visual_shader.cpp 179 KB

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  1. /**************************************************************************/
  2. /* visual_shader.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "visual_shader.h"
  31. #include "core/templates/rb_map.h"
  32. #include "core/templates/vmap.h"
  33. #include "servers/rendering/shader_types.h"
  34. #include "visual_shader_nodes.h"
  35. #include "visual_shader_particle_nodes.h"
  36. #include "visual_shader_sdf_nodes.h"
  37. String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  38. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  39. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  40. }
  41. bool VisualShaderNode::is_simple_decl() const {
  42. return simple_decl;
  43. }
  44. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  45. port_preview = p_index;
  46. }
  47. int VisualShaderNode::get_output_port_for_preview() const {
  48. return port_preview;
  49. }
  50. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  51. Variant value = p_value;
  52. if (p_prev_value.get_type() != Variant::NIL) {
  53. switch (p_value.get_type()) {
  54. case Variant::FLOAT: {
  55. switch (p_prev_value.get_type()) {
  56. case Variant::INT: {
  57. value = (float)p_prev_value;
  58. } break;
  59. case Variant::FLOAT: {
  60. value = p_prev_value;
  61. } break;
  62. case Variant::VECTOR2: {
  63. Vector2 pv = p_prev_value;
  64. value = pv.x;
  65. } break;
  66. case Variant::VECTOR3: {
  67. Vector3 pv = p_prev_value;
  68. value = pv.x;
  69. } break;
  70. case Variant::QUATERNION: {
  71. Quaternion pv = p_prev_value;
  72. value = pv.x;
  73. } break;
  74. default:
  75. break;
  76. }
  77. } break;
  78. case Variant::INT: {
  79. switch (p_prev_value.get_type()) {
  80. case Variant::INT: {
  81. value = p_prev_value;
  82. } break;
  83. case Variant::FLOAT: {
  84. value = (int)p_prev_value;
  85. } break;
  86. case Variant::VECTOR2: {
  87. Vector2 pv = p_prev_value;
  88. value = (int)pv.x;
  89. } break;
  90. case Variant::VECTOR3: {
  91. Vector3 pv = p_prev_value;
  92. value = (int)pv.x;
  93. } break;
  94. case Variant::QUATERNION: {
  95. Quaternion pv = p_prev_value;
  96. value = (int)pv.x;
  97. } break;
  98. default:
  99. break;
  100. }
  101. } break;
  102. case Variant::VECTOR2: {
  103. switch (p_prev_value.get_type()) {
  104. case Variant::INT: {
  105. float pv = (float)(int)p_prev_value;
  106. value = Vector2(pv, pv);
  107. } break;
  108. case Variant::FLOAT: {
  109. float pv = p_prev_value;
  110. value = Vector2(pv, pv);
  111. } break;
  112. case Variant::VECTOR2: {
  113. value = p_prev_value;
  114. } break;
  115. case Variant::VECTOR3: {
  116. Vector3 pv = p_prev_value;
  117. value = Vector2(pv.x, pv.y);
  118. } break;
  119. case Variant::QUATERNION: {
  120. Quaternion pv = p_prev_value;
  121. value = Vector2(pv.x, pv.y);
  122. } break;
  123. default:
  124. break;
  125. }
  126. } break;
  127. case Variant::VECTOR3: {
  128. switch (p_prev_value.get_type()) {
  129. case Variant::INT: {
  130. float pv = (float)(int)p_prev_value;
  131. value = Vector3(pv, pv, pv);
  132. } break;
  133. case Variant::FLOAT: {
  134. float pv = p_prev_value;
  135. value = Vector3(pv, pv, pv);
  136. } break;
  137. case Variant::VECTOR2: {
  138. Vector2 pv = p_prev_value;
  139. value = Vector3(pv.x, pv.y, pv.y);
  140. } break;
  141. case Variant::VECTOR3: {
  142. value = p_prev_value;
  143. } break;
  144. case Variant::QUATERNION: {
  145. Quaternion pv = p_prev_value;
  146. value = Vector3(pv.x, pv.y, pv.z);
  147. } break;
  148. default:
  149. break;
  150. }
  151. } break;
  152. case Variant::QUATERNION: {
  153. switch (p_prev_value.get_type()) {
  154. case Variant::INT: {
  155. float pv = (float)(int)p_prev_value;
  156. value = Quaternion(pv, pv, pv, pv);
  157. } break;
  158. case Variant::FLOAT: {
  159. float pv = p_prev_value;
  160. value = Quaternion(pv, pv, pv, pv);
  161. } break;
  162. case Variant::VECTOR2: {
  163. Vector2 pv = p_prev_value;
  164. value = Quaternion(pv.x, pv.y, pv.y, pv.y);
  165. } break;
  166. case Variant::VECTOR3: {
  167. Vector3 pv = p_prev_value;
  168. value = Quaternion(pv.x, pv.y, pv.z, pv.z);
  169. } break;
  170. case Variant::QUATERNION: {
  171. value = p_prev_value;
  172. } break;
  173. default:
  174. break;
  175. }
  176. } break;
  177. default:
  178. break;
  179. }
  180. }
  181. default_input_values[p_port] = value;
  182. emit_changed();
  183. }
  184. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  185. if (default_input_values.has(p_port)) {
  186. return default_input_values[p_port];
  187. }
  188. return Variant();
  189. }
  190. void VisualShaderNode::remove_input_port_default_value(int p_port) {
  191. if (default_input_values.has(p_port)) {
  192. default_input_values.erase(p_port);
  193. emit_changed();
  194. }
  195. }
  196. void VisualShaderNode::clear_default_input_values() {
  197. if (!default_input_values.is_empty()) {
  198. default_input_values.clear();
  199. emit_changed();
  200. }
  201. }
  202. bool VisualShaderNode::is_port_separator(int p_index) const {
  203. return false;
  204. }
  205. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  206. if (connected_output_ports.has(p_port)) {
  207. return connected_output_ports[p_port] > 0;
  208. }
  209. return false;
  210. }
  211. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  212. if (p_connected) {
  213. connected_output_ports[p_port]++;
  214. } else {
  215. connected_output_ports[p_port]--;
  216. }
  217. }
  218. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  219. if (connected_input_ports.has(p_port)) {
  220. return connected_input_ports[p_port];
  221. }
  222. return false;
  223. }
  224. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  225. connected_input_ports[p_port] = p_connected;
  226. }
  227. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  228. return true;
  229. }
  230. bool VisualShaderNode::is_output_port_expandable(int p_port) const {
  231. return false;
  232. }
  233. bool VisualShaderNode::has_output_port_preview(int p_port) const {
  234. return true;
  235. }
  236. void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) {
  237. for (int i = 0; i < p_values.size(); i++) {
  238. expanded_output_ports[p_values[i]] = true;
  239. }
  240. emit_changed();
  241. }
  242. Array VisualShaderNode::_get_output_ports_expanded() const {
  243. Array arr;
  244. for (int i = 0; i < get_output_port_count(); i++) {
  245. if (_is_output_port_expanded(i)) {
  246. arr.push_back(i);
  247. }
  248. }
  249. return arr;
  250. }
  251. void VisualShaderNode::_set_output_port_expanded(int p_port, bool p_expanded) {
  252. expanded_output_ports[p_port] = p_expanded;
  253. emit_changed();
  254. }
  255. bool VisualShaderNode::_is_output_port_expanded(int p_port) const {
  256. if (expanded_output_ports.has(p_port)) {
  257. return expanded_output_ports[p_port];
  258. }
  259. return false;
  260. }
  261. int VisualShaderNode::get_expanded_output_port_count() const {
  262. int count = get_output_port_count();
  263. int count2 = count;
  264. for (int i = 0; i < count; i++) {
  265. if (is_output_port_expandable(i) && _is_output_port_expanded(i)) {
  266. switch (get_output_port_type(i)) {
  267. case PORT_TYPE_VECTOR_2D: {
  268. count2 += 2;
  269. } break;
  270. case PORT_TYPE_VECTOR_3D: {
  271. count2 += 3;
  272. } break;
  273. case PORT_TYPE_VECTOR_4D: {
  274. count2 += 4;
  275. } break;
  276. default:
  277. break;
  278. }
  279. }
  280. }
  281. return count2;
  282. }
  283. bool VisualShaderNode::is_code_generated() const {
  284. return true;
  285. }
  286. bool VisualShaderNode::is_show_prop_names() const {
  287. return false;
  288. }
  289. bool VisualShaderNode::is_use_prop_slots() const {
  290. return false;
  291. }
  292. bool VisualShaderNode::is_disabled() const {
  293. return disabled;
  294. }
  295. void VisualShaderNode::set_disabled(bool p_disabled) {
  296. disabled = p_disabled;
  297. }
  298. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  299. return Vector<VisualShader::DefaultTextureParam>();
  300. }
  301. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  302. return String();
  303. }
  304. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  305. return String();
  306. }
  307. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  308. return String();
  309. }
  310. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  311. return Vector<StringName>();
  312. }
  313. HashMap<StringName, String> VisualShaderNode::get_editable_properties_names() const {
  314. return HashMap<StringName, String>();
  315. }
  316. Array VisualShaderNode::get_default_input_values() const {
  317. Array ret;
  318. for (const KeyValue<int, Variant> &E : default_input_values) {
  319. ret.push_back(E.key);
  320. ret.push_back(E.value);
  321. }
  322. return ret;
  323. }
  324. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  325. if (p_values.size() % 2 == 0) {
  326. for (int i = 0; i < p_values.size(); i += 2) {
  327. default_input_values[p_values[i + 0]] = p_values[i + 1];
  328. }
  329. }
  330. emit_changed();
  331. }
  332. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  333. return String();
  334. }
  335. bool VisualShaderNode::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  336. return false;
  337. }
  338. void VisualShaderNode::_bind_methods() {
  339. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  340. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  341. ClassDB::bind_method(D_METHOD("_set_output_port_expanded", "port"), &VisualShaderNode::_set_output_port_expanded);
  342. ClassDB::bind_method(D_METHOD("_is_output_port_expanded"), &VisualShaderNode::_is_output_port_expanded);
  343. ClassDB::bind_method(D_METHOD("_set_output_ports_expanded", "values"), &VisualShaderNode::_set_output_ports_expanded);
  344. ClassDB::bind_method(D_METHOD("_get_output_ports_expanded"), &VisualShaderNode::_get_output_ports_expanded);
  345. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value", "prev_value"), &VisualShaderNode::set_input_port_default_value, DEFVAL(Variant()));
  346. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  347. ClassDB::bind_method(D_METHOD("remove_input_port_default_value", "port"), &VisualShaderNode::remove_input_port_default_value);
