParameter::get_caption() const {
  4759. return "BooleanParameter";
  4760. }
  4761. int VisualShaderNodeBooleanParameter::get_input_port_count() const {
  4762. return 0;
  4763. }
  4764. VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_input_port_type(int p_port) const {
  4765. return PORT_TYPE_BOOLEAN;
  4766. }
  4767. String VisualShaderNodeBooleanParameter::get_input_port_name(int p_port) const {
  4768. return String();
  4769. }
  4770. int VisualShaderNodeBooleanParameter::get_output_port_count() const {
  4771. return 1;
  4772. }
  4773. VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_output_port_type(int p_port) const {
  4774. return PORT_TYPE_BOOLEAN;
  4775. }
  4776. String VisualShaderNodeBooleanParameter::get_output_port_name(int p_port) const {
  4777. return ""; //no output port means the editor will be used as port
  4778. }
  4779. void VisualShaderNodeBooleanParameter::set_default_value_enabled(bool p_default_value_enabled) {
  4780. if (default_value_enabled == p_default_value_enabled) {
  4781. return;
  4782. }
  4783. default_value_enabled = p_default_value_enabled;
  4784. emit_changed();
  4785. }
  4786. bool VisualShaderNodeBooleanParameter::is_default_value_enabled() const {
  4787. return default_value_enabled;
  4788. }
  4789. void VisualShaderNodeBooleanParameter::set_default_value(bool p_default_value) {
  4790. if (default_value == p_default_value) {
  4791. return;
  4792. }
  4793. default_value = p_default_value;
  4794. emit_changed();
  4795. }
  4796. bool VisualShaderNodeBooleanParameter::get_default_value() const {
  4797. return default_value;
  4798. }
  4799. String VisualShaderNodeBooleanParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4800. String code = _get_qual_str() + "uniform bool " + get_parameter_name();
  4801. if (default_value_enabled) {
  4802. if (default_value) {
  4803. code += " = true";
  4804. } else {
  4805. code += " = false";
  4806. }
  4807. }
  4808. code += ";\n";
  4809. return code;
  4810. }
  4811. String VisualShaderNodeBooleanParameter::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 {
  4812. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4813. }
  4814. bool VisualShaderNodeBooleanParameter::is_show_prop_names() const {
  4815. return true;
  4816. }
  4817. bool VisualShaderNodeBooleanParameter::is_use_prop_slots() const {
  4818. return true;
  4819. }
  4820. void VisualShaderNodeBooleanParameter::_bind_methods() {
  4821. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanParameter::set_default_value_enabled);
  4822. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanParameter::is_default_value_enabled);
  4823. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanParameter::set_default_value);
  4824. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanParameter::get_default_value);
  4825. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4826. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  4827. }
  4828. bool VisualShaderNodeBooleanParameter::is_qualifier_supported(Qualifier p_qual) const {
  4829. return true; // all qualifiers are supported
  4830. }
  4831. bool VisualShaderNodeBooleanParameter::is_convertible_to_constant() const {
  4832. return true; // conversion is allowed
  4833. }
  4834. Vector<StringName> VisualShaderNodeBooleanParameter::get_editable_properties() const {
  4835. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4836. props.push_back("default_value_enabled");
  4837. if (default_value_enabled) {
  4838. props.push_back("default_value");
  4839. }
  4840. return props;
  4841. }
  4842. VisualShaderNodeBooleanParameter::VisualShaderNodeBooleanParameter() {
  4843. }
  4844. ////////////// Color Parameter
  4845. String VisualShaderNodeColorParameter::get_caption() const {
  4846. return "ColorParameter";
  4847. }
  4848. int VisualShaderNodeColorParameter::get_input_port_count() const {
  4849. return 0;
  4850. }
  4851. VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_input_port_type(int p_port) const {
  4852. return PORT_TYPE_SCALAR;
  4853. }
  4854. String VisualShaderNodeColorParameter::get_input_port_name(int p_port) const {
  4855. return String();
  4856. }
  4857. int VisualShaderNodeColorParameter::get_output_port_count() const {
  4858. return 1;
  4859. }
  4860. VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_output_port_type(int p_port) const {
  4861. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  4862. }
  4863. String VisualShaderNodeColorParameter::get_output_port_name(int p_port) const {
  4864. return "color";
  4865. }
  4866. void VisualShaderNodeColorParameter::set_default_value_enabled(bool p_enabled) {
  4867. if (default_value_enabled == p_enabled) {
  4868. return;
  4869. }
  4870. default_value_enabled = p_enabled;
  4871. emit_changed();
  4872. }
  4873. bool VisualShaderNodeColorParameter::is_default_value_enabled() const {
  4874. return default_value_enabled;
  4875. }
  4876. void VisualShaderNodeColorParameter::set_default_value(const Color &p_value) {
  4877. if (default_value.is_equal_approx(p_value)) {
  4878. return;
  4879. }
  4880. default_value = p_value;
  4881. emit_changed();
  4882. }
  4883. Color VisualShaderNodeColorParameter::get_default_value() const {
  4884. return default_value;
  4885. }
  4886. String VisualShaderNodeColorParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4887. String code = _get_qual_str() + "uniform vec4 " + get_parameter_name() + " : source_color";
  4888. if (default_value_enabled) {
  4889. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  4890. }
  4891. code += ";\n";
  4892. return code;
  4893. }
  4894. String VisualShaderNodeColorParameter::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 {
  4895. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4896. }
  4897. bool VisualShaderNodeColorParameter::is_show_prop_names() const {
  4898. return true;
  4899. }
  4900. void VisualShaderNodeColorParameter::_bind_methods() {
  4901. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorParameter::set_default_value_enabled);
  4902. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorParameter::is_default_value_enabled);
  4903. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorParameter::set_default_value);
  4904. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorParameter::get_default_value);
  4905. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4906. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  4907. }
  4908. bool VisualShaderNodeColorParameter::is_qualifier_supported(Qualifier p_qual) const {
  4909. return true; // all qualifiers are supported
  4910. }
  4911. bool VisualShaderNodeColorParameter::is_convertible_to_constant() const {
  4912. return true; // conversion is allowed
  4913. }
  4914. Vector<StringName> VisualShaderNodeColorParameter::get_editable_properties() const {
  4915. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4916. props.push_back("default_value_enabled");
  4917. if (default_value_enabled) {
  4918. props.push_back("default_value");
  4919. }
  4920. return props;
  4921. }
  4922. VisualShaderNodeColorParameter::VisualShaderNodeColorParameter() {
  4923. }
  4924. ////////////// Vector2 Parameter
  4925. String VisualShaderNodeVec2Parameter::get_caption() const {
  4926. return "Vector2Parameter";
  4927. }
  4928. int VisualShaderNodeVec2Parameter::get_input_port_count() const {
  4929. return 0;
  4930. }
  4931. VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_input_port_type(int p_port) const {
  4932. return PORT_TYPE_VECTOR_2D;
  4933. }
  4934. String VisualShaderNodeVec2Parameter::get_input_port_name(int p_port) const {
  4935. return String();
  4936. }
  4937. int VisualShaderNodeVec2Parameter::get_output_port_count() const {
  4938. return 1;
  4939. }
  4940. VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_output_port_type(int p_port) const {
  4941. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  4942. }
  4943. String VisualShaderNodeVec2Parameter::get_output_port_name(int p_port) const {
  4944. return "vector";
  4945. }
  4946. void VisualShaderNodeVec2Parameter::set_default_value_enabled(bool p_enabled) {
  4947. default_value_enabled = p_enabled;
  4948. emit_changed();
  4949. }
  4950. bool VisualShaderNodeVec2Parameter::is_default_value_enabled() const {
  4951. return default_value_enabled;
  4952. }
  4953. void VisualShaderNodeVec2Parameter::set_default_value(const Vector2 &p_value) {
  4954. default_value = p_value;
  4955. emit_changed();
  4956. }
  4957. Vector2 VisualShaderNodeVec2Parameter::get_default_value() const {
  4958. return default_value;
  4959. }
  4960. String VisualShaderNodeVec2Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4961. String code = _get_qual_str() + "uniform vec2 " + get_parameter_name();
  4962. if (default_value_enabled) {
  4963. code += vformat(" = vec2(%.6f, %.6f)", default_value.x, default_value.y);
  4964. }
  4965. code += ";\n";
  4966. return code;
  4967. }
  4968. String VisualShaderNodeVec2Parameter::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 {
  4969. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4970. }
  4971. void VisualShaderNodeVec2Parameter::_bind_methods() {
  4972. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Parameter::set_default_value_enabled);
  4973. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Parameter::is_default_value_enabled);
  4974. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Parameter::set_default_value);
  4975. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Parameter::get_default_value);
  4976. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4977. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "default_value"), "set_default_value", "get_default_value");
  4978. }
  4979. bool VisualShaderNodeVec2Parameter::is_show_prop_names() const {
  4980. return true;
  4981. }
  4982. bool VisualShaderNodeVec2Parameter::is_use_prop_slots() const {
  4983. return true;
  4984. }
  4985. bool VisualShaderNodeVec2Parameter::is_qualifier_supported(Qualifier p_qual) const {
  4986. return true; // all qualifiers are supported
  4987. }
  4988. bool VisualShaderNodeVec2Parameter::is_convertible_to_constant() const {
  4989. return true; // conversion is allowed
  4990. }
  4991. Vector<StringName> VisualShaderNodeVec2Parameter::get_editable_properties() const {
  4992. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4993. props.push_back("default_value_enabled");
  4994. if (default_value_enabled) {
  4995. props.push_back("default_value");
  4996. }
  4997. return props;
  4998. }
  4999. VisualShaderNodeVec2Parameter::VisualShaderNodeVec2Parameter() {
  5000. }
  5001. ////////////// Vector3 Parameter
  5002. String VisualShaderNodeVec3Parameter::get_caption() const {
  5003. return "Vector3Parameter";
  5004. }
  5005. int VisualShaderNodeVec3Parameter::get_input_port_count() const {
  5006. return 0;
  5007. }
  5008. VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_input_port_type(int p_port) const {
  5009. return PORT_TYPE_VECTOR_3D;
  5010. }
  5011. String VisualShaderNodeVec3Parameter::get_input_port_name(int p_port) const {
  5012. return String();
  5013. }
  5014. int VisualShaderNodeVec3Parameter::get_output_port_count() const {
  5015. return 1;
  5016. }
  5017. VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_output_port_type(int p_port) const {
  5018. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  5019. }
  5020. String VisualShaderNodeVec3Parameter::get_output_port_name(int p_port) const {
  5021. return "vector";
  5022. }
  5023. void VisualShaderNodeVec3Parameter::set_default_value_enabled(bool p_enabled) {
  5024. default_value_enabled = p_enabled;
  5025. emit_changed();
  5026. }
  5027. bool VisualShaderNodeVec3Parameter::is_default_value_enabled() const {
  5028. return default_value_enabled;
  5029. }
  5030. void VisualShaderNodeVec3Parameter::set_default_value(const Vector3 &p_value) {
  5031. default_value = p_value;
  5032. emit_changed();
  5033. }
  5034. Vector3 VisualShaderNodeVec3Parameter::get_default_value() const {
  5035. return default_value;
  5036. }
  5037. String VisualShaderNodeVec3Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5038. String code = _get_qual_str() + "uniform vec3 " + get_parameter_name();
  5039. if (default_value_enabled) {
  5040. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  5041. }
  5042. code += ";\n";
  5043. return code;
  5044. }
  5045. String VisualShaderNodeVec3Parameter::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 {
  5046. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  5047. }
  5048. void VisualShaderNodeVec3Parameter::_bind_methods() {
  5049. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Parameter::set_default_value_enabled);
  5050. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Parameter::is_default_value_enabled);
  5051. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Parameter::set_default_value);
  5052. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Parameter::get_default_value);
  5053. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  5054. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  5055. }
  5056. bool VisualShaderNodeVec3Parameter::is_show_prop_names() const {
  5057. return true;
  5058. }
  5059. bool VisualShaderNodeVec3Parameter::is_use_prop_slots() const {
  5060. return true;
  5061. }
  5062. bool VisualShaderNodeVec3Parameter::is_qualifier_supported(Qualifier p_qual) const {
  5063. return true; // all qualifiers are supported
  5064. }
  5065. bool VisualShaderNodeVec3Parameter::is_convertible_to_constant() const {
  5066. return true; // conversion is allowed
  5067. }
  5068. Vector<StringName> VisualShaderNodeVec3Parameter::get_editable_properties() const {
  5069. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  5070. props.push_back("default_value_enabled");
  5071. if (default_value_enabled) {
  5072. props.push_back("default_value");
  5073. }
  5074. return props;
  5075. }
  5076. VisualShaderNodeVec3Parameter::VisualShaderNodeVec3Parameter() {
  5077. }
  5078. ////////////// Vector4 Parameter
  5079. String VisualShaderNodeVec4Parameter::get_caption() const {
  5080. return "Vector4Parameter";
  5081. }
  5082. int VisualShaderNodeVec4Parameter::get_input_port_count() const {
  5083. return 0;
  5084. }
  5085. VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_input_port_type(int p_port) const {
  5086. return PORT_TYPE_VECTOR_4D;
  5087. }
  5088. String VisualShaderNodeVec4Parameter::get_input_port_name(int p_port) const {
  5089. return String();
  5090. }
  5091. int VisualShaderNodeVec4Parameter::get_output_port_count() const {
  5092. return 1;
  5093. }
  5094. VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_output_port_type(int p_port) const {
  5095. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  5096. }
  5097. String VisualShaderNodeVec4Parameter::get_output_port_name(int p_port) const {
  5098. return "vector";
  5099. }
  5100. void VisualShaderNodeVec4Parameter::set_default_value_enabled(bool p_enabled) {
  5101. default_value_enabled = p_enabled;
  5102. emit_changed();
  5103. }
  5104. bool VisualShaderNodeVec4Parameter::is_default_value_enabled() const {
  5105. return default_value_enabled;
  5106. }
  5107. void VisualShaderNodeVec4Parameter::set_default_value(const Vector4 &p_value) {
  5108. default_value = p_value;
  5109. emit_changed();
  5110. }
  5111. Vector4 VisualShaderNodeVec4Parameter::get_default_value() const {
  5112. return default_value;
  5113. }
  5114. String VisualShaderNodeVec4Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5115. String code = _get_qual_str() + "uniform vec4 " + get_parameter_name();
  5116. if (default_value_enabled) {
  5117. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z, default_value.w);
  5118. }
  5119. code += ";\n";
  5120. return code;
  5121. }
  5122. String VisualShaderNodeVec4Parameter::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 {
  5123. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  5124. }
  5125. void VisualShaderNodeVec4Parameter::_bind_methods() {
  5126. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Parameter::set_default_value_enabled);
  5127. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Parameter::is_default_value_enabled);
  5128. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Parameter::set_default_value);
  5129. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Parameter::get_default_value);
  5130. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  5131. ADD_PROPERTY(PropertyInfo(Variant::VECTOR4, "default_value"), "set_default_value", "get_default_value");
  5132. }
  5133. bool VisualShaderNodeVec4Parameter::is_show_prop_names() const {
  5134. return true;
  5135. }
  5136. bool VisualShaderNodeVec4Parameter::is_use_prop_slots() const {
  5137. return true;
  5138. }
  5139. bool VisualShaderNodeVec4Parameter::is_qualifier_supported(Qualifier p_qual) const {
  5140. return true; // All qualifiers are supported.
  5141. }
  5142. bool VisualShaderNodeVec4Parameter::is_convertible_to_constant() const {
  5143. return true; // Conversion is allowed.
  5144. }
  5145. Vector<StringName> VisualShaderNodeVec4Parameter::get_editable_properties() const {
  5146. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  5147. props.push_back("default_value_enabled");
  5148. if (default_value_enabled) {
  5149. props.push_back("default_value");
  5150. }
  5151. return props;
  5152. }
  5153. VisualShaderNodeVec4Parameter::VisualShaderNodeVec4Parameter() {
  5154. }
  5155. ////////////// Transform Parameter
  5156. String VisualShaderNodeTransformParameter::get_caption() const {
  5157. return "TransformParameter";
  5158. }
  5159. int VisualShaderNodeTransformParameter::get_input_port_count() const {
  5160. return 0;
  5161. }
  5162. VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_input_port_type(int p_port) const {
  5163. return PORT_TYPE_VECTOR_3D;
  5164. }
  5165. String VisualShaderNodeTransformParameter::get_input_port_name(int p_port) const {
  5166. return String();
  5167. }
  5168. int VisualShaderNodeTransformParameter::get_output_port_count() const {
  5169. return 1;
  5170. }
  5171. VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_output_port_type(int p_port) const {
  5172. return PORT_TYPE_TRANSFORM;
  5173. }
  5174. String VisualShaderNodeTransformParameter::get_output_port_name(int p_port) const {
  5175. return ""; //no output port means the editor will be used as port
  5176. }
  5177. void VisualShaderNodeTransformParameter::set_default_value_enabled(bool p_enabled) {
  5178. default_value_enabled = p_enabled;
  5179. emit_changed();
  5180. }
  5181. bool VisualShaderNodeTransformParameter::is_default_value_enabled() const {
  5182. return default_value_enabled;
  5183. }
  5184. void VisualShaderNodeTransformParameter::set_default_value(const Transform3D &p_value) {
  5185. default_value = p_value;
  5186. emit_changed();
  5187. }
  5188. Transform3D VisualShaderNodeTransformParameter::get_default_value() const {
  5189. return default_value;
  5190. }
  5191. String VisualShaderNodeTransformParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5192. String code = _get_qual_str() + "uniform mat4 " + get_parameter_name();
  5193. if (default_value_enabled) {
  5194. Vector3 row0 = default_value.basis.rows[0];
  5195. Vector3 row1 = default_value.basis.rows[1];
  5196. Vector3 row2 = default_value.basis.rows[2];
  5197. Vector3 origin = default_value.origin;
  5198. code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
  5199. }
  5200. code += ";\n";
  5201. return code;
  5202. }
  5203. String VisualShaderNodeTransformParameter::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 {
  5204. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  5205. }
  5206. void VisualShaderNodeTransformParameter::_bind_methods() {
  5207. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformParameter::set_default_value_enabled);
  5208. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformParameter::is_default_value_enabled);
  5209. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformParameter::set_default_value);
  5210. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformParameter::get_default_value);
  5211. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  5212. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
  5213. }
  5214. bool VisualShaderNodeTransformParameter::is_show_prop_names() const {
  5215. return true;
  5216. }
  5217. bool VisualShaderNodeTransformParameter::is_use_prop_slots() const {
  5218. return true;
  5219. }
  5220. bool VisualShaderNodeTransformParameter::is_qualifier_supported(Qualifier p_qual) const {
  5221. if (p_qual == Qualifier::QUAL_INSTANCE) {
  5222. return false;
  5223. }
  5224. return true;
  5225. }
  5226. bool VisualShaderNodeTransformParameter::is_convertible_to_constant() const {
  5227. return true; // conversion is allowed
  5228. }
  5229. Vector<StringName> VisualShaderNodeTransformParameter::get_editable_properties() const {
  5230. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  5231. props.push_back("default_value_enabled");
  5232. if (default_value_enabled) {
  5233. props.push_back("default_value");
  5234. }
  5235. return props;
  5236. }
  5237. VisualShaderNodeTransformParameter::VisualShaderNodeTransformParameter() {
  5238. }
  5239. //////////////
  5240. String get_sampler_hint(VisualShaderNodeTextureParameter::TextureType p_texture_type, VisualShaderNodeTextureParameter::ColorDefault p_color_default, VisualShaderNodeTextureParameter::TextureFilter p_texture_filter, VisualShaderNodeTextureParameter::TextureRepeat p_texture_repeat, VisualShaderNodeTextureParameter::TextureSource p_texture_source) {
  5241. String code;
  5242. bool has_colon = false;
  5243. // type
  5244. {
  5245. String type_code;
  5246. switch (p_texture_type) {
  5247. case VisualShaderNodeTextureParameter::TYPE_DATA:
  5248. if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_BLACK) {
  5249. type_code = "hint_default_black";
  5250. } else if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_TRANSPARENT) {
  5251. type_code = "hint_default_transparent";
  5252. }
  5253. break;
  5254. case VisualShaderNodeTextureParameter::TYPE_COLOR:
  5255. type_code = "source_color";
  5256. if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_BLACK) {
  5257. type_code += ", hint_default_black";
  5258. } else if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_TRANSPARENT) {
  5259. type_code += ", hint_default_transparent";
  5260. }
  5261. break;
  5262. case VisualShaderNodeTextureParameter::TYPE_NORMAL_MAP:
  5263. type_code = "hint_normal";
  5264. break;
  5265. case VisualShaderNodeTextureParameter::TYPE_ANISOTROPY:
  5266. type_code = "hint_anisotropy";
  5267. break;
  5268. default:
  5269. break;
  5270. }
  5271. if (!type_code.is_empty()) {
  5272. code += " : " + type_code;
  5273. has_colon = true;
  5274. }
  5275. }
  5276. // filter
  5277. {
  5278. String filter_code;
  5279. switch (p_texture_filter) {
  5280. case VisualShaderNodeTextureParameter::FILTER_NEAREST:
  5281. filter_code = "filter_nearest";
  5282. break;