  348. ClassDB::bind_method(D_METHOD("clear_default_input_values"), &VisualShaderNode::clear_default_input_values);
  349. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  350. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  351. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  352. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  353. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded", "_get_output_ports_expanded");
  354. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  355. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  356. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_UINT);
  357. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
  358. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
  359. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D);
  360. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  361. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  362. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  363. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  364. }
  365. VisualShaderNode::VisualShaderNode() {
  366. }
  367. /////////////////////////////////////////////////////////
  368. void VisualShaderNodeCustom::update_ports() {
  369. {
  370. input_ports.clear();
  371. int input_port_count;
  372. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  373. for (int i = 0; i < input_port_count; i++) {
  374. Port port;
  375. if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) {
  376. port.name = "in" + itos(i);
  377. }
  378. if (!GDVIRTUAL_CALL(_get_input_port_type, i, port.type)) {
  379. port.type = (int)PortType::PORT_TYPE_SCALAR;
  380. }
  381. input_ports.push_back(port);
  382. }
  383. }
  384. }
  385. {
  386. output_ports.clear();
  387. int output_port_count;
  388. if (GDVIRTUAL_CALL(_get_output_port_count, output_port_count)) {
  389. for (int i = 0; i < output_port_count; i++) {
  390. Port port;
  391. if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) {
  392. port.name = "out" + itos(i);
  393. }
  394. if (!GDVIRTUAL_CALL(_get_output_port_type, i, port.type)) {
  395. port.type = (int)PortType::PORT_TYPE_SCALAR;
  396. }
  397. output_ports.push_back(port);
  398. }
  399. }
  400. }
  401. }
  402. String VisualShaderNodeCustom::get_caption() const {
  403. String ret = "Unnamed";
  404. GDVIRTUAL_CALL(_get_name, ret);
  405. return ret;
  406. }
  407. int VisualShaderNodeCustom::get_input_port_count() const {
  408. return input_ports.size();
  409. }
  410. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  411. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  412. return (PortType)input_ports[p_port].type;
  413. }
  414. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  415. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  416. return input_ports[p_port].name;
  417. }
  418. int VisualShaderNodeCustom::get_output_port_count() const {
  419. return output_ports.size();
  420. }
  421. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  422. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  423. return (PortType)output_ports[p_port].type;
  424. }
  425. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  426. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  427. return output_ports[p_port].name;
  428. }
  429. String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  430. ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
  431. TypedArray<String> input_vars;
  432. for (int i = 0; i < get_input_port_count(); i++) {
  433. input_vars.push_back(p_input_vars[i]);
  434. }
  435. TypedArray<String> output_vars;
  436. for (int i = 0; i < get_output_port_count(); i++) {
  437. output_vars.push_back(p_output_vars[i]);
  438. }
  439. String _code;
  440. GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code);
  441. if (_is_valid_code(_code)) {
  442. String code = " {\n";
  443. bool nend = _code.ends_with("\n");
  444. _code = _code.insert(0, " ");
  445. _code = _code.replace("\n", "\n ");
  446. code += _code;
  447. if (!nend) {
  448. code += "\n }";
  449. } else {
  450. code.remove_at(code.size() - 1);
  451. code += "}";
  452. }
  453. code += "\n";
  454. return code;
  455. }
  456. return String();
  457. }
  458. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  459. String _code;
  460. if (GDVIRTUAL_CALL(_get_global_code, p_mode, _code)) {
  461. if (_is_valid_code(_code)) {
  462. String code = "// " + get_caption() + "\n";
  463. code += _code;
  464. code += "\n";
  465. return code;
  466. }
  467. }
  468. return String();
  469. }
  470. String VisualShaderNodeCustom::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  471. String _code;
  472. if (GDVIRTUAL_CALL(_get_func_code, p_mode, p_type, _code)) {
  473. if (_is_valid_code(_code)) {
  474. bool nend = _code.ends_with("\n");
  475. String code = "// " + get_caption() + "\n";
  476. code += " {\n";
  477. _code = _code.insert(0, " ");
  478. _code = _code.replace("\n", "\n ");
  479. code += _code;
  480. if (!nend) {
  481. code += "\n }";
  482. } else {
  483. code.remove_at(code.size() - 1);
  484. code += "}";
  485. }
  486. code += "\n";
  487. return code;
  488. }
  489. }
  490. return String();
  491. }
  492. bool VisualShaderNodeCustom::is_available(Shader::Mode p_mode, VisualShader::Type p_type) const {
  493. bool ret = true;
  494. GDVIRTUAL_CALL(_is_available, p_mode, p_type, ret);
  495. return ret;
  496. }
  497. void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  498. if (!is_initialized) {
  499. VisualShaderNode::set_input_port_default_value(p_port, p_value, p_prev_value);
  500. }
  501. }
  502. void VisualShaderNodeCustom::set_default_input_values(const Array &p_values) {
  503. if (!is_initialized) {
  504. VisualShaderNode::set_default_input_values(p_values);
  505. }
  506. }
  507. void VisualShaderNodeCustom::remove_input_port_default_value(int p_port) {
  508. if (!is_initialized) {
  509. VisualShaderNode::remove_input_port_default_value(p_port);
  510. }
  511. }
  512. void VisualShaderNodeCustom::clear_default_input_values() {
  513. if (!is_initialized) {
  514. VisualShaderNode::clear_default_input_values();
  515. }
  516. }
  517. void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Variant &p_value) {
  518. VisualShaderNode::set_input_port_default_value(p_port, p_value);
  519. }
  520. bool VisualShaderNodeCustom::_is_valid_code(const String &p_code) const {
  521. if (p_code.is_empty() || p_code == "null") {
  522. return false;
  523. }
  524. return true;
  525. }
  526. bool VisualShaderNodeCustom::_is_initialized() {
  527. return is_initialized;
  528. }
  529. void VisualShaderNodeCustom::_set_initialized(bool p_enabled) {
  530. is_initialized = p_enabled;
  531. }
  532. void VisualShaderNodeCustom::_bind_methods() {
  533. GDVIRTUAL_BIND(_get_name);
  534. GDVIRTUAL_BIND(_get_description);
  535. GDVIRTUAL_BIND(_get_category);
  536. GDVIRTUAL_BIND(_get_return_icon_type);
  537. GDVIRTUAL_BIND(_get_input_port_count);
  538. GDVIRTUAL_BIND(_get_input_port_type, "port");
  539. GDVIRTUAL_BIND(_get_input_port_name, "port");
  540. GDVIRTUAL_BIND(_get_output_port_count);
  541. GDVIRTUAL_BIND(_get_output_port_type, "port");
  542. GDVIRTUAL_BIND(_get_output_port_name, "port");
  543. GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type");
  544. GDVIRTUAL_BIND(_get_func_code, "mode", "type");
  545. GDVIRTUAL_BIND(_get_global_code, "mode");
  546. GDVIRTUAL_BIND(_is_highend);
  547. GDVIRTUAL_BIND(_is_available, "mode", "type");
  548. ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized);
  549. ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized);
  550. ClassDB::bind_method(D_METHOD("_set_input_port_default_value", "port", "value"), &VisualShaderNodeCustom::_set_input_port_default_value);
  551. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized", "_is_initialized");
  552. }
  553. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  554. simple_decl = false;
  555. }
  556. /////////////////////////////////////////////////////////
  557. void VisualShader::set_shader_type(Type p_type) {
  558. current_type = p_type;
  559. }
  560. VisualShader::Type VisualShader::get_shader_type() const {
  561. return current_type;
  562. }
  563. void VisualShader::add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type) {
  564. ERR_FAIL_COND(!p_name.is_valid_identifier());
  565. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  566. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  567. ERR_FAIL_COND(varyings.has(p_name));
  568. Varying var = Varying(p_name, p_mode, p_type);
  569. varyings[p_name] = var;
  570. varyings_list.push_back(var);
  571. _queue_update();
  572. }
  573. void VisualShader::remove_varying(const String &p_name) {
  574. ERR_FAIL_COND(!varyings.has(p_name));
  575. varyings.erase(p_name);
  576. for (List<Varying>::Element *E = varyings_list.front(); E; E = E->next()) {
  577. if (E->get().name == p_name) {
  578. varyings_list.erase(E);
  579. break;
  580. }
  581. }
  582. _queue_update();
  583. }
  584. bool VisualShader::has_varying(const String &p_name) const {
  585. return varyings.has(p_name);
  586. }
  587. int VisualShader::get_varyings_count() const {
  588. return varyings_list.size();
  589. }
  590. const VisualShader::Varying *VisualShader::get_varying_by_index(int p_idx) const {
  591. ERR_FAIL_INDEX_V(p_idx, varyings_list.size(), nullptr);
  592. return &varyings_list[p_idx];
  593. }
  594. void VisualShader::set_varying_mode(const String &p_name, VaryingMode p_mode) {
  595. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  596. ERR_FAIL_COND(!varyings.has(p_name));
  597. if (varyings[p_name].mode == p_mode) {
  598. return;
  599. }
  600. varyings[p_name].mode = p_mode;
  601. _queue_update();
  602. }
  603. VisualShader::VaryingMode VisualShader::get_varying_mode(const String &p_name) {
  604. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_MODE_MAX);
  605. return varyings[p_name].mode;
  606. }
  607. void VisualShader::set_varying_type(const String &p_name, VaryingType p_type) {
  608. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  609. ERR_FAIL_COND(!varyings.has(p_name));
  610. if (varyings[p_name].type == p_type) {
  611. return;
  612. }
  613. varyings[p_name].type = p_type;
  614. _queue_update();
  615. }
  616. VisualShader::VaryingType VisualShader::get_varying_type(const String &p_name) {
  617. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_TYPE_MAX);
  618. return varyings[p_name].type;
  619. }
  620. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  621. ERR_FAIL_COND(p_node.is_null());
  622. ERR_FAIL_COND(p_id < 2);
  623. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  624. Graph *g = &graph[p_type];
  625. ERR_FAIL_COND(g->nodes.has(p_id));
  626. Node n;
  627. n.node = p_node;
  628. n.position = p_position;
  629. Ref<VisualShaderNodeParameter> parameter = n.node;
  630. if (parameter.is_valid()) {
  631. String valid_name = validate_parameter_name(parameter->get_parameter_name(), parameter);
  632. parameter->set_parameter_name(valid_name);
  633. }
  634. Ref<VisualShaderNodeInput> input = n.node;
  635. if (input.is_valid()) {
  636. input->shader_mode = shader_mode;
  637. input->shader_type = p_type;
  638. }
  639. n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  640. Ref<VisualShaderNodeCustom> custom = n.node;
  641. if (custom.is_valid()) {
  642. custom->update_ports();
  643. }
  644. g->nodes[p_id] = n;
  645. _queue_update();
  646. }
  647. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  648. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  649. Graph *g = &graph[p_type];
  650. ERR_FAIL_COND(!g->nodes.has(p_id));
  651. g->nodes[p_id].position = p_position;
  652. }
  653. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  654. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  655. const Graph *g = &graph[p_type];
  656. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  657. return g->nodes[p_id].position;
  658. }
  659. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  660. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  661. const Graph *g = &graph[p_type];
  662. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  663. return g->nodes[p_id].node;
  664. }
  665. Vector<int> VisualShader::get_node_list(Type p_type) const {
  666. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  667. const Graph *g = &graph[p_type];
  668. Vector<int> ret;
  669. for (const KeyValue<int, Node> &E : g->nodes) {
  670. ret.push_back(E.key);
  671. }
  672. return ret;
  673. }
  674. int VisualShader::get_valid_node_id(Type p_type) const {
  675. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  676. const Graph *g = &graph[p_type];
  677. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  678. }
  679. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  680. for (const KeyValue<int, Node> &E : graph[p_type].nodes) {
  681. if (E.value.node == p_node) {
  682. return E.key;
  683. }
  684. }
  685. return NODE_ID_INVALID;
  686. }
  687. void VisualShader::remove_node(Type p_type, int p_id) {
  688. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  689. ERR_FAIL_COND(p_id < 2);
  690. Graph *g = &graph[p_type];
  691. ERR_FAIL_COND(!g->nodes.has(p_id));
  692. g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
  693. g->nodes.erase(p_id);
  694. for (List<Connection>::Element *E = g->connections.front(); E;) {
  695. List<Connection>::Element *N = E->next();
  696. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  697. g->connections.erase(E);
  698. if (E->get().from_node == p_id) {
  699. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  700. g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
  701. }
  702. }
  703. E = N;
  704. }
  705. _queue_update();
  706. }
  707. void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) {
  708. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  709. ERR_FAIL_COND(p_id < 2);
  710. Graph *g = &graph[p_type];
  711. ERR_FAIL_COND(!g->nodes.has(p_id));
  712. if (g->nodes[p_id].node->get_class_name() == p_new_class) {
  713. return;
  714. }
  715. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class));
  716. VisualShaderNode *prev_vsn = g->nodes[p_id].node.ptr();
  717. // Update connection data.
  718. for (int i = 0; i < vsn->get_output_port_count(); i++) {
  719. if (i < prev_vsn->get_output_port_count()) {
  720. if (prev_vsn->is_output_port_connected(i)) {
  721. vsn->set_output_port_connected(i, true);
  722. }
  723. if (prev_vsn->is_output_port_expandable(i) && prev_vsn->_is_output_port_expanded(i) && vsn->is_output_port_expandable(i)) {
  724. vsn->_set_output_port_expanded(i, true);
  725. int component_count = 0;
  726. switch (prev_vsn->get_output_port_type(i)) {
  727. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  728. component_count = 2;
  729. break;
  730. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  731. component_count = 3;
  732. break;
  733. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  734. component_count = 4;
  735. break;
  736. default:
  737. break;
  738. }
  739. for (int j = 0; j < component_count; j++) {
  740. int sub_port = i + 1 + j;
  741. if (prev_vsn->is_output_port_connected(sub_port)) {
  742. vsn->set_output_port_connected(sub_port, true);
  743. }
  744. }
  745. i += component_count;
  746. }
  747. } else {
  748. break;
  749. }
  750. }
  751. vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  752. g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
  753. _queue_update();
  754. }
  755. bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  756. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  757. const Graph *g = &graph[p_type];
  758. for (const Connection &E : g->connections) {
  759. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  760. return true;
  761. }
  762. }
  763. return false;
  764. }
  765. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  766. bool result = false;
  767. const VisualShader::Node &node = p_graph->nodes[p_node];
  768. for (const int &E : node.prev_connected_nodes) {
  769. if (E == p_target) {
  770. return true;
  771. }
  772. result = is_nodes_connected_relatively(p_graph, E, p_target);
  773. if (result) {
  774. break;
  775. }
  776. }
  777. return result;
  778. }
  779. bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  780. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  781. const Graph *g = &graph[p_type];
  782. if (!g->nodes.has(p_from_node)) {
  783. return false;
  784. }
  785. if (p_from_node == p_to_node) {
  786. return false;
  787. }
  788. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_expanded_output_port_count()) {
  789. return false;
  790. }
  791. if (!g->nodes.has(p_to_node)) {
  792. return false;
  793. }
  794. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  795. return false;
  796. }
  797. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  798. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  799. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  800. return false;
  801. }
  802. for (const Connection &E : g->connections) {
  803. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  804. return false;
  805. }
  806. }
  807. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  808. return false;
  809. }
  810. return true;
  811. }
  812. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  813. return MAX(0, p_a - (int)VisualShaderNode::PORT_TYPE_BOOLEAN) == (MAX(0, p_b - (int)VisualShaderNode::PORT_TYPE_BOOLEAN));
  814. }
  815. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  816. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  817. Graph *g = &graph[p_type];
  818. ERR_FAIL_COND(!g->nodes.has(p_from_node));
  819. ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count());
  820. ERR_FAIL_COND(!g->nodes.has(p_to_node));
  821. ERR_FAIL_INDEX(p_to_port, g->nodes[p_to_node].node->get_input_port_count());
  822. for (const Connection &E : g->connections) {
  823. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  824. return;
  825. }
  826. }
  827. Connection c;
  828. c.from_node = p_from_node;
  829. c.from_port = p_from_port;
  830. c.to_node = p_to_node;
  831. c.to_port = p_to_port;
  832. g->connections.push_back(c);
  833. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  834. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  835. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  836. _queue_update();
  837. }
  838. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  839. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  840. Graph *g = &graph[p_type];
  841. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  842. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count(), ERR_INVALID_PARAMETER);
  843. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  844. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  845. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  846. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  847. ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
  848. for (const Connection &E : g->connections) {
  849. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  850. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  851. }
  852. }
  853. Connection c;
  854. c.from_node = p_from_node;
  855. c.from_port = p_from_port;
  856. c.to_node = p_to_node;
  857. c.to_port = p_to_port;
  858. g->connections.push_back(c);
  859. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  860. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  861. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  862. _queue_update();
  863. return OK;
  864. }
  865. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  866. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  867. Graph *g = &graph[p_type];
  868. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  869. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  870. g->connections.erase(E);
  871. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  872. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  873. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  874. _queue_update();
  875. return;
  876. }
  877. }
  878. }
  879. TypedArray<Dictionary> VisualShader::_get_node_connections(Type p_type) const {
  880. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  881. const Graph *g = &graph[p_type];
  882. TypedArray<Dictionary> ret;
  883. for (const Connection &E : g->connections) {
  884. Dictionary d;
  885. d["from_node"] = E.from_node;
  886. d["from_port"] = E.from_port;
  887. d["to_node"] = E.to_node;
  888. d["to_port"] = E.to_port;
  889. ret.push_back(d);
  890. }
  891. return ret;
  892. }