  5283. case VisualShaderNodeTextureParameter::FILTER_LINEAR:
  5284. filter_code = "filter_linear";
  5285. break;
  5286. case VisualShaderNodeTextureParameter::FILTER_NEAREST_MIPMAP:
  5287. filter_code = "filter_nearest_mipmap";
  5288. break;
  5289. case VisualShaderNodeTextureParameter::FILTER_LINEAR_MIPMAP:
  5290. filter_code = "filter_linear_mipmap";
  5291. break;
  5292. case VisualShaderNodeTextureParameter::FILTER_NEAREST_MIPMAP_ANISOTROPIC:
  5293. filter_code = "filter_nearest_mipmap_anisotropic";
  5294. break;
  5295. case VisualShaderNodeTextureParameter::FILTER_LINEAR_MIPMAP_ANISOTROPIC:
  5296. filter_code = "filter_linear_mipmap_anisotropic";
  5297. break;
  5298. default:
  5299. break;
  5300. }
  5301. if (!filter_code.is_empty()) {
  5302. if (!has_colon) {
  5303. code += " : ";
  5304. has_colon = true;
  5305. } else {
  5306. code += ", ";
  5307. }
  5308. code += filter_code;
  5309. }
  5310. }
  5311. // repeat
  5312. {
  5313. String repeat_code;
  5314. switch (p_texture_repeat) {
  5315. case VisualShaderNodeTextureParameter::REPEAT_ENABLED:
  5316. repeat_code = "repeat_enable";
  5317. break;
  5318. case VisualShaderNodeTextureParameter::REPEAT_DISABLED:
  5319. repeat_code = "repeat_disable";
  5320. break;
  5321. default:
  5322. break;
  5323. }
  5324. if (!repeat_code.is_empty()) {
  5325. if (!has_colon) {
  5326. code += " : ";
  5327. has_colon = true;
  5328. } else {
  5329. code += ", ";
  5330. }
  5331. code += repeat_code;
  5332. }
  5333. }
  5334. // source
  5335. {
  5336. String source_code;
  5337. switch (p_texture_source) {
  5338. case VisualShaderNodeTextureParameter::SOURCE_SCREEN:
  5339. source_code = "hint_screen_texture";
  5340. break;
  5341. case VisualShaderNodeTextureParameter::SOURCE_DEPTH:
  5342. source_code = "hint_depth_texture";
  5343. break;
  5344. case VisualShaderNodeTextureParameter::SOURCE_NORMAL_ROUGHNESS:
  5345. source_code = "hint_normal_roughness_texture";
  5346. break;
  5347. default:
  5348. break;
  5349. }
  5350. if (!source_code.is_empty()) {
  5351. if (!has_colon) {
  5352. code += " : ";
  5353. } else {
  5354. code += ", ";
  5355. }
  5356. code += source_code;
  5357. }
  5358. }
  5359. return code;
  5360. }
  5361. ////////////// Texture Parameter
  5362. int VisualShaderNodeTextureParameter::get_input_port_count() const {
  5363. return 0;
  5364. }
  5365. VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_input_port_type(int p_port) const {
  5366. return PORT_TYPE_SCALAR;
  5367. }
  5368. String VisualShaderNodeTextureParameter::get_input_port_name(int p_port) const {
  5369. return "";
  5370. }
  5371. int VisualShaderNodeTextureParameter::get_output_port_count() const {
  5372. return 1;
  5373. }
  5374. VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_output_port_type(int p_port) const {
  5375. switch (p_port) {
  5376. case 0:
  5377. return PORT_TYPE_SAMPLER;
  5378. default:
  5379. return PORT_TYPE_SCALAR;
  5380. }
  5381. }
  5382. String VisualShaderNodeTextureParameter::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 {
  5383. return "";
  5384. }
  5385. void VisualShaderNodeTextureParameter::set_texture_type(TextureType p_texture_type) {
  5386. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  5387. if (texture_type == p_texture_type) {
  5388. return;
  5389. }
  5390. texture_type = p_texture_type;
  5391. emit_changed();
  5392. }
  5393. VisualShaderNodeTextureParameter::TextureType VisualShaderNodeTextureParameter::get_texture_type() const {
  5394. return texture_type;
  5395. }
  5396. void VisualShaderNodeTextureParameter::set_color_default(ColorDefault p_color_default) {
  5397. ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
  5398. if (color_default == p_color_default) {
  5399. return;
  5400. }
  5401. color_default = p_color_default;
  5402. emit_changed();
  5403. }
  5404. VisualShaderNodeTextureParameter::ColorDefault VisualShaderNodeTextureParameter::get_color_default() const {
  5405. return color_default;
  5406. }
  5407. void VisualShaderNodeTextureParameter::set_texture_filter(TextureFilter p_filter) {
  5408. ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
  5409. if (texture_filter == p_filter) {
  5410. return;
  5411. }
  5412. texture_filter = p_filter;
  5413. emit_changed();
  5414. }
  5415. VisualShaderNodeTextureParameter::TextureFilter VisualShaderNodeTextureParameter::get_texture_filter() const {
  5416. return texture_filter;
  5417. }
  5418. void VisualShaderNodeTextureParameter::set_texture_repeat(TextureRepeat p_repeat) {
  5419. ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
  5420. if (texture_repeat == p_repeat) {
  5421. return;
  5422. }
  5423. texture_repeat = p_repeat;
  5424. emit_changed();
  5425. }
  5426. VisualShaderNodeTextureParameter::TextureRepeat VisualShaderNodeTextureParameter::get_texture_repeat() const {
  5427. return texture_repeat;
  5428. }
  5429. void VisualShaderNodeTextureParameter::set_texture_source(TextureSource p_source) {
  5430. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  5431. if (texture_source == p_source) {
  5432. return;
  5433. }
  5434. texture_source = p_source;
  5435. emit_changed();
  5436. }
  5437. VisualShaderNodeTextureParameter::TextureSource VisualShaderNodeTextureParameter::get_texture_source() const {
  5438. return texture_source;
  5439. }
  5440. Vector<StringName> VisualShaderNodeTextureParameter::get_editable_properties() const {
  5441. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  5442. props.push_back("texture_type");
  5443. if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
  5444. props.push_back("color_default");
  5445. }
  5446. props.push_back("texture_filter");
  5447. props.push_back("texture_repeat");
  5448. props.push_back("texture_source");
  5449. return props;
  5450. }
  5451. bool VisualShaderNodeTextureParameter::is_show_prop_names() const {
  5452. return true;
  5453. }
  5454. String VisualShaderNodeTextureParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  5455. String warning = VisualShaderNodeParameter::get_warning(p_mode, p_type);
  5456. if (texture_source != SOURCE_NONE) {
  5457. String texture_source_str;
  5458. switch (texture_source) {
  5459. case SOURCE_SCREEN: {
  5460. texture_source_str = "Screen";
  5461. } break;
  5462. case SOURCE_DEPTH: {
  5463. texture_source_str = "Depth";
  5464. } break;
  5465. case SOURCE_NORMAL_ROUGHNESS: {
  5466. texture_source_str = "NormalRoughness";
  5467. } break;
  5468. default:
  5469. break;
  5470. }
  5471. if (texture_type == TYPE_NORMAL_MAP || texture_type == TYPE_ANISOTROPY) {
  5472. String texture_type_str;
  5473. switch (texture_type) {
  5474. case TYPE_NORMAL_MAP: {
  5475. texture_type_str = "Normal Map";
  5476. } break;
  5477. case TYPE_ANISOTROPY: {
  5478. texture_type_str = "Anisotropic";
  5479. } break;
  5480. default:
  5481. break;
  5482. }
  5483. if (!warning.is_empty()) {
  5484. warning += "\n";
  5485. }
  5486. warning += vformat(RTR("'%s' type is incompatible with '%s' source."), texture_type_str, texture_source_str);
  5487. } else if (color_default != COLOR_DEFAULT_WHITE) {
  5488. String color_default_str;
  5489. switch (color_default) {
  5490. case COLOR_DEFAULT_BLACK: {
  5491. color_default_str = "Black";
  5492. } break;
  5493. case COLOR_DEFAULT_TRANSPARENT: {
  5494. color_default_str = "Transparent";
  5495. } break;
  5496. default:
  5497. break;
  5498. }
  5499. if (!warning.is_empty()) {
  5500. warning += "\n";
  5501. }
  5502. warning += vformat(RTR("'%s' default color is incompatible with '%s' source."), color_default_str, texture_source_str);
  5503. }
  5504. }
  5505. return warning;
  5506. }
  5507. HashMap<StringName, String> VisualShaderNodeTextureParameter::get_editable_properties_names() const {
  5508. HashMap<StringName, String> names;
  5509. names.insert("texture_type", RTR("Type"));
  5510. names.insert("color_default", RTR("Default Color"));
  5511. names.insert("texture_filter", RTR("Filter"));
  5512. names.insert("texture_repeat", RTR("Repeat"));
  5513. names.insert("texture_source", RTR("Source"));
  5514. return names;
  5515. }
  5516. void VisualShaderNodeTextureParameter::_bind_methods() {
  5517. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureParameter::set_texture_type);
  5518. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureParameter::get_texture_type);
  5519. ClassDB::bind_method(D_METHOD("set_color_default", "color"), &VisualShaderNodeTextureParameter::set_color_default);
  5520. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureParameter::get_color_default);
  5521. ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureParameter::set_texture_filter);
  5522. ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureParameter::get_texture_filter);
  5523. ClassDB::bind_method(D_METHOD("set_texture_repeat", "repeat"), &VisualShaderNodeTextureParameter::set_texture_repeat);
  5524. ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureParameter::get_texture_repeat);
  5525. ClassDB::bind_method(D_METHOD("set_texture_source", "source"), &VisualShaderNodeTextureParameter::set_texture_source);
  5526. ClassDB::bind_method(D_METHOD("get_texture_source"), &VisualShaderNodeTextureParameter::get_texture_source);
  5527. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
  5528. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black,Transparent"), "set_color_default", "get_color_default");
  5529. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Default,Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
  5530. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
  5531. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_source", PROPERTY_HINT_ENUM, "None,Screen,Depth,NormalRoughness"), "set_texture_source", "get_texture_source");
  5532. BIND_ENUM_CONSTANT(TYPE_DATA);
  5533. BIND_ENUM_CONSTANT(TYPE_COLOR);
  5534. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  5535. BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
  5536. BIND_ENUM_CONSTANT(TYPE_MAX);
  5537. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  5538. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  5539. BIND_ENUM_CONSTANT(COLOR_DEFAULT_TRANSPARENT);
  5540. BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
  5541. BIND_ENUM_CONSTANT(FILTER_DEFAULT);
  5542. BIND_ENUM_CONSTANT(FILTER_NEAREST);
  5543. BIND_ENUM_CONSTANT(FILTER_LINEAR);
  5544. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP);
  5545. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP);
  5546. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC);
  5547. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC);
  5548. BIND_ENUM_CONSTANT(FILTER_MAX);
  5549. BIND_ENUM_CONSTANT(REPEAT_DEFAULT);
  5550. BIND_ENUM_CONSTANT(REPEAT_ENABLED);
  5551. BIND_ENUM_CONSTANT(REPEAT_DISABLED);
  5552. BIND_ENUM_CONSTANT(REPEAT_MAX);
  5553. BIND_ENUM_CONSTANT(SOURCE_NONE);
  5554. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  5555. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  5556. BIND_ENUM_CONSTANT(SOURCE_NORMAL_ROUGHNESS);
  5557. BIND_ENUM_CONSTANT(SOURCE_MAX);
  5558. }
  5559. bool VisualShaderNodeTextureParameter::is_qualifier_supported(Qualifier p_qual) const {
  5560. switch (p_qual) {
  5561. case Qualifier::QUAL_NONE:
  5562. return true;
  5563. case Qualifier::QUAL_GLOBAL:
  5564. return true;
  5565. case Qualifier::QUAL_INSTANCE:
  5566. return false;
  5567. default:
  5568. break;
  5569. }
  5570. return false;
  5571. }
  5572. bool VisualShaderNodeTextureParameter::is_convertible_to_constant() const {
  5573. return false; // conversion is not allowed
  5574. }