  893. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  894. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  895. const Graph *g = &graph[p_type];
  896. for (const Connection &E : g->connections) {
  897. r_connections->push_back(E);
  898. }
  899. }
  900. void VisualShader::set_mode(Mode p_mode) {
  901. ERR_FAIL_INDEX_MSG(p_mode, Mode::MODE_MAX, vformat("Invalid shader mode: %d.", p_mode));
  902. if (shader_mode == p_mode) {
  903. return;
  904. }
  905. //erase input/output connections
  906. modes.clear();
  907. flags.clear();
  908. shader_mode = p_mode;
  909. for (int i = 0; i < TYPE_MAX; i++) {
  910. for (KeyValue<int, Node> &E : graph[i].nodes) {
  911. Ref<VisualShaderNodeInput> input = E.value.node;
  912. if (input.is_valid()) {
  913. input->shader_mode = shader_mode;
  914. //input->input_index = 0;
  915. }
  916. }
  917. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  918. output->shader_mode = shader_mode;
  919. // clear connections since they are no longer valid
  920. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  921. bool keep = true;
  922. List<Connection>::Element *N = E->next();
  923. int from = E->get().from_node;
  924. int to = E->get().to_node;
  925. if (!graph[i].nodes.has(from)) {
  926. keep = false;
  927. } else {
  928. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  929. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  930. keep = false;
  931. }
  932. }
  933. if (!graph[i].nodes.has(to)) {
  934. keep = false;
  935. } else {
  936. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  937. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  938. keep = false;
  939. }
  940. }
  941. if (!keep) {
  942. graph[i].connections.erase(E);
  943. }
  944. E = N;
  945. }
  946. }
  947. _queue_update();
  948. notify_property_list_changed();
  949. }
  950. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  951. graph_offset = p_offset;
  952. }
  953. Vector2 VisualShader::get_graph_offset() const {
  954. return graph_offset;
  955. }
  956. Shader::Mode VisualShader::get_mode() const {
  957. return shader_mode;
  958. }
  959. bool VisualShader::is_text_shader() const {
  960. return false;
  961. }
  962. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  963. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  964. ERR_FAIL_COND_V(!node.is_valid(), String());
  965. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_expanded_output_port_count(), String());
  966. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  967. StringBuilder global_code;
  968. StringBuilder global_code_per_node;
  969. HashMap<Type, StringBuilder> global_code_per_func;
  970. StringBuilder shader_code;
  971. HashSet<StringName> classes;
  972. global_code += String() + "shader_type canvas_item;\n";
  973. String global_expressions;
  974. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  975. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  976. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  977. if (global_expression.is_valid()) {
  978. String expr = "";
  979. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  980. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  981. expr = expr.replace("\n", "\n ");
  982. expr += "\n";
  983. global_expressions += expr;
  984. }
  985. }
  986. }
  987. global_code += "\n";
  988. global_code += global_expressions;
  989. //make it faster to go around through shader
  990. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  991. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  992. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  993. ConnectionKey from_key;
  994. from_key.node = E->get().from_node;
  995. from_key.port = E->get().from_port;
  996. output_connections.insert(from_key, E);
  997. ConnectionKey to_key;
  998. to_key.node = E->get().to_node;
  999. to_key.port = E->get().to_port;
  1000. input_connections.insert(to_key, E);
  1001. }
  1002. shader_code += "\nvoid fragment() {\n";
  1003. HashSet<int> processed;
  1004. Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, shader_code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  1005. ERR_FAIL_COND_V(err != OK, String());
  1006. switch (node->get_output_port_type(p_port)) {
  1007. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1008. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n";
  1009. } break;
  1010. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1011. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1012. } break;
  1013. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1014. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1015. } break;
  1016. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1017. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  1018. } break;
  1019. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1020. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
  1021. } break;
  1022. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1023. shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  1024. } break;
  1025. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1026. shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
  1027. } break;
  1028. default: {
  1029. shader_code += " COLOR.rgb = vec3(0.0);\n";
  1030. } break;
  1031. }
  1032. shader_code += "}\n";
  1033. //set code secretly
  1034. global_code += "\n\n";
  1035. String final_code = global_code;
  1036. final_code += global_code_per_node;
  1037. final_code += shader_code;
  1038. return final_code;
  1039. }
  1040. String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
  1041. String port_name = p_port_name;
  1042. if (port_name.is_empty()) {
  1043. return String();
  1044. }
  1045. while (port_name.length() && !is_ascii_char(port_name[0])) {
  1046. port_name = port_name.substr(1, port_name.length() - 1);
  1047. }
  1048. if (!port_name.is_empty()) {
  1049. String valid_name;
  1050. for (int i = 0; i < port_name.length(); i++) {
  1051. if (is_ascii_identifier_char(port_name[i])) {
  1052. valid_name += String::chr(port_name[i]);
  1053. } else if (port_name[i] == ' ') {
  1054. valid_name += "_";
  1055. }
  1056. }
  1057. port_name = valid_name;
  1058. } else {
  1059. return String();
  1060. }
  1061. List<String> input_names;
  1062. List<String> output_names;
  1063. for (int i = 0; i < p_node->get_input_port_count(); i++) {
  1064. if (!p_output && i == p_port_id) {
  1065. continue;
  1066. }
  1067. if (port_name == p_node->get_input_port_name(i)) {
  1068. return String();
  1069. }
  1070. }
  1071. for (int i = 0; i < p_node->get_output_port_count(); i++) {
  1072. if (p_output && i == p_port_id) {
  1073. continue;
  1074. }
  1075. if (port_name == p_node->get_output_port_name(i)) {
  1076. return String();
  1077. }
  1078. }
  1079. return port_name;
  1080. }
  1081. String VisualShader::validate_parameter_name(const String &p_name, const Ref<VisualShaderNodeParameter> &p_parameter) const {
  1082. String param_name = p_name; //validate name first
  1083. while (param_name.length() && !is_ascii_char(param_name[0])) {
  1084. param_name = param_name.substr(1, param_name.length() - 1);
  1085. }
  1086. if (!param_name.is_empty()) {
  1087. String valid_name;
  1088. for (int i = 0; i < param_name.length(); i++) {
  1089. if (is_ascii_identifier_char(param_name[i])) {
  1090. valid_name += String::chr(param_name[i]);
  1091. } else if (param_name[i] == ' ') {
  1092. valid_name += "_";
  1093. }
  1094. }
  1095. param_name = valid_name;
  1096. }
  1097. if (param_name.is_empty()) {
  1098. param_name = p_parameter->get_caption();
  1099. }
  1100. int attempt = 1;
  1101. while (true) {
  1102. bool exists = false;
  1103. for (int i = 0; i < TYPE_MAX; i++) {
  1104. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1105. Ref<VisualShaderNodeParameter> node = E.value.node;
  1106. if (node == p_parameter) { //do not test on self
  1107. continue;
  1108. }
  1109. if (node.is_valid() && node->get_parameter_name() == param_name) {
  1110. exists = true;
  1111. break;
  1112. }
  1113. }
  1114. if (exists) {
  1115. break;
  1116. }
  1117. }
  1118. if (exists) {
  1119. //remove numbers, put new and try again
  1120. attempt++;
  1121. while (param_name.length() && is_digit(param_name[param_name.length() - 1])) {
  1122. param_name = param_name.substr(0, param_name.length() - 1);
  1123. }
  1124. ERR_FAIL_COND_V(param_name.is_empty(), String());
  1125. param_name += itos(attempt);
  1126. } else {
  1127. break;
  1128. }
  1129. }
  1130. return param_name;
  1131. }
  1132. static const char *type_string[VisualShader::TYPE_MAX] = {
  1133. "vertex",
  1134. "fragment",
  1135. "light",
  1136. "start",
  1137. "process",
  1138. "collide",
  1139. "start_custom",
  1140. "process_custom",
  1141. "sky",
  1142. "fog",
  1143. };
  1144. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  1145. String prop_name = p_name;
  1146. if (prop_name == "mode") {
  1147. set_mode(Shader::Mode(int(p_value)));
  1148. return true;
  1149. } else if (prop_name.begins_with("flags/")) {
  1150. StringName flag = prop_name.get_slicec('/', 1);
  1151. bool enable = p_value;
  1152. if (enable) {
  1153. flags.insert(flag);
  1154. } else {
  1155. flags.erase(flag);
  1156. }
  1157. _queue_update();
  1158. return true;
  1159. } else if (prop_name.begins_with("modes/")) {
  1160. String mode_name = prop_name.get_slicec('/', 1);
  1161. int value = p_value;
  1162. if (value == 0) {
  1163. modes.erase(mode_name); //means it's default anyway, so don't store it
  1164. } else {
  1165. modes[mode_name] = value;
  1166. }
  1167. _queue_update();
  1168. return true;
  1169. } else if (prop_name.begins_with("varyings/")) {
  1170. String var_name = prop_name.get_slicec('/', 1);
  1171. Varying value = Varying();
  1172. value.name = var_name;
  1173. if (value.from_string(p_value) && !varyings.has(var_name)) {
  1174. varyings[var_name] = value;
  1175. varyings_list.push_back(value);
  1176. }
  1177. _queue_update();
  1178. return true;
  1179. } else if (prop_name.begins_with("nodes/")) {
  1180. String typestr = prop_name.get_slicec('/', 1);
  1181. Type type = TYPE_VERTEX;
  1182. for (int i = 0; i < TYPE_MAX; i++) {
  1183. if (typestr == type_string[i]) {
  1184. type = Type(i);
  1185. break;
  1186. }
  1187. }
  1188. String index = prop_name.get_slicec('/', 2);
  1189. if (index == "connections") {
  1190. Vector<int> conns = p_value;
  1191. if (conns.size() % 4 == 0) {
  1192. for (int i = 0; i < conns.size(); i += 4) {
  1193. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  1194. }
  1195. }
  1196. return true;
  1197. }
  1198. int id = index.to_int();
  1199. String what = prop_name.get_slicec('/', 3);
  1200. if (what == "node") {
  1201. add_node(type, p_value, Vector2(), id);
  1202. return true;
  1203. } else if (what == "position") {
  1204. set_node_position(type, id, p_value);
  1205. return true;
  1206. } else if (what == "size") {
  1207. ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->set_size(p_value);
  1208. return true;
  1209. } else if (what == "input_ports") {
  1210. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  1211. return true;
  1212. } else if (what == "output_ports") {
  1213. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  1214. return true;
  1215. } else if (what == "expression") {
  1216. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  1217. return true;
  1218. }
  1219. }
  1220. return false;
  1221. }
  1222. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  1223. String prop_name = p_name;
  1224. if (prop_name == "mode") {
  1225. r_ret = get_mode();
  1226. return true;
  1227. } else if (prop_name.begins_with("flags/")) {
  1228. StringName flag = prop_name.get_slicec('/', 1);
  1229. r_ret = flags.has(flag);
  1230. return true;
  1231. } else if (prop_name.begins_with("modes/")) {
  1232. String mode_name = prop_name.get_slicec('/', 1);
  1233. if (modes.has(mode_name)) {
  1234. r_ret = modes[mode_name];
  1235. } else {
  1236. r_ret = 0;
  1237. }
  1238. return true;
  1239. } else if (prop_name.begins_with("varyings/")) {
  1240. String var_name = prop_name.get_slicec('/', 1);
  1241. if (varyings.has(var_name)) {
  1242. r_ret = varyings[var_name].to_string();
  1243. } else {
  1244. r_ret = String();
  1245. }
  1246. return true;
  1247. } else if (prop_name.begins_with("nodes/")) {
  1248. String typestr = prop_name.get_slicec('/', 1);
  1249. Type type = TYPE_VERTEX;
  1250. for (int i = 0; i < TYPE_MAX; i++) {
  1251. if (typestr == type_string[i]) {
  1252. type = Type(i);
  1253. break;
  1254. }
  1255. }
  1256. String index = prop_name.get_slicec('/', 2);
  1257. if (index == "connections") {
  1258. Vector<int> conns;
  1259. for (const Connection &E : graph[type].connections) {
  1260. conns.push_back(E.from_node);
  1261. conns.push_back(E.from_port);
  1262. conns.push_back(E.to_node);
  1263. conns.push_back(E.to_port);
  1264. }
  1265. r_ret = conns;
  1266. return true;
  1267. }
  1268. int id = index.to_int();
  1269. String what = prop_name.get_slicec('/', 3);
  1270. if (what == "node") {
  1271. r_ret = get_node(type, id);
  1272. return true;
  1273. } else if (what == "position") {
  1274. r_ret = get_node_position(type, id);
  1275. return true;
  1276. } else if (what == "size") {
  1277. r_ret = ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->get_size();
  1278. return true;
  1279. } else if (what == "input_ports") {
  1280. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  1281. return true;
  1282. } else if (what == "output_ports") {
  1283. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  1284. return true;
  1285. } else if (what == "expression") {
  1286. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  1287. return true;
  1288. }
  1289. }
  1290. return false;
  1291. }
  1292. void VisualShader::reset_state() {
  1293. // TODO: Everything needs to be cleared here.
  1294. emit_changed();
  1295. }
  1296. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  1297. //mode
  1298. p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode"), PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog"));
  1299. //render modes
  1300. HashMap<String, String> blend_mode_enums;
  1301. HashSet<String> toggles;
  1302. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1303. for (int i = 0; i < rmodes.size(); i++) {
  1304. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1305. if (!info.options.is_empty()) {
  1306. const String begin = String(info.name);
  1307. for (int j = 0; j < info.options.size(); j++) {
  1308. const String option = String(info.options[j]).capitalize();
  1309. if (!blend_mode_enums.has(begin)) {
  1310. blend_mode_enums[begin] = option;
  1311. } else {
  1312. blend_mode_enums[begin] += "," + option;
  1313. }
  1314. }
  1315. } else {
  1316. toggles.insert(String(info.name));
  1317. }
  1318. }
  1319. for (const KeyValue<String, String> &E : blend_mode_enums) {
  1320. p_list->push_back(PropertyInfo(Variant::INT, vformat("%s/%s", PNAME("modes"), E.key), PROPERTY_HINT_ENUM, E.value));
  1321. }
  1322. for (const String &E : toggles) {
  1323. p_list->push_back(PropertyInfo(Variant::BOOL, vformat("%s/%s", PNAME("flags"), E)));
  1324. }
  1325. for (const KeyValue<String, Varying> &E : varyings) {
  1326. p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", PNAME("varyings"), E.key)));
  1327. }
  1328. for (int i = 0; i < TYPE_MAX; i++) {
  1329. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1330. String prop_name = "nodes/";
  1331. prop_name += type_string[i];
  1332. prop_name += "/" + itos(E.key);
  1333. if (E.key != NODE_ID_OUTPUT) {
  1334. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_ALWAYS_DUPLICATE));
  1335. }
  1336. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1337. if (Object::cast_to<VisualShaderNodeGroupBase>(E.value.node.ptr()) != nullptr) {
  1338. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1339. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1340. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1341. }
  1342. if (Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr()) != nullptr) {
  1343. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1344. }
  1345. }
  1346. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1347. }
  1348. }
  1349. Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<VisualShader::DefaultTextureParam> &r_def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &p_output_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const {
  1350. const Ref<VisualShaderNode> vsnode = graph[type].nodes[p_node].node;
  1351. if (vsnode->is_disabled()) {
  1352. r_code += "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1353. r_code += " // Node is disabled and code is not generated.\n";
  1354. return OK;
  1355. }
  1356. //check inputs recursively first
  1357. int input_count = vsnode->get_input_port_count();
  1358. for (int i = 0; i < input_count; i++) {
  1359. ConnectionKey ck;
  1360. ck.node = p_node;
  1361. ck.port = i;
  1362. if (p_input_connections.has(ck)) {
  1363. int from_node = p_input_connections[ck]->get().from_node;
  1364. if (r_processed.has(from_node)) {
  1365. continue;
  1366. }
  1367. Error err = _write_node(type, p_global_code, p_global_code_per_node, p_global_code_per_func, r_code, r_def_tex_params, p_input_connections, p_output_connections, from_node, r_processed, p_for_preview, r_classes);
  1368. if (err) {
  1369. return err;
  1370. }
  1371. }
  1372. }
  1373. // then this node
  1374. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, p_node);
  1375. for (int i = 0; i < params.size(); i++) {
  1376. r_def_tex_params.push_back(params[i]);
  1377. }
  1378. Ref<VisualShaderNodeInput> input = vsnode;
  1379. bool skip_global = input.is_valid() && p_for_preview;
  1380. if (!skip_global) {
  1381. Ref<VisualShaderNodeParameter> parameter = vsnode;
  1382. if (!parameter.is_valid() || !parameter->is_global_code_generated()) {
  1383. if (p_global_code) {
  1384. *p_global_code += vsnode->generate_global(get_mode(), type, p_node);
  1385. }
  1386. }
  1387. String class_name = vsnode->get_class_name();
  1388. if (class_name == "VisualShaderNodeCustom") {
  1389. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1390. }
  1391. if (!r_classes.has(class_name)) {
  1392. if (p_global_code_per_node) {
  1393. *p_global_code_per_node += vsnode->generate_global_per_node(get_mode(), p_node);
  1394. }
  1395. for (int i = 0; i < TYPE_MAX; i++) {
  1396. if (p_global_code_per_func) {
  1397. (*p_global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), p_node);
  1398. }
  1399. }
  1400. r_classes.insert(class_name);
  1401. }
  1402. }
  1403. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  1404. r_processed.insert(p_node);
  1405. return OK;
  1406. }
  1407. String node_name = "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1408. String node_code;
  1409. Vector<String> input_vars;
  1410. input_vars.resize(vsnode->get_input_port_count());
  1411. String *inputs = input_vars.ptrw();
  1412. for (int i = 0; i < input_count; i++) {
  1413. ConnectionKey ck;
  1414. ck.node = p_node;
  1415. ck.port = i;
  1416. if (p_input_connections.has(ck)) {
  1417. //connected to something, use that output
  1418. int from_node = p_input_connections[ck]->get().from_node;
  1419. if (graph[type].nodes[from_node].node->is_disabled()) {
  1420. continue;
  1421. }
  1422. int from_port = p_input_connections[ck]->get().from_port;
  1423. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1424. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1425. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1426. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1427. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  1428. if (ptr->has_method("get_input_real_name")) {
  1429. inputs[i] = ptr->call("get_input_real_name");
  1430. } else if (ptr->has_method("get_parameter_name")) {
  1431. inputs[i] = ptr->call("get_parameter_name");
  1432. } else {
  1433. inputs[i] = "";
  1434. }
  1435. } else if (in_type == out_type) {
  1436. inputs[i] = src_var;
  1437. } else {
  1438. switch (in_type) {
  1439. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1440. switch (out_type) {
  1441. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1442. inputs[i] = "float(" + src_var + ")";
  1443. } break;
  1444. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1445. inputs[i] = "float(" + src_var + ")";
  1446. } break;
  1447. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1448. inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
  1449. } break;
  1450. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1451. inputs[i] = src_var + ".x";
  1452. } break;