  5575. VisualShaderNodeTextureParameter::VisualShaderNodeTextureParameter() {
  5576. }
  5577. ////////////// Texture2D Parameter
  5578. String VisualShaderNodeTexture2DParameter::get_caption() const {
  5579. return "Texture2DParameter";
  5580. }
  5581. String VisualShaderNodeTexture2DParameter::get_output_port_name(int p_port) const {
  5582. switch (p_port) {
  5583. case 0:
  5584. return "sampler2D";
  5585. default:
  5586. return "";
  5587. }
  5588. }
  5589. String VisualShaderNodeTexture2DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5590. String code = _get_qual_str() + "uniform sampler2D " + get_parameter_name();
  5591. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5592. code += ";\n";
  5593. return code;
  5594. }
  5595. VisualShaderNodeTexture2DParameter::VisualShaderNodeTexture2DParameter() {
  5596. }
  5597. ////////////// Texture Parameter (Triplanar)
  5598. String VisualShaderNodeTextureParameterTriplanar::get_caption() const {
  5599. return "TextureParameterTriplanar";
  5600. }
  5601. int VisualShaderNodeTextureParameterTriplanar::get_input_port_count() const {
  5602. return 2;
  5603. }
  5604. VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_input_port_type(int p_port) const {
  5605. if (p_port == 0 || p_port == 1) {
  5606. return PORT_TYPE_VECTOR_3D;
  5607. }
  5608. return PORT_TYPE_SCALAR;
  5609. }
  5610. String VisualShaderNodeTextureParameterTriplanar::get_input_port_name(int p_port) const {
  5611. if (p_port == 0) {
  5612. return "weights";
  5613. } else if (p_port == 1) {
  5614. return "pos";
  5615. }
  5616. return "";
  5617. }
  5618. int VisualShaderNodeTextureParameterTriplanar::get_output_port_count() const {
  5619. return 2;
  5620. }
  5621. VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_output_port_type(int p_port) const {
  5622. switch (p_port) {
  5623. case 0:
  5624. return PORT_TYPE_VECTOR_4D;
  5625. case 1:
  5626. return PORT_TYPE_SAMPLER;
  5627. default:
  5628. return PORT_TYPE_SCALAR;
  5629. }
  5630. }
  5631. String VisualShaderNodeTextureParameterTriplanar::get_output_port_name(int p_port) const {
  5632. switch (p_port) {
  5633. case 0:
  5634. return "color";
  5635. case 1:
  5636. return "sampler2D";
  5637. default:
  5638. return "";
  5639. }
  5640. }
  5641. String VisualShaderNodeTextureParameterTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  5642. String code;
  5643. code += "// " + get_caption() + "\n";
  5644. code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  5645. code += " vec4 samp = vec4(0.0);\n";
  5646. code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  5647. code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  5648. code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  5649. code += " return samp;\n";
  5650. code += " }\n";
  5651. code += "\n";
  5652. code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  5653. code += " uniform vec3 triplanar_offset;\n";
  5654. code += " uniform float triplanar_sharpness = 0.5;\n";
  5655. code += "\n";
  5656. code += " varying vec3 triplanar_power_normal;\n";
  5657. code += " varying vec3 triplanar_pos;\n";
  5658. return code;
  5659. }
  5660. String VisualShaderNodeTextureParameterTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5661. String code;
  5662. if (p_type == VisualShader::TYPE_VERTEX) {
  5663. code += "// " + get_caption() + "\n";
  5664. code += " {\n";
  5665. code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  5666. code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  5667. code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  5668. code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  5669. code += " }\n";
  5670. }
  5671. return code;
  5672. }
  5673. String VisualShaderNodeTextureParameterTriplanar::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5674. String code = _get_qual_str() + "uniform sampler2D " + get_parameter_name();
  5675. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5676. code += ";\n";
  5677. return code;
  5678. }
  5679. String VisualShaderNodeTextureParameterTriplanar::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 {
  5680. String id = get_parameter_name();
  5681. String code;
  5682. if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5683. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  5684. } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5685. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  5686. } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
  5687. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  5688. } else {
  5689. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  5690. }
  5691. return code;
  5692. }
  5693. bool VisualShaderNodeTextureParameterTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5694. if (p_port == 0) {
  5695. return true;
  5696. } else if (p_port == 1) {
  5697. return true;
  5698. }
  5699. return false;
  5700. }
  5701. VisualShaderNodeTextureParameterTriplanar::VisualShaderNodeTextureParameterTriplanar() {
  5702. }
  5703. ////////////// Texture2DArray Parameter
  5704. String VisualShaderNodeTexture2DArrayParameter::get_caption() const {
  5705. return "Texture2DArrayParameter";
  5706. }
  5707. String VisualShaderNodeTexture2DArrayParameter::get_output_port_name(int p_port) const {
  5708. return "sampler2DArray";
  5709. }
  5710. String VisualShaderNodeTexture2DArrayParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5711. String code = _get_qual_str() + "uniform sampler2DArray " + get_parameter_name();
  5712. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5713. code += ";\n";
  5714. return code;
  5715. }
  5716. VisualShaderNodeTexture2DArrayParameter::VisualShaderNodeTexture2DArrayParameter() {
  5717. }
  5718. ////////////// Texture3D Parameter
  5719. String VisualShaderNodeTexture3DParameter::get_caption() const {
  5720. return "Texture3DParameter";
  5721. }
  5722. String VisualShaderNodeTexture3DParameter::get_output_port_name(int p_port) const {
  5723. return "sampler3D";
  5724. }
  5725. String VisualShaderNodeTexture3DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5726. String code = _get_qual_str() + "uniform sampler3D " + get_parameter_name();
  5727. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5728. code += ";\n";
  5729. return code;
  5730. }
  5731. VisualShaderNodeTexture3DParameter::VisualShaderNodeTexture3DParameter() {
  5732. }
  5733. ////////////// Cubemap Parameter
  5734. String VisualShaderNodeCubemapParameter::get_caption() const {
  5735. return "CubemapParameter";
  5736. }
  5737. String VisualShaderNodeCubemapParameter::get_output_port_name(int p_port) const {
  5738. return "samplerCube";
  5739. }
  5740. String VisualShaderNodeCubemapParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5741. String code = _get_qual_str() + "uniform samplerCube " + get_parameter_name();
  5742. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5743. code += ";\n";
  5744. return code;
  5745. }
  5746. VisualShaderNodeCubemapParameter::VisualShaderNodeCubemapParameter() {
  5747. }
  5748. ////////////// If
  5749. String VisualShaderNodeIf::get_caption() const {
  5750. return "If";
  5751. }
  5752. int VisualShaderNodeIf::get_input_port_count() const {
  5753. return 6;
  5754. }
  5755. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  5756. if (p_port == 0 || p_port == 1 || p_port == 2) {
  5757. return PORT_TYPE_SCALAR;
  5758. }
  5759. return PORT_TYPE_VECTOR_3D;
  5760. }
  5761. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  5762. switch (p_port) {
  5763. case 0:
  5764. return "a";
  5765. case 1:
  5766. return "b";
  5767. case 2:
  5768. return "tolerance";
  5769. case 3:
  5770. return "a == b";
  5771. case 4:
  5772. return "a > b";
  5773. case 5:
  5774. return "a < b";
  5775. default:
  5776. return "";
  5777. }
  5778. }
  5779. int VisualShaderNodeIf::get_output_port_count() const {
  5780. return 1;
  5781. }
  5782. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  5783. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  5784. }
  5785. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  5786. return "result";
  5787. }
  5788. String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5789. String code;
  5790. code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  5791. code += " {\n";
  5792. code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  5793. code += " }\n";
  5794. code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  5795. code += " {\n";
  5796. code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  5797. code += " }\n";
  5798. code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  5799. code += " {\n";
  5800. code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  5801. code += " }\n";
  5802. return code;
  5803. }
  5804. VisualShaderNodeIf::VisualShaderNodeIf() {
  5805. simple_decl = false;
  5806. set_input_port_default_value(0, 0.0);
  5807. set_input_port_default_value(1, 0.0);
  5808. set_input_port_default_value(2, CMP_EPSILON);
  5809. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  5810. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  5811. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  5812. }
  5813. ////////////// Switch
  5814. String VisualShaderNodeSwitch::get_caption() const {
  5815. return "Switch";
  5816. }
  5817. int VisualShaderNodeSwitch::get_input_port_count() const {
  5818. return 3;
  5819. }
  5820. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  5821. if (p_port == 0) {
  5822. return PORT_TYPE_BOOLEAN;
  5823. }
  5824. if (p_port == 1 || p_port == 2) {
  5825. switch (op_type) {
  5826. case OP_TYPE_INT:
  5827. return PORT_TYPE_SCALAR_INT;
  5828. case OP_TYPE_UINT:
  5829. return PORT_TYPE_SCALAR_UINT;
  5830. case OP_TYPE_VECTOR_2D:
  5831. return PORT_TYPE_VECTOR_2D;
  5832. case OP_TYPE_VECTOR_3D:
  5833. return PORT_TYPE_VECTOR_3D;
  5834. case OP_TYPE_VECTOR_4D:
  5835. return PORT_TYPE_VECTOR_4D;
  5836. case OP_TYPE_BOOLEAN:
  5837. return PORT_TYPE_BOOLEAN;
  5838. case OP_TYPE_TRANSFORM:
  5839. return PORT_TYPE_TRANSFORM;
  5840. default:
  5841. break;
  5842. }
  5843. }
  5844. return PORT_TYPE_SCALAR;
  5845. }
  5846. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  5847. switch (p_port) {
  5848. case 0:
  5849. return "value";
  5850. case 1:
  5851. return "true";
  5852. case 2:
  5853. return "false";
  5854. default:
  5855. return "";
  5856. }
  5857. }
  5858. int VisualShaderNodeSwitch::get_output_port_count() const {
  5859. return 1;
  5860. }
  5861. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  5862. switch (op_type) {
  5863. case OP_TYPE_INT:
  5864. return PORT_TYPE_SCALAR_INT;
  5865. case OP_TYPE_UINT:
  5866. return PORT_TYPE_SCALAR_UINT;
  5867. case OP_TYPE_VECTOR_2D:
  5868. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  5869. case OP_TYPE_VECTOR_3D:
  5870. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  5871. case OP_TYPE_VECTOR_4D:
  5872. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  5873. case OP_TYPE_BOOLEAN:
  5874. return PORT_TYPE_BOOLEAN;
  5875. case OP_TYPE_TRANSFORM:
  5876. return PORT_TYPE_TRANSFORM;
  5877. default:
  5878. break;
  5879. }
  5880. return PORT_TYPE_SCALAR;
  5881. }
  5882. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  5883. return "result";
  5884. }
  5885. void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
  5886. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  5887. if (op_type == p_op_type) {
  5888. return;
  5889. }
  5890. switch (p_op_type) {
  5891. case OP_TYPE_FLOAT:
  5892. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  5893. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5894. break;
  5895. case OP_TYPE_UINT:
  5896. case OP_TYPE_INT:
  5897. set_input_port_default_value(1, 1, get_input_port_default_value(1));
  5898. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  5899. break;
  5900. case OP_TYPE_VECTOR_2D:
  5901. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  5902. set_input_port_default_value(2, Vector2(0.0, 0.0), get_input_port_default_value(2));
  5903. break;
  5904. case OP_TYPE_VECTOR_3D:
  5905. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  5906. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0), get_input_port_default_value(2));
  5907. break;
  5908. case OP_TYPE_VECTOR_4D:
  5909. set_input_port_default_value(1, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  5910. set_input_port_default_value(2, Quaternion(0.0, 0.0, 0.0, 0.0), get_input_port_default_value(2));
  5911. break;
  5912. case OP_TYPE_BOOLEAN:
  5913. set_input_port_default_value(1, true);
  5914. set_input_port_default_value(2, false);
  5915. break;
  5916. case OP_TYPE_TRANSFORM:
  5917. set_input_port_default_value(1, Transform3D());
  5918. set_input_port_default_value(2, Transform3D());
  5919. break;
  5920. default:
  5921. break;
  5922. }
  5923. op_type = p_op_type;
  5924. emit_changed();
  5925. }
  5926. VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
  5927. return op_type;
  5928. }
  5929. Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
  5930. Vector<StringName> props;
  5931. props.push_back("op_type");
  5932. return props;
  5933. }
  5934. void VisualShaderNodeSwitch::_bind_methods() { // static
  5935. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
  5936. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
  5937. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,UInt,Vector2,Vector3,Vector4,Boolean,Transform"), "set_op_type", "get_op_type");
  5938. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  5939. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  5940. BIND_ENUM_CONSTANT(OP_TYPE_UINT);
  5941. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5942. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5943. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  5944. BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
  5945. BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
  5946. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5947. }
  5948. String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5949. bool use_mix = false;
  5950. switch (op_type) {
  5951. case OP_TYPE_FLOAT: {
  5952. use_mix = true;
  5953. } break;
  5954. case OP_TYPE_VECTOR_2D: {
  5955. use_mix = true;
  5956. } break;
  5957. case OP_TYPE_VECTOR_3D: {
  5958. use_mix = true;
  5959. } break;
  5960. case OP_TYPE_VECTOR_4D: {
  5961. use_mix = true;
  5962. } break;
  5963. default: {
  5964. } break;
  5965. }
  5966. String code;
  5967. if (use_mix) {
  5968. code += " " + p_output_vars[0] + " = mix(" + p_input_vars[2] + ", " + p_input_vars[1] + ", float(" + p_input_vars[0] + "));\n";
  5969. } else {
  5970. code += " if (" + p_input_vars[0] + ") {\n";
  5971. code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  5972. code += " } else {\n";
  5973. code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  5974. code += " }\n";
  5975. }
  5976. return code;
  5977. }
  5978. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  5979. simple_decl = false;
  5980. set_input_port_default_value(0, false);
  5981. set_input_port_default_value(1, 1.0);
  5982. set_input_port_default_value(2, 0.0);
  5983. }
  5984. ////////////// Fresnel
  5985. String VisualShaderNodeFresnel::get_caption() const {
  5986. return "Fresnel";
  5987. }
  5988. int VisualShaderNodeFresnel::get_input_port_count() const {
  5989. return 4;
  5990. }
  5991. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  5992. switch (p_port) {
  5993. case 0:
  5994. return PORT_TYPE_VECTOR_3D;
  5995. case 1:
  5996. return PORT_TYPE_VECTOR_3D;
  5997. case 2:
  5998. return PORT_TYPE_BOOLEAN;
  5999. case 3:
  6000. return PORT_TYPE_SCALAR;
  6001. default:
  6002. return PORT_TYPE_VECTOR_3D;
  6003. }
  6004. }
  6005. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  6006. switch (p_port) {
  6007. case 0:
  6008. return "normal";
  6009. case 1:
  6010. return "view";
  6011. case 2:
  6012. return "invert";
  6013. case 3:
  6014. return "power";
  6015. default:
  6016. return "";
  6017. }
  6018. }
  6019. int VisualShaderNodeFresnel::get_output_port_count() const {
  6020. return 1;
  6021. }
  6022. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  6023. return PORT_TYPE_SCALAR;
  6024. }
  6025. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  6026. return "result";
  6027. }
  6028. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  6029. if (p_port == 2) {
  6030. return false;
  6031. }
  6032. return true;
  6033. }
  6034. String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  6035. String normal;
  6036. String view;
  6037. if (p_input_vars[0].is_empty()) {
  6038. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  6039. normal = "NORMAL";
  6040. } else {
  6041. normal = "vec3(0.0)";
  6042. }
  6043. } else {
  6044. normal = p_input_vars[0];
  6045. }
  6046. if (p_input_vars[1].is_empty()) {
  6047. if (p_mode == Shader::MODE_SPATIAL) {
  6048. view = "VIEW";
  6049. } else {
  6050. view = "vec3(0.0)";
  6051. }
  6052. } else {
  6053. view = p_input_vars[1];
  6054. }
  6055. if (is_input_port_connected(2)) {
  6056. return " " + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
  6057. } else {
  6058. if (get_input_port_default_value(2)) {
  6059. return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  6060. } else {
  6061. return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  6062. }
  6063. }
  6064. }
  6065. bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  6066. if (p_port == 0) {
  6067. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  6068. return true;
  6069. }
  6070. } else if (p_port == 1) {
  6071. if (p_mode == Shader::MODE_SPATIAL) {
  6072. return true;
  6073. }
  6074. }
  6075. return false;
  6076. }
  6077. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  6078. set_input_port_default_value(2, false);
  6079. set_input_port_default_value(3, 1.0);
  6080. }
  6081. ////////////// Is
  6082. String VisualShaderNodeIs::get_caption() const {
  6083. return "Is";
  6084. }
  6085. int VisualShaderNodeIs::get_input_port_count() const {
  6086. return 1;
  6087. }
  6088. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  6089. return PORT_TYPE_SCALAR;
  6090. }
  6091. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  6092. return "";
  6093. }
  6094. int VisualShaderNodeIs::get_output_port_count() const {
  6095. return 1;
  6096. }
  6097. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  6098. return PORT_TYPE_BOOLEAN;
  6099. }
  6100. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  6101. return "";
  6102. }
  6103. String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  6104. static const char *functions[FUNC_MAX] = {
  6105. "isinf($)",
  6106. "isnan($)"
  6107. };
  6108. String code;
  6109. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  6110. return code;
  6111. }
  6112. void VisualShaderNodeIs::set_function(Function p_func) {
  6113. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  6114. if (func == p_func) {
  6115. return;
  6116. }
  6117. func = p_func;
  6118. emit_changed();
  6119. }
  6120. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  6121. return func;
  6122. }
  6123. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  6124. Vector<StringName> props;
  6125. props.push_back("function");
  6126. return props;
  6127. }
  6128. void VisualShaderNodeIs::_bind_methods() {
  6129. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  6130. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  6131. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  6132. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  6133. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  6134. BIND_ENUM_CONSTANT(FUNC_MAX);
  6135. }
  6136. VisualShaderNodeIs::VisualShaderNodeIs() {
  6137. set_input_port_default_value(0, 0.0);
  6138. }
  6139. ////////////// Compare
  6140. String VisualShaderNodeCompare::get_caption() const {
  6141. return "Compare";
  6142. }
  6143. int VisualShaderNodeCompare::get_input_port_count() const {
  6144. if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  6145. return 3;
  6146. }
  6147. return 2;
  6148. }
  6149. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  6150. switch (comparison_type) {
  6151. case CTYPE_SCALAR:
  6152. return PORT_TYPE_SCALAR;
  6153. case CTYPE_SCALAR_INT:
  6154. return PORT_TYPE_SCALAR_INT;
  6155. case CTYPE_SCALAR_UINT:
  6156. return PORT_TYPE_SCALAR_UINT;
  6157. case CTYPE_VECTOR_2D:
  6158. return PORT_TYPE_VECTOR_2D;
  6159. case CTYPE_VECTOR_3D:
  6160. return PORT_TYPE_VECTOR_3D;
  6161. case CTYPE_VECTOR_4D:
  6162. return PORT_TYPE_VECTOR_4D;
  6163. case CTYPE_BOOLEAN:
  6164. return PORT_TYPE_BOOLEAN;
  6165. case CTYPE_TRANSFORM:
  6166. return PORT_TYPE_TRANSFORM;
  6167. default:
  6168. return PORT_TYPE_SCALAR;
  6169. }
  6170. }
  6171. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  6172. if (p_port == 0) {
  6173. return "a";
  6174. } else if (p_port == 1) {
  6175. return "b";
  6176. } else if (p_port == 2) {
  6177. return "tolerance";
  6178. }
  6179. return "";
  6180. }
  6181. int VisualShaderNodeCompare::get_output_port_count() const {
  6182. return 1;
  6183. }
  6184. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  6185. return PORT_TYPE_BOOLEAN;
  6186. }
  6187. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  6188. if (p_port == 0) {
  6189. return "result";
  6190. }
  6191. return "";
  6192. }
  6193. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  6194. if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
  6195. if (func > FUNC_NOT_EQUAL) {
  6196. return RTR("Invalid comparison function for that type.");
  6197. }
  6198. }
  6199. return "";
  6200. }
  6201. String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  6202. static const char *operators[FUNC_MAX] = {
  6203. "==",
  6204. "!=",
  6205. ">",
  6206. ">=",
  6207. "<",
  6208. "<=",
  6209. };
  6210. static const char *functions[FUNC_MAX] = {
  6211. "equal($)",
  6212. "notEqual($)",
  6213. "greaterThan($)",
  6214. "greaterThanEqual($)",
  6215. "lessThan($)",
  6216. "lessThanEqual($)",
  6217. };
  6218. static const char *conditions[COND_MAX] = {
  6219. "all($)",
  6220. "any($)",
  6221. };
  6222. String code;
  6223. switch (comparison_type) {
  6224. case CTYPE_SCALAR: {
  6225. if (func == FUNC_EQUAL) {
  6226. code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  6227. } else if (func == FUNC_NOT_EQUAL) {
  6228. code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  6229. } else {
  6230. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  6231. }
  6232. } break;
  6233. case CTYPE_SCALAR_UINT:
  6234. case CTYPE_SCALAR_INT: {
  6235. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  6236. } break;
  6237. case CTYPE_VECTOR_2D: {
  6238. code += " {\n";
  6239. code += " bvec2 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  6240. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  6241. code += " }\n";
  6242. } break;
  6243. case CTYPE_VECTOR_3D: {
  6244. code += " {\n";
  6245. code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  6246. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  6247. code += " }\n";
  6248. } break;
  6249. case CTYPE_VECTOR_4D: {
  6250. code += " {\n";
  6251. code += " bvec4 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  6252. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  6253. code += " }\n";
  6254. } break;
  6255. case CTYPE_BOOLEAN: {
  6256. if (func > FUNC_NOT_EQUAL) {
  6257. return " " + p_output_vars[0] + " = false;\n";
  6258. }
  6259. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  6260. } break;
  6261. case CTYPE_TRANSFORM: {
  6262. if (func > FUNC_NOT_EQUAL) {
  6263. return " " + p_output_vars[0] + " = false;\n";
  6264. }
  6265. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  6266. } break;
  6267. default:
  6268. break;
  6269. }
  6270. return code;
  6271. }
  6272. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
  6273. ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
  6274. if (comparison_type == p_comparison_type) {
  6275. return;
  6276. }
  6277. switch (p_comparison_type) {
  6278. case CTYPE_SCALAR:
  6279. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  6280. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  6281. simple_decl = true;
  6282. break;
  6283. case CTYPE_SCALAR_UINT:
  6284. case CTYPE_SCALAR_INT:
  6285. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  6286. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  6287. simple_decl = true;
  6288. break;
  6289. case CTYPE_VECTOR_2D:
  6290. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  6291. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  6292. simple_decl = false;
  6293. break;
  6294. case CTYPE_VECTOR_3D:
  6295. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  6296. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  6297. simple_decl = false;
  6298. break;
  6299. case CTYPE_VECTOR_4D:
  6300. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  6301. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  6302. simple_decl = false;
  6303. break;
  6304. case CTYPE_BOOLEAN:
  6305. set_input_port_default_value(0, false);
  6306. set_input_port_default_value(1, false);
  6307. simple_decl = true;
  6308. break;
  6309. case CTYPE_TRANSFORM:
  6310. set_input_port_default_value(0, Transform3D());
  6311. set_input_port_default_value(1, Transform3D());
  6312. simple_decl = true;
  6313. break;
  6314. default:
  6315. break;
  6316. }
  6317. comparison_type = p_comparison_type;
  6318. emit_changed();
  6319. }
  6320. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  6321. return comparison_type;
  6322. }
  6323. void VisualShaderNodeCompare::set_function(Function p_func) {
  6324. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  6325. if (func == p_func) {
  6326. return;
  6327. }
  6328. func = p_func;
  6329. emit_changed();
  6330. }
  6331. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  6332. return func;
  6333. }
  6334. void VisualShaderNodeCompare::set_condition(Condition p_condition) {
  6335. ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
  6336. if (condition == p_condition) {
  6337. return;
  6338. }
  6339. condition = p_condition;
  6340. emit_changed();
  6341. }
  6342. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  6343. return condition;
  6344. }
  6345. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  6346. Vector<StringName> props;
  6347. props.push_back("type");
  6348. props.push_back("function");
  6349. if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D || comparison_type == CTYPE_VECTOR_4D) {
  6350. props.push_back("condition");
  6351. }
  6352. return props;
  6353. }
  6354. void VisualShaderNodeCompare::_bind_methods() {
  6355. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  6356. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  6357. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  6358. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  6359. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  6360. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  6361. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,UInt,Vector2,Vector3,Vector4,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  6362. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
  6363. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  6364. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  6365. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  6366. BIND_ENUM_CONSTANT(CTYPE_SCALAR_UINT);
  6367. BIND_ENUM_CONSTANT(CTYPE_VECTOR_2D);
  6368. BIND_ENUM_CONSTANT(CTYPE_VECTOR_3D);
  6369. BIND_ENUM_CONSTANT(CTYPE_VECTOR_4D);
  6370. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  6371. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  6372. BIND_ENUM_CONSTANT(CTYPE_MAX);
  6373. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  6374. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  6375. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  6376. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  6377. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  6378. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  6379. BIND_ENUM_CONSTANT(FUNC_MAX);
  6380. BIND_ENUM_CONSTANT(COND_ALL);
  6381. BIND_ENUM_CONSTANT(COND_ANY);
  6382. BIND_ENUM_CONSTANT(COND_MAX);
  6383. }
  6384. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  6385. set_input_port_default_value(0, 0.0);
  6386. set_input_port_default_value(1, 0.0);
  6387. set_input_port_default_value(2, CMP_EPSILON);
  6388. }
  6389. ////////////// Fma
  6390. String VisualShaderNodeMultiplyAdd::get_caption() const {
  6391. return "MultiplyAdd";
  6392. }
  6393. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  6394. return 3;
  6395. }
  6396. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  6397. switch (op_type) {
  6398. case OP_TYPE_VECTOR_2D:
  6399. return PORT_TYPE_VECTOR_2D;
  6400. case OP_TYPE_VECTOR_3D:
  6401. return PORT_TYPE_VECTOR_3D;
  6402. case OP_TYPE_VECTOR_4D:
  6403. return PORT_TYPE_VECTOR_4D;
  6404. default:
  6405. break;
  6406. }
  6407. return PORT_TYPE_SCALAR;
  6408. }
  6409. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  6410. if (p_port == 0) {
  6411. return "a";
  6412. } else if (p_port == 1) {
  6413. return "b(*)";
  6414. } else if (p_port == 2) {
  6415. return "c(+)";
  6416. }
  6417. return "";
  6418. }
  6419. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  6420. return 1;
  6421. }
  6422. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  6423. switch (op_type) {
  6424. case OP_TYPE_VECTOR_2D:
  6425. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  6426. case OP_TYPE_VECTOR_3D:
  6427. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  6428. case OP_TYPE_VECTOR_4D:
  6429. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  6430. default:
  6431. break;
  6432. }
  6433. return PORT_TYPE_SCALAR;
  6434. }
  6435. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  6436. return "";
  6437. }
  6438. String VisualShaderNodeMultiplyAdd::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  6439. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  6440. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * " + p_input_vars[1] + ") + " + p_input_vars[2] + ";\n";
  6441. }
  6442. return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  6443. }
  6444. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  6445. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  6446. if (op_type == p_op_type) {
  6447. return;
  6448. }
  6449. switch (p_op_type) {
  6450. case OP_TYPE_SCALAR: {
  6451. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  6452. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  6453. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  6454. } break;
  6455. case OP_TYPE_VECTOR_2D: {
  6456. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  6457. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  6458. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  6459. } break;
  6460. case OP_TYPE_VECTOR_3D: {
  6461. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  6462. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  6463. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  6464. } break;
  6465. case OP_TYPE_VECTOR_4D: {
  6466. set_input_port_default_value(0, Vector4(), get_input_port_default_value(0));
  6467. set_input_port_default_value(1, Vector4(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  6468. set_input_port_default_value(2, Vector4(), get_input_port_default_value(2));
  6469. } break;
  6470. default:
  6471. break;
  6472. }
  6473. op_type = p_op_type;
  6474. emit_changed();
  6475. }
  6476. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  6477. return op_type;
  6478. }
  6479. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  6480. Vector<StringName> props;
  6481. props.push_back("op_type");
  6482. return props;
  6483. }
  6484. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  6485. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  6486. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  6487. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  6488. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  6489. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  6490. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  6491. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  6492. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  6493. }
  6494. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  6495. set_input_port_default_value(0, 0.0);
  6496. set_input_port_default_value(1, 1.0);
  6497. set_input_port_default_value(2, 0.0);
  6498. }
  6499. ////////////// Billboard
  6500. String VisualShaderNodeBillboard::get_caption() const {
  6501. return "GetBillboardMatrix";
  6502. }
  6503. int VisualShaderNodeBillboard::get_input_port_count() const {
  6504. return 0;
  6505. }
  6506. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
  6507. return PORT_TYPE_SCALAR;
  6508. }
  6509. String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
  6510. return "";
  6511. }
  6512. int VisualShaderNodeBillboard::get_output_port_count() const {
  6513. return 1;
  6514. }
  6515. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
  6516. return PORT_TYPE_TRANSFORM;
  6517. }
  6518. String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
  6519. return "model_view_matrix";
  6520. }
  6521. String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  6522. String code;
  6523. switch (billboard_type) {
  6524. case BILLBOARD_TYPE_ENABLED:
  6525. code += " {\n";
  6526. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
  6527. if (keep_scale) {
  6528. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  6529. }
  6530. code += " " + p_output_vars[0] + " = __mvm;\n";
  6531. code += " }\n";
  6532. break;
  6533. case BILLBOARD_TYPE_FIXED_Y:
  6534. code += " {\n";
  6535. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], MODEL_MATRIX[1], vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, MODEL_MATRIX[1].xyz)), 0.0), MODEL_MATRIX[3]);\n";
  6536. if (keep_scale) {
  6537. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  6538. } else {
  6539. code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  6540. }
  6541. code += " " + p_output_vars[0] + " = __mvm;\n";
  6542. code += " }\n";
  6543. break;
  6544. case BILLBOARD_TYPE_PARTICLES:
  6545. code += " {\n";
  6546. code += " mat4 __wm = mat4(normalize(INV_VIEW_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]), normalize(INV_VIEW_MATRIX[2]), MODEL_MATRIX[3]);\n";
  6547. code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  6548. if (keep_scale) {