  1453. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1454. inputs[i] = src_var + ".x";
  1455. } break;
  1456. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1457. inputs[i] = src_var + ".x";
  1458. } break;
  1459. default:
  1460. break;
  1461. }
  1462. } break;
  1463. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1464. switch (out_type) {
  1465. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1466. inputs[i] = "int(" + src_var + ")";
  1467. } break;
  1468. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1469. inputs[i] = "int(" + src_var + ")";
  1470. } break;
  1471. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1472. inputs[i] = "(" + src_var + " ? 1 : 0)";
  1473. } break;
  1474. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1475. inputs[i] = "int(" + src_var + ".x)";
  1476. } break;
  1477. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1478. inputs[i] = "int(" + src_var + ".x)";
  1479. } break;
  1480. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1481. inputs[i] = "int(" + src_var + ".x)";
  1482. } break;
  1483. default:
  1484. break;
  1485. }
  1486. } break;
  1487. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1488. switch (out_type) {
  1489. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1490. inputs[i] = "uint(" + src_var + ")";
  1491. } break;
  1492. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1493. inputs[i] = "uint(" + src_var + ")";
  1494. } break;
  1495. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1496. inputs[i] = "(" + src_var + " ? 1u : 0u)";
  1497. } break;
  1498. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1499. inputs[i] = "uint(" + src_var + ".x)";
  1500. } break;
  1501. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1502. inputs[i] = "uint(" + src_var + ".x)";
  1503. } break;
  1504. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1505. inputs[i] = "uint(" + src_var + ".x)";
  1506. } break;
  1507. default:
  1508. break;
  1509. }
  1510. } break;
  1511. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1512. switch (out_type) {
  1513. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1514. inputs[i] = src_var + " > 0.0 ? true : false";
  1515. } break;
  1516. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1517. inputs[i] = src_var + " > 0 ? true : false";
  1518. } break;
  1519. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1520. inputs[i] = src_var + " > 0u ? true : false";
  1521. } break;
  1522. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1523. inputs[i] = "all(bvec2(" + src_var + "))";
  1524. } break;
  1525. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1526. inputs[i] = "all(bvec3(" + src_var + "))";
  1527. } break;
  1528. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1529. inputs[i] = "all(bvec4(" + src_var + "))";
  1530. } break;
  1531. default:
  1532. break;
  1533. }
  1534. } break;
  1535. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1536. switch (out_type) {
  1537. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1538. inputs[i] = "vec2(" + src_var + ")";
  1539. } break;
  1540. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1541. inputs[i] = "vec2(float(" + src_var + "))";
  1542. } break;
  1543. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1544. inputs[i] = "vec2(float(" + src_var + "))";
  1545. } break;
  1546. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1547. inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
  1548. } break;
  1549. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1550. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1551. inputs[i] = "vec2(" + src_var + ".xy)";
  1552. } break;
  1553. default:
  1554. break;
  1555. }
  1556. } break;
  1557. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1558. switch (out_type) {
  1559. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1560. inputs[i] = "vec3(" + src_var + ")";
  1561. } break;
  1562. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1563. inputs[i] = "vec3(float(" + src_var + "))";
  1564. } break;
  1565. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1566. inputs[i] = "vec3(float(" + src_var + "))";
  1567. } break;
  1568. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1569. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  1570. } break;
  1571. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1572. inputs[i] = "vec3(" + src_var + ", 0.0)";
  1573. } break;
  1574. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1575. inputs[i] = "vec3(" + src_var + ".xyz)";
  1576. } break;
  1577. default:
  1578. break;
  1579. }
  1580. } break;
  1581. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1582. switch (out_type) {
  1583. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1584. inputs[i] = "vec4(" + src_var + ")";
  1585. } break;
  1586. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1587. inputs[i] = "vec4(float(" + src_var + "))";
  1588. } break;
  1589. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1590. inputs[i] = "vec4(float(" + src_var + "))";
  1591. } break;
  1592. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1593. inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)";
  1594. } break;
  1595. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1596. inputs[i] = "vec4(" + src_var + ", 0.0, 0.0)";
  1597. } break;
  1598. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1599. inputs[i] = "vec4(" + src_var + ", 0.0)";
  1600. } break;
  1601. default:
  1602. break;
  1603. }
  1604. } break;
  1605. default:
  1606. break;
  1607. }
  1608. }
  1609. } else {
  1610. if (!vsnode->is_generate_input_var(i)) {
  1611. continue;
  1612. }
  1613. Variant defval = vsnode->get_input_port_default_value(i);
  1614. if (defval.get_type() == Variant::FLOAT) {
  1615. float val = defval;
  1616. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1617. node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  1618. } else if (defval.get_type() == Variant::INT) {
  1619. int val = defval;
  1620. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1621. if (vsnode->get_input_port_type(i) == VisualShaderNode::PORT_TYPE_SCALAR_UINT) {
  1622. node_code += " uint " + inputs[i] + " = " + itos(val) + "u;\n";
  1623. } else {
  1624. node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
  1625. }
  1626. } else if (defval.get_type() == Variant::BOOL) {
  1627. bool val = defval;
  1628. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1629. node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1630. } else if (defval.get_type() == Variant::VECTOR2) {
  1631. Vector2 val = defval;
  1632. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1633. node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n", val.x, val.y);
  1634. } else if (defval.get_type() == Variant::VECTOR3) {
  1635. Vector3 val = defval;
  1636. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1637. node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1638. } else if (defval.get_type() == Variant::QUATERNION) {
  1639. Quaternion val = defval;
  1640. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1641. node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
  1642. } else if (defval.get_type() == Variant::TRANSFORM3D) {
  1643. Transform3D val = defval;
  1644. val.basis.transpose();
  1645. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1646. Array values;
  1647. for (int j = 0; j < 3; j++) {
  1648. values.push_back(val.basis[j].x);
  1649. values.push_back(val.basis[j].y);
  1650. values.push_back(val.basis[j].z);
  1651. }
  1652. values.push_back(val.origin.x);
  1653. values.push_back(val.origin.y);
  1654. values.push_back(val.origin.z);
  1655. bool err = false;
  1656. node_code += " mat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
  1657. } else {
  1658. //will go empty, node is expected to know what it is doing at this point and handle it
  1659. }
  1660. }
  1661. }
  1662. int output_count = vsnode->get_output_port_count();
  1663. int initial_output_count = output_count;
  1664. HashMap<int, bool> expanded_output_ports;
  1665. for (int i = 0; i < initial_output_count; i++) {
  1666. bool expanded = false;
  1667. if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) {
  1668. expanded = true;
  1669. switch (vsnode->get_output_port_type(i)) {
  1670. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1671. output_count += 2;
  1672. } break;
  1673. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1674. output_count += 3;
  1675. } break;
  1676. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1677. output_count += 4;
  1678. } break;
  1679. default:
  1680. break;
  1681. }
  1682. }
  1683. expanded_output_ports.insert(i, expanded);
  1684. }
  1685. Vector<String> output_vars;
  1686. output_vars.resize(output_count);
  1687. String *outputs = output_vars.ptrw();
  1688. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1689. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1690. String var_name = "n_out" + itos(p_node) + "p" + itos(j);
  1691. switch (vsnode->get_output_port_type(i)) {
  1692. case VisualShaderNode::PORT_TYPE_SCALAR:
  1693. outputs[i] = "float " + var_name;
  1694. break;
  1695. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1696. outputs[i] = "int " + var_name;
  1697. break;
  1698. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  1699. outputs[i] = "uint " + var_name;
  1700. break;
  1701. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1702. outputs[i] = "vec2 " + var_name;
  1703. break;
  1704. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1705. outputs[i] = "vec3 " + var_name;
  1706. break;
  1707. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1708. outputs[i] = "vec4 " + var_name;
  1709. break;
  1710. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1711. outputs[i] = "bool " + var_name;
  1712. break;
  1713. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1714. outputs[i] = "mat4 " + var_name;
  1715. break;
  1716. default:
  1717. break;
  1718. }
  1719. if (expanded_output_ports[i]) {
  1720. switch (vsnode->get_output_port_type(i)) {
  1721. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1722. j += 2;
  1723. } break;
  1724. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1725. j += 3;
  1726. } break;
  1727. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1728. j += 4;