  6549. code += " __wm = __wm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  6550. }
  6551. code += " " + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n";
  6552. code += " }\n";
  6553. break;
  6554. default:
  6555. code += " " + p_output_vars[0] + " = mat4(1.0);\n";
  6556. break;
  6557. }
  6558. return code;
  6559. }
  6560. bool VisualShaderNodeBillboard::is_show_prop_names() const {
  6561. return true;
  6562. }
  6563. void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
  6564. ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
  6565. if (billboard_type == p_billboard_type) {
  6566. return;
  6567. }
  6568. billboard_type = p_billboard_type;
  6569. simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
  6570. set_disabled(simple_decl);
  6571. emit_changed();
  6572. }
  6573. VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
  6574. return billboard_type;
  6575. }
  6576. void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
  6577. keep_scale = p_enabled;
  6578. emit_changed();
  6579. }
  6580. bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
  6581. return keep_scale;
  6582. }
  6583. Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
  6584. Vector<StringName> props;
  6585. props.push_back("billboard_type");
  6586. if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y || billboard_type == BILLBOARD_TYPE_PARTICLES) {
  6587. props.push_back("keep_scale");
  6588. }
  6589. return props;
  6590. }
  6591. void VisualShaderNodeBillboard::_bind_methods() {
  6592. ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
  6593. ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
  6594. ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
  6595. ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
  6596. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
  6597. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
  6598. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
  6599. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
  6600. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
  6601. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
  6602. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
  6603. }
  6604. VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
  6605. simple_decl = false;
  6606. }
  6607. ////////////// DistanceFade
  6608. String VisualShaderNodeDistanceFade::get_caption() const {
  6609. return "DistanceFade";
  6610. }
  6611. int VisualShaderNodeDistanceFade::get_input_port_count() const {
  6612. return 2;
  6613. }
  6614. VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_input_port_type(int p_port) const {
  6615. switch (p_port) {
  6616. case 0:
  6617. return PORT_TYPE_SCALAR;
  6618. case 1:
  6619. return PORT_TYPE_SCALAR;
  6620. }
  6621. return PORT_TYPE_SCALAR;
  6622. }
  6623. String VisualShaderNodeDistanceFade::get_input_port_name(int p_port) const {
  6624. switch (p_port) {
  6625. case 0:
  6626. return "min";
  6627. case 1:
  6628. return "max";
  6629. }
  6630. return "";
  6631. }
  6632. int VisualShaderNodeDistanceFade::get_output_port_count() const {
  6633. return 1;
  6634. }
  6635. VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_output_port_type(int p_port) const {
  6636. return PORT_TYPE_SCALAR;
  6637. }
  6638. String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const {
  6639. return "amount";
  6640. }
  6641. bool VisualShaderNodeDistanceFade::has_output_port_preview(int p_port) const {
  6642. return false;
  6643. }
  6644. String VisualShaderNodeDistanceFade::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 {
  6645. String code;
  6646. code += vformat(" %s = clamp(smoothstep(%s, %s, length(VERTEX)), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
  6647. return code;
  6648. }
  6649. VisualShaderNodeDistanceFade::VisualShaderNodeDistanceFade() {
  6650. set_input_port_default_value(0, 0.0);
  6651. set_input_port_default_value(1, 10.0);
  6652. }
  6653. ////////////// ProximityFade
  6654. String VisualShaderNodeProximityFade::get_caption() const {
  6655. return "ProximityFade";
  6656. }
  6657. int VisualShaderNodeProximityFade::get_input_port_count() const {
  6658. return 1;
  6659. }
  6660. VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_input_port_type(int p_port) const {
  6661. return PORT_TYPE_SCALAR;
  6662. }
  6663. String VisualShaderNodeProximityFade::get_input_port_name(int p_port) const {
  6664. return "distance";
  6665. }
  6666. int VisualShaderNodeProximityFade::get_output_port_count() const {
  6667. return 1;
  6668. }
  6669. VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_output_port_type(int p_port) const {
  6670. return PORT_TYPE_SCALAR;
  6671. }
  6672. String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const {
  6673. return "fade";
  6674. }
  6675. bool VisualShaderNodeProximityFade::has_output_port_preview(int p_port) const {
  6676. return false;
  6677. }
  6678. String VisualShaderNodeProximityFade::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  6679. return "uniform sampler2D " + make_unique_id(p_type, p_id, "depth_tex") + " : hint_depth_texture;\n";
  6680. }
  6681. String VisualShaderNodeProximityFade::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 {
  6682. String code;
  6683. code += " {\n";
  6684. code += " float __depth_tex = texture(" + make_unique_id(p_type, p_id, "depth_tex") + ", SCREEN_UV).r;\n";
  6685. if (!RenderingServer::get_singleton()->is_low_end()) {
  6686. code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
  6687. } else {
  6688. code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);\n";
  6689. }
  6690. code += " __depth_world_pos.xyz /= __depth_world_pos.w;\n";
  6691. code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);
  6692. code += " }\n";
  6693. return code;
  6694. }
  6695. VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() {
  6696. set_input_port_default_value(0, 1.0);
  6697. simple_decl = false;
  6698. }
  6699. ////////////// Random Range
  6700. String VisualShaderNodeRandomRange::get_caption() const {
  6701. return "RandomRange";
  6702. }
  6703. int VisualShaderNodeRandomRange::get_input_port_count() const {
  6704. return 3;
  6705. }
  6706. VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_input_port_type(int p_port) const {
  6707. switch (p_port) {
  6708. case 0:
  6709. return PORT_TYPE_VECTOR_3D;
  6710. case 1:
  6711. return PORT_TYPE_SCALAR;
  6712. case 2:
  6713. return PORT_TYPE_SCALAR;
  6714. default:
  6715. break;
  6716. }
  6717. return PORT_TYPE_SCALAR;
  6718. }
  6719. String VisualShaderNodeRandomRange::get_input_port_name(int p_port) const {
  6720. switch (p_port) {
  6721. case 0:
  6722. return "seed";
  6723. case 1:
  6724. return "min";
  6725. case 2:
  6726. return "max";
  6727. default:
  6728. break;
  6729. }
  6730. return "";
  6731. }
  6732. int VisualShaderNodeRandomRange::get_output_port_count() const {
  6733. return 1;
  6734. }
  6735. VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_output_port_type(int p_port) const {
  6736. return PORT_TYPE_SCALAR;
  6737. }
  6738. String VisualShaderNodeRandomRange::get_output_port_name(int p_port) const {
  6739. return "value";
  6740. }
  6741. String VisualShaderNodeRandomRange::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  6742. String code;
  6743. code += "\n\n";
  6744. code += "// 3D Noise with friendly permission by Inigo Quilez\n";
  6745. code += "vec3 hash_noise_range( vec3 p ) {\n";
  6746. code += " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3));\n";
  6747. code += " return 2.0 * fract(fract(p)*4375.55) -1.;\n";
  6748. code += "}\n";
  6749. code += "\n";
  6750. return code;
  6751. }
  6752. String VisualShaderNodeRandomRange::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 {
  6753. String code;
  6754. code += vformat(" %s = mix(%s, %s, hash_noise_range(%s).x);\n", p_output_vars[0], p_input_vars[1], p_input_vars[2], p_input_vars[0]);
  6755. return code;
  6756. }
  6757. VisualShaderNodeRandomRange::VisualShaderNodeRandomRange() {
  6758. set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
  6759. set_input_port_default_value(1, 0.0);
  6760. set_input_port_default_value(2, 1.0);
  6761. }
  6762. ////////////// Remap
  6763. String VisualShaderNodeRemap::get_caption() const {
  6764. return "Remap";
  6765. }
  6766. int VisualShaderNodeRemap::get_input_port_count() const {
  6767. return 5;
  6768. }
  6769. VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {
  6770. switch (op_type) {
  6771. case OP_TYPE_VECTOR_2D:
  6772. return PORT_TYPE_VECTOR_2D;
  6773. case OP_TYPE_VECTOR_2D_SCALAR:
  6774. if (p_port == 0) {
  6775. return PORT_TYPE_VECTOR_2D;
  6776. }
  6777. break;
  6778. case OP_TYPE_VECTOR_3D:
  6779. return PORT_TYPE_VECTOR_3D;
  6780. case OP_TYPE_VECTOR_3D_SCALAR:
  6781. if (p_port == 0) {
  6782. return PORT_TYPE_VECTOR_3D;
  6783. }
  6784. break;
  6785. case OP_TYPE_VECTOR_4D:
  6786. return PORT_TYPE_VECTOR_4D;
  6787. case OP_TYPE_VECTOR_4D_SCALAR:
  6788. if (p_port == 0) {
  6789. return PORT_TYPE_VECTOR_4D;
  6790. }
  6791. break;
  6792. default:
  6793. break;
  6794. }
  6795. return PORT_TYPE_SCALAR;
  6796. }
  6797. String VisualShaderNodeRemap::get_input_port_name(int p_port) const {
  6798. switch (p_port) {
  6799. case 0:
  6800. return "value";
  6801. case 1:
  6802. return "input min";
  6803. case 2:
  6804. return "input max";
  6805. case 3:
  6806. return "output min";
  6807. case 4:
  6808. return "output max";
  6809. default:
  6810. break;
  6811. }
  6812. return "";
  6813. }
  6814. int VisualShaderNodeRemap::get_output_port_count() const {
  6815. return 1;
  6816. }
  6817. VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {
  6818. switch (op_type) {
  6819. case OP_TYPE_VECTOR_2D:
  6820. case OP_TYPE_VECTOR_2D_SCALAR:
  6821. return PORT_TYPE_VECTOR_2D;
  6822. case OP_TYPE_VECTOR_3D:
  6823. case OP_TYPE_VECTOR_3D_SCALAR:
  6824. return PORT_TYPE_VECTOR_3D;
  6825. case OP_TYPE_VECTOR_4D:
  6826. case OP_TYPE_VECTOR_4D_SCALAR:
  6827. return PORT_TYPE_VECTOR_4D;
  6828. default:
  6829. return PORT_TYPE_SCALAR;
  6830. }
  6831. }
  6832. String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
  6833. return "value";
  6834. }
  6835. void VisualShaderNodeRemap::set_op_type(OpType p_op_type) {
  6836. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  6837. if (op_type == p_op_type) {
  6838. return;
  6839. }
  6840. switch (p_op_type) {
  6841. case OP_TYPE_SCALAR: {
  6842. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  6843. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  6844. set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
  6845. set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
  6846. set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
  6847. } break;
  6848. case OP_TYPE_VECTOR_2D: {
  6849. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  6850. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  6851. set_input_port_default_value(2, Vector2(1.0, 1.0), get_input_port_default_value(2));
  6852. set_input_port_default_value(3, Vector2(), get_input_port_default_value(3));
  6853. set_input_port_default_value(4, Vector2(1.0, 1.0), get_input_port_default_value(4));
  6854. } break;
  6855. case OP_TYPE_VECTOR_2D_SCALAR: {
  6856. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  6857. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  6858. set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
  6859. set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