  1729. } break;
  1730. default:
  1731. break;
  1732. }
  1733. }
  1734. }
  1735. } else {
  1736. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1737. outputs[i] = "n_out" + itos(p_node) + "p" + itos(j);
  1738. switch (vsnode->get_output_port_type(i)) {
  1739. case VisualShaderNode::PORT_TYPE_SCALAR:
  1740. r_code += " float " + outputs[i] + ";\n";
  1741. break;
  1742. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1743. r_code += " int " + outputs[i] + ";\n";
  1744. break;
  1745. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  1746. r_code += " uint " + outputs[i] + ";\n";
  1747. break;
  1748. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1749. r_code += " vec2 " + outputs[i] + ";\n";
  1750. break;
  1751. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1752. r_code += " vec3 " + outputs[i] + ";\n";
  1753. break;
  1754. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1755. r_code += " vec4 " + outputs[i] + ";\n";
  1756. break;
  1757. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1758. r_code += " bool " + outputs[i] + ";\n";
  1759. break;
  1760. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1761. r_code += " mat4 " + outputs[i] + ";\n";
  1762. break;
  1763. default:
  1764. break;
  1765. }
  1766. if (expanded_output_ports[i]) {
  1767. switch (vsnode->get_output_port_type(i)) {
  1768. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1769. j += 2;
  1770. } break;
  1771. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1772. j += 3;
  1773. } break;
  1774. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1775. j += 4;
  1776. } break;
  1777. default:
  1778. break;
  1779. }
  1780. }
  1781. }
  1782. }
  1783. node_code += vsnode->generate_code(get_mode(), type, p_node, inputs, outputs, p_for_preview);
  1784. if (!node_code.is_empty()) {
  1785. r_code += node_name;
  1786. r_code += node_code;
  1787. }
  1788. for (int i = 0; i < output_count; i++) {
  1789. if (expanded_output_ports[i]) {
  1790. switch (vsnode->get_output_port_type(i)) {
  1791. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1792. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1793. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  1794. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  1795. outputs[i + 1] = r;
  1796. }
  1797. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1798. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  1799. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  1800. outputs[i + 2] = g;
  1801. }
  1802. i += 2;
  1803. } break;
  1804. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1805. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1806. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  1807. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  1808. outputs[i + 1] = r;
  1809. }
  1810. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1811. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  1812. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  1813. outputs[i + 2] = g;
  1814. }
  1815. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  1816. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  1817. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  1818. outputs[i + 3] = b;
  1819. }
  1820. i += 3;
  1821. } break;
  1822. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1823. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1824. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  1825. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  1826. outputs[i + 1] = r;
  1827. }
  1828. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1829. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  1830. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  1831. outputs[i + 2] = g;
  1832. }
  1833. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  1834. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  1835. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  1836. outputs[i + 3] = b;
  1837. }
  1838. if (vsnode->is_output_port_connected(i + 4) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
  1839. String a = "n_out" + itos(p_node) + "p" + itos(i + 4);
  1840. r_code += " float " + a + " = n_out" + itos(p_node) + "p" + itos(i) + ".a;\n";
  1841. outputs[i + 4] = a;
  1842. }
  1843. i += 4;
  1844. } break;
  1845. default:
  1846. break;
  1847. }
  1848. }
  1849. }
  1850. if (!node_code.is_empty()) {
  1851. r_code += "\n\n";
  1852. }
  1853. r_processed.insert(p_node);
  1854. return OK;
  1855. }
  1856. bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
  1857. if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
  1858. if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
  1859. if (p_func_name == "start_custom" || p_func_name == "process_custom" || p_func_name == "collide") {
  1860. return true;
  1861. }
  1862. }
  1863. return false;
  1864. }
  1865. return true;
  1866. }
  1867. void VisualShader::_update_shader() const {
  1868. if (!dirty.is_set()) {
  1869. return;
  1870. }
  1871. dirty.clear();
  1872. StringBuilder global_code;
  1873. StringBuilder global_code_per_node;
  1874. HashMap<Type, StringBuilder> global_code_per_func;
  1875. StringBuilder shader_code;
  1876. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1877. HashSet<StringName> classes;
  1878. HashMap<int, int> insertion_pos;
  1879. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" };
  1880. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1881. String render_mode;
  1882. {
  1883. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1884. Vector<String> flag_names;
  1885. // Add enum modes first.
  1886. for (int i = 0; i < rmodes.size(); i++) {
  1887. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1888. const String temp = String(info.name);
  1889. if (!info.options.is_empty()) {
  1890. if (modes.has(temp) && modes[temp] < info.options.size()) {
  1891. if (!render_mode.is_empty()) {
  1892. render_mode += ", ";
  1893. }
  1894. render_mode += temp + "_" + info.options[modes[temp]];
  1895. }
  1896. } else if (flags.has(temp)) {
  1897. flag_names.push_back(temp);
  1898. }
  1899. }
  1900. // Add flags afterward.
  1901. for (int i = 0; i < flag_names.size(); i++) {
  1902. if (!render_mode.is_empty()) {
  1903. render_mode += ", ";
  1904. }
  1905. render_mode += flag_names[i];
  1906. }
  1907. }
  1908. if (!render_mode.is_empty()) {
  1909. global_code += "render_mode " + render_mode + ";\n\n";
  1910. }
  1911. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  1912. String global_expressions;
  1913. HashSet<String> used_parameter_names;
  1914. List<VisualShaderNodeParameter *> parameters;
  1915. HashMap<int, List<int>> emitters;
  1916. HashMap<int, List<int>> varying_setters;
  1917. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1918. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1919. continue;
  1920. }
  1921. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1922. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  1923. if (global_expression.is_valid()) {
  1924. String expr = "";
  1925. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1926. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1927. expr = expr.replace("\n", "\n ");
  1928. expr += "\n";
  1929. global_expressions += expr;
  1930. }
  1931. Ref<VisualShaderNodeParameterRef> parameter_ref = E.value.node;
  1932. if (parameter_ref.is_valid()) {
  1933. used_parameter_names.insert(parameter_ref->get_parameter_name());
  1934. }
  1935. Ref<VisualShaderNodeParameter> parameter = E.value.node;
  1936. if (parameter.is_valid()) {
  1937. parameters.push_back(parameter.ptr());
  1938. }
  1939. Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node;
  1940. if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) {
  1941. if (!varying_setters.has(i)) {
  1942. varying_setters.insert(i, List<int>());
  1943. }
  1944. varying_setters[i].push_back(E.key);
  1945. }
  1946. Ref<VisualShaderNodeParticleEmit> emit_particle = E.value.node;
  1947. if (emit_particle.is_valid()) {
  1948. if (!emitters.has(i)) {
  1949. emitters.insert(i, List<int>());
  1950. }
  1951. emitters[i].push_back(E.key);
  1952. }
  1953. }
  1954. }
  1955. for (int i = 0; i < parameters.size(); i++) {
  1956. VisualShaderNodeParameter *parameter = parameters[i];
  1957. if (used_parameter_names.has(parameter->get_parameter_name())) {
  1958. global_code += parameter->generate_global(get_mode(), Type(i), -1);
  1959. const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(true);
  1960. } else {
  1961. const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(false);
  1962. }
  1963. }
  1964. if (!varyings.is_empty()) {
  1965. global_code += "\n// Varyings\n";
  1966. for (const KeyValue<String, Varying> &E : varyings) {
  1967. global_code += "varying ";
  1968. switch (E.value.type) {
  1969. case VaryingType::VARYING_TYPE_FLOAT:
  1970. global_code += "float ";
  1971. break;
  1972. case VaryingType::VARYING_TYPE_INT:
  1973. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  1974. global_code += "flat ";
  1975. }
  1976. global_code += "int ";
  1977. break;
  1978. case VaryingType::VARYING_TYPE_UINT:
  1979. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  1980. global_code += "flat ";
  1981. }
  1982. global_code += "uint ";
  1983. break;
  1984. case VaryingType::VARYING_TYPE_VECTOR_2D:
  1985. global_code += "vec2 ";
  1986. break;
  1987. case VaryingType::VARYING_TYPE_VECTOR_3D:
  1988. global_code += "vec3 ";
  1989. break;
  1990. case VaryingType::VARYING_TYPE_VECTOR_4D:
  1991. global_code += "vec4 ";
  1992. break;
  1993. case VaryingType::VARYING_TYPE_BOOLEAN:
  1994. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  1995. global_code += "flat ";
  1996. }
  1997. global_code += "bool ";
  1998. break;
  1999. case VaryingType::VARYING_TYPE_TRANSFORM:
  2000. global_code += "mat4 ";
  2001. break;
  2002. default:
  2003. break;
  2004. }
  2005. global_code += E.key + ";\n";
  2006. }
  2007. global_code += "\n";
  2008. }
  2009. HashMap<int, String> code_map;
  2010. HashSet<int> empty_funcs;
  2011. for (int i = 0; i < TYPE_MAX; i++) {
  2012. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2013. continue;
  2014. }
  2015. //make it faster to go around through shader
  2016. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  2017. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  2018. StringBuilder func_code;