  6860. set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
  6861. } break;
  6862. case OP_TYPE_VECTOR_3D: {
  6863. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  6864. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  6865. set_input_port_default_value(2, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(2));
  6866. set_input_port_default_value(3, Vector3(), get_input_port_default_value(3));
  6867. set_input_port_default_value(4, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(4));
  6868. } break;
  6869. case OP_TYPE_VECTOR_3D_SCALAR: {
  6870. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  6871. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  6872. set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
  6873. set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
  6874. set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
  6875. } break;
  6876. case OP_TYPE_VECTOR_4D: {
  6877. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  6878. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  6879. set_input_port_default_value(2, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(2));
  6880. set_input_port_default_value(3, Quaternion(), get_input_port_default_value(3));
  6881. set_input_port_default_value(4, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(4));
  6882. } break;
  6883. case OP_TYPE_VECTOR_4D_SCALAR: {
  6884. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  6885. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  6886. set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
  6887. set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
  6888. set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
  6889. } break;
  6890. default:
  6891. break;
  6892. }
  6893. op_type = p_op_type;
  6894. emit_changed();
  6895. }
  6896. VisualShaderNodeRemap::OpType VisualShaderNodeRemap::get_op_type() const {
  6897. return op_type;
  6898. }
  6899. String VisualShaderNodeRemap::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 {
  6900. String code;
  6901. code += " {\n";
  6902. switch (op_type) {
  6903. case OP_TYPE_SCALAR: {
  6904. code += vformat(" float __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
  6905. code += vformat(" float __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
  6906. code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6907. } break;
  6908. case OP_TYPE_VECTOR_2D: {
  6909. code += vformat(" vec2 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
  6910. code += vformat(" vec2 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
  6911. code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6912. } break;
  6913. case OP_TYPE_VECTOR_2D_SCALAR: {
  6914. code += vformat(" vec2 __input_range = vec2(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
  6915. code += vformat(" vec2 __output_range = vec2(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
  6916. code += vformat(" %s = vec2(%s) + __output_range * ((%s - vec2(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6917. } break;
  6918. case OP_TYPE_VECTOR_3D: {
  6919. code += vformat(" vec3 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
  6920. code += vformat(" vec3 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
  6921. code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6922. } break;
  6923. case OP_TYPE_VECTOR_3D_SCALAR: {
  6924. code += vformat(" vec3 __input_range = vec3(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
  6925. code += vformat(" vec3 __output_range = vec3(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
  6926. code += vformat(" %s = vec3(%s) + __output_range * ((%s - vec3(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6927. } break;
  6928. case OP_TYPE_VECTOR_4D: {
  6929. code += vformat(" vec4 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
  6930. code += vformat(" vec4 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
  6931. code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6932. } break;
  6933. case OP_TYPE_VECTOR_4D_SCALAR: {
  6934. code += vformat(" vec4 __input_range = vec4(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
  6935. code += vformat(" vec4 __output_range = vec4(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
  6936. code += vformat(" %s = vec4(%s) + __output_range * ((%s - vec4(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6937. } break;
  6938. default:
  6939. break;
  6940. }
  6941. code += " }\n";
  6942. return code;
  6943. }
  6944. Vector<StringName> VisualShaderNodeRemap::get_editable_properties() const {
  6945. Vector<StringName> props;
  6946. props.push_back("op_type");
  6947. return props;
  6948. }
  6949. void VisualShaderNodeRemap::_bind_methods() {
  6950. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeRemap::set_op_type);
  6951. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeRemap::get_op_type);
  6952. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  6953. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  6954. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  6955. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  6956. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  6957. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  6958. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  6959. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  6960. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  6961. }
  6962. VisualShaderNodeRemap::VisualShaderNodeRemap() {
  6963. set_input_port_default_value(1, 0.0);
  6964. set_input_port_default_value(2, 1.0);
  6965. set_input_port_default_value(3, 0.0);
  6966. set_input_port_default_value(4, 1.0);
  6967. simple_decl = false;
  6968. }
  6969. ////////////// RotationByAxis
  6970. String VisualShaderNodeRotationByAxis::get_caption() const {
  6971. return "RotationByAxis";
  6972. }
  6973. int VisualShaderNodeRotationByAxis::get_input_port_count() const {
  6974. return 3;
  6975. }
  6976. VisualShaderNodeRotationByAxis::PortType VisualShaderNodeRotationByAxis::get_input_port_type(int p_port) const {
  6977. switch (p_port) {
  6978. case 0:
  6979. return PORT_TYPE_VECTOR_3D;
  6980. case 1:
  6981. return PORT_TYPE_SCALAR;
  6982. case 2:
  6983. return PORT_TYPE_VECTOR_3D;
  6984. default:
  6985. break;
  6986. }
  6987. return PORT_TYPE_SCALAR;
  6988. }
  6989. String VisualShaderNodeRotationByAxis::get_input_port_name(int p_port) const {
  6990. switch (p_port) {
  6991. case 0:
  6992. return "input";
  6993. case 1:
  6994. return "angle";
  6995. case 2:
  6996. return "axis";
  6997. default:
  6998. break;
  6999. }
  7000. return "";
  7001. }
  7002. int VisualShaderNodeRotationByAxis::get_output_port_count() const {
  7003. return 2;
  7004. }
  7005. VisualShaderNodeRotationByAxis::PortType VisualShaderNodeRotationByAxis::get_output_port_type(int p_port) const {
  7006. switch (p_port) {
  7007. case 0:
  7008. return PORT_TYPE_VECTOR_3D;
  7009. case 1:
  7010. return PORT_TYPE_TRANSFORM;
  7011. default:
  7012. break;
  7013. }
  7014. return PORT_TYPE_SCALAR;
  7015. }
  7016. String VisualShaderNodeRotationByAxis::get_output_port_name(int p_port) const {
  7017. switch (p_port) {
  7018. case 0:
  7019. return "output";
  7020. case 1:
  7021. return "rotationMat";
  7022. default:
  7023. break;
  7024. }
  7025. return "";
  7026. }
  7027. bool VisualShaderNodeRotationByAxis::has_output_port_preview(int p_port) const {
  7028. if (p_port == 0) {
  7029. return true;
  7030. }
  7031. return false;
  7032. }
  7033. String VisualShaderNodeRotationByAxis::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 {
  7034. String code;
  7035. code += " {\n";
  7036. code += vformat(" float __angle = %s;\n", p_input_vars[1]);
  7037. code += vformat(" vec3 __axis = normalize(%s);\n", p_input_vars[2]);
  7038. code += vformat(" mat3 __rot_matrix = mat3(\n");
  7039. code += vformat(" vec3( cos(__angle)+__axis.x*__axis.x*(1.0 - cos(__angle)), __axis.x*__axis.y*(1.0-cos(__angle))-__axis.z*sin(__angle), __axis.x*__axis.z*(1.0-cos(__angle))+__axis.y*sin(__angle) ),\n");
  7040. code += vformat(" vec3( __axis.y*__axis.x*(1.0-cos(__angle))+__axis.z*sin(__angle), cos(__angle)+__axis.y*__axis.y*(1.0-cos(__angle)), __axis.y*__axis.z*(1.0-cos(__angle))-__axis.x*sin(__angle) ),\n");
  7041. code += vformat(" vec3( __axis.z*__axis.x*(1.0-cos(__angle))-__axis.y*sin(__angle), __axis.z*__axis.y*(1.0-cos(__angle))+__axis.x*sin(__angle), cos(__angle)+__axis.z*__axis.z*(1.0-cos(__angle)) )\n");
  7042. code += vformat(" );\n");
  7043. if (is_output_port_connected(0)) {
  7044. code += vformat(" %s = %s * __rot_matrix;\n", p_output_vars[0], p_input_vars[0]);
  7045. }
  7046. if (is_output_port_connected(1)) {
  7047. code += vformat(" %s = mat4(__rot_matrix);\n", p_output_vars[1]);
  7048. }
  7049. code += " }\n";
  7050. return code;
  7051. }
  7052. VisualShaderNodeRotationByAxis::VisualShaderNodeRotationByAxis() {
  7053. set_input_port_default_value(0, Vector3());
  7054. set_input_port_default_value(1, 0.0);
  7055. set_input_port_default_value(2, Vector3());
  7056. simple_decl = false;
  7057. }
  7058. String VisualShaderNodeReroute::get_caption() const {
  7059. return "Reroute";
  7060. }
  7061. int VisualShaderNodeReroute::get_input_port_count() const {
  7062. return 1;
  7063. }
  7064. VisualShaderNodeReroute::PortType VisualShaderNodeReroute::get_input_port_type(int p_port) const {
  7065. return input_port_type;
  7066. }
  7067. String VisualShaderNodeReroute::get_input_port_name(int p_port) const {
  7068. return String();
  7069. }
  7070. int VisualShaderNodeReroute::get_output_port_count() const {
  7071. return 1;
  7072. }
  7073. VisualShaderNodeReroute::PortType VisualShaderNodeReroute::get_output_port_type(int p_port) const {
  7074. return input_port_type;
  7075. }
  7076. String VisualShaderNodeReroute::get_output_port_name(int p_port) const {
  7077. return String();
  7078. }
  7079. String VisualShaderNodeReroute::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 {
  7080. String code;
  7081. for (int i = 0; i < get_output_port_count(); i++) {
  7082. if (input_port_type == PORT_TYPE_SAMPLER) {
  7083. continue;
  7084. }
  7085. String input = p_input_vars[0];
  7086. if (input.is_empty()) {
  7087. code += vformat(" %s;\n", p_output_vars[i]);
  7088. continue;
  7089. }
  7090. code += vformat(" %s = %s;\n", p_output_vars[i], input);
  7091. }
  7092. return code;
  7093. }
  7094. void VisualShaderNodeReroute::_set_port_type(PortType p_type) {
  7095. input_port_type = p_type;
  7096. switch (p_type) {
  7097. case PORT_TYPE_SCALAR:
  7098. set_input_port_default_value(0, 0.0);
  7099. break;
  7100. case PORT_TYPE_VECTOR_2D:
  7101. set_input_port_default_value(0, Vector2());
  7102. break;
  7103. case PORT_TYPE_VECTOR_3D:
  7104. set_input_port_default_value(0, Vector3());
  7105. break;
  7106. case PORT_TYPE_VECTOR_4D:
  7107. set_input_port_default_value(0, Vector4());
  7108. break;
  7109. case PORT_TYPE_TRANSFORM:
  7110. set_input_port_default_value(0, Transform3D());
  7111. break;
  7112. default:
  7113. break;
  7114. }
  7115. }
  7116. void VisualShaderNodeReroute::_bind_methods() {
  7117. ClassDB::bind_method(D_METHOD("_set_port_type", "port_type"), &VisualShaderNodeReroute::_set_port_type);
  7118. ClassDB::bind_method(D_METHOD("get_port_type"), &VisualShaderNodeReroute::get_port_type);
  7119. ADD_PROPERTY(PropertyInfo(Variant::INT, "port_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_port_type", "get_port_type");
  7120. }
  7121. VisualShaderNodeReroute::VisualShaderNodeReroute() {
  7122. set_input_port_default_value(0, 0.0);
  7123. }