  2019. HashSet<int> processed;
  2020. bool is_empty_func = false;
  2021. if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
  2022. is_empty_func = true;
  2023. }
  2024. String varying_code;
  2025. if (shader_mode == Shader::MODE_SPATIAL || shader_mode == Shader::MODE_CANVAS_ITEM) {
  2026. for (const KeyValue<String, Varying> &E : varyings) {
  2027. if ((E.value.mode == VARYING_MODE_VERTEX_TO_FRAG_LIGHT && i == TYPE_VERTEX) || (E.value.mode == VARYING_MODE_FRAG_TO_LIGHT && i == TYPE_FRAGMENT)) {
  2028. bool found = false;
  2029. for (int key : varying_setters[i]) {
  2030. Ref<VisualShaderNodeVaryingSetter> setter = Object::cast_to<VisualShaderNodeVaryingSetter>(const_cast<VisualShaderNode *>(graph[i].nodes[key].node.ptr()));
  2031. if (setter.is_valid() && E.value.name == setter->get_varying_name()) {
  2032. found = true;
  2033. break;
  2034. }
  2035. }
  2036. if (!found) {
  2037. String code2;
  2038. switch (E.value.type) {
  2039. case VaryingType::VARYING_TYPE_FLOAT:
  2040. code2 += "0.0";
  2041. break;
  2042. case VaryingType::VARYING_TYPE_INT:
  2043. code2 += "0";
  2044. break;
  2045. case VaryingType::VARYING_TYPE_UINT:
  2046. code2 += "0u";
  2047. break;
  2048. case VaryingType::VARYING_TYPE_VECTOR_2D:
  2049. code2 += "vec2(0.0)";
  2050. break;
  2051. case VaryingType::VARYING_TYPE_VECTOR_3D:
  2052. code2 += "vec3(0.0)";
  2053. break;
  2054. case VaryingType::VARYING_TYPE_VECTOR_4D:
  2055. code2 += "vec4(0.0)";
  2056. break;
  2057. case VaryingType::VARYING_TYPE_BOOLEAN:
  2058. code2 += "false";
  2059. break;
  2060. case VaryingType::VARYING_TYPE_TRANSFORM:
  2061. code2 += "mat4(1.0)";
  2062. break;
  2063. default:
  2064. break;
  2065. }
  2066. varying_code += vformat(" %s = %s;\n", E.key, code2);
  2067. }
  2068. is_empty_func = false;
  2069. }
  2070. }
  2071. }
  2072. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  2073. ConnectionKey from_key;
  2074. from_key.node = E->get().from_node;
  2075. from_key.port = E->get().from_port;
  2076. output_connections.insert(from_key, E);
  2077. ConnectionKey to_key;
  2078. to_key.node = E->get().to_node;
  2079. to_key.port = E->get().to_port;
  2080. input_connections.insert(to_key, E);
  2081. if (is_empty_func && to_key.node == NODE_ID_OUTPUT) {
  2082. is_empty_func = false;
  2083. }
  2084. }
  2085. if (is_empty_func) {
  2086. empty_funcs.insert(i);
  2087. continue;
  2088. }
  2089. if (shader_mode != Shader::MODE_PARTICLES) {
  2090. func_code += "\nvoid " + String(func_name[i]) + "() {\n";
  2091. }
  2092. insertion_pos.insert(i, shader_code.get_string_length() + func_code.get_string_length());
  2093. Error err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  2094. ERR_FAIL_COND(err != OK);
  2095. if (varying_setters.has(i)) {
  2096. for (int &E : varying_setters[i]) {
  2097. err = _write_node(Type(i), nullptr, nullptr, nullptr, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  2098. ERR_FAIL_COND(err != OK);
  2099. }
  2100. }
  2101. if (emitters.has(i)) {
  2102. for (int &E : emitters[i]) {
  2103. err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  2104. ERR_FAIL_COND(err != OK);
  2105. }
  2106. }
  2107. if (shader_mode == Shader::MODE_PARTICLES) {
  2108. code_map.insert(i, func_code);
  2109. } else {
  2110. func_code += varying_code;
  2111. func_code += "}\n";
  2112. shader_code += func_code;
  2113. }
  2114. }
  2115. String global_compute_code;
  2116. if (shader_mode == Shader::MODE_PARTICLES) {
  2117. bool has_start_custom = !code_map[TYPE_START_CUSTOM].is_empty();
  2118. bool has_process = !code_map[TYPE_PROCESS].is_empty();
  2119. bool has_process_custom = !code_map[TYPE_PROCESS_CUSTOM].is_empty();
  2120. bool has_collide = !code_map[TYPE_COLLIDE].is_empty();
  2121. shader_code += "void start() {\n";
  2122. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2123. shader_code += "\n";
  2124. shader_code += " {\n";
  2125. shader_code += code_map[TYPE_START].replace("\n ", "\n ");
  2126. shader_code += " }\n";
  2127. if (has_start_custom) {
  2128. shader_code += " \n";
  2129. shader_code += " {\n";
  2130. shader_code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
  2131. shader_code += " }\n";
  2132. }
  2133. shader_code += "}\n\n";
  2134. if (has_process || has_process_custom || has_collide) {
  2135. shader_code += "void process() {\n";
  2136. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2137. shader_code += "\n";
  2138. if (has_process || has_collide) {
  2139. shader_code += " {\n";
  2140. }
  2141. String tab = " ";
  2142. if (has_collide) {
  2143. shader_code += " if (COLLIDED) {\n\n";
  2144. shader_code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
  2145. if (has_process) {
  2146. shader_code += " } else {\n\n";
  2147. tab += " ";
  2148. }
  2149. }
  2150. if (has_process) {
  2151. shader_code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
  2152. }
  2153. if (has_collide) {
  2154. shader_code += " }\n";
  2155. }
  2156. if (has_process || has_collide) {
  2157. shader_code += " }\n";
  2158. }
  2159. if (has_process_custom) {
  2160. if (has_process || has_collide) {
  2161. shader_code += " \n";
  2162. }
  2163. shader_code += " {\n";
  2164. shader_code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
  2165. shader_code += " }\n";
  2166. }
  2167. shader_code += "}\n\n";
  2168. }
  2169. global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
  2170. global_compute_code += " int k;\n";
  2171. global_compute_code += " int s = int(seed);\n";
  2172. global_compute_code += " if (s == 0)\n";
  2173. global_compute_code += " s = 305420679;\n";
  2174. global_compute_code += " k = s / 127773;\n";
  2175. global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
  2176. global_compute_code += " if (s < 0)\n";
  2177. global_compute_code += " s += 2147483647;\n";
  2178. global_compute_code += " seed = uint(s);\n";
  2179. global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n";
  2180. global_compute_code += "}\n\n";
  2181. global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n";
  2182. global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n";
  2183. global_compute_code += "}\n\n";
  2184. global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n";
  2185. global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
  2186. global_compute_code += "}\n\n";
  2187. global_compute_code += "uint __hash(uint x) {\n";
  2188. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2189. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2190. global_compute_code += " x = (x >> uint(16)) ^ x;\n";
  2191. global_compute_code += " return x;\n";
  2192. global_compute_code += "}\n\n";
  2193. global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n";
  2194. global_compute_code += " axis = normalize(axis);\n";
  2195. global_compute_code += " float s = sin(angle);\n";
  2196. global_compute_code += " float c = cos(angle);\n";
  2197. global_compute_code += " float oc = 1.0 - c;\n";
  2198. global_compute_code += " return mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n";
  2199. global_compute_code += "}\n\n";
  2200. global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n";
  2201. global_compute_code += " axis = normalize(axis);\n";
  2202. global_compute_code += " float s = sin(angle);\n";
  2203. global_compute_code += " float c = cos(angle);\n";
  2204. global_compute_code += " float oc = 1.0 - c;\n";
  2205. global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
  2206. global_compute_code += "}\n\n";
  2207. global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
  2208. global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2209. global_compute_code += "}\n\n";
  2210. global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
  2211. global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2212. global_compute_code += "}\n\n";
  2213. }
  2214. //set code secretly
  2215. global_code += "\n\n";
  2216. String final_code = global_code;
  2217. final_code += global_compute_code;
  2218. final_code += global_code_per_node;
  2219. final_code += global_expressions;
  2220. String tcode = shader_code;
  2221. for (int i = 0; i < TYPE_MAX; i++) {
  2222. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2223. continue;
  2224. }
  2225. String func_code = global_code_per_func[Type(i)].as_string();
  2226. if (empty_funcs.has(Type(i)) && !func_code.is_empty()) {
  2227. func_code = vformat("%s%s%s", String("\nvoid " + String(func_name[i]) + "() {\n"), func_code, "}\n");
  2228. }
  2229. tcode = tcode.insert(insertion_pos[i], func_code);
  2230. }
  2231. final_code += tcode;
  2232. const_cast<VisualShader *>(this)->set_code(final_code);
  2233. for (int i = 0; i < default_tex_params.size(); i++) {
  2234. for (int j = 0; j < default_tex_params[i].params.size(); j++) {
  2235. const_cast<VisualShader *>(this)->set_default_texture_parameter(default_tex_params[i].name, default_tex_params[i].params[j], j);
  2236. }
  2237. }
  2238. if (previous_code != final_code) {
  2239. const_cast<VisualShader *>(this)->emit_signal(SNAME("changed"));
  2240. }
  2241. previous_code = final_code;
  2242. }
  2243. void VisualShader::_queue_update() {
  2244. if (dirty.is_set()) {
  2245. return;
  2246. }
  2247. dirty.set();
  2248. call_deferred(SNAME("_update_shader"));
  2249. }
  2250. void VisualShader::rebuild() {
  2251. dirty.set();
  2252. _update_shader();
  2253. }
  2254. void VisualShader::_bind_methods() {
  2255. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  2256. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  2257. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  2258. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  2259. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  2260. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  2261. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  2262. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  2263. ClassDB::bind_method(D_METHOD("replace_node", "type", "id", "new_class"), &VisualShader::replace_node);
  2264. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  2265. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  2266. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  2267. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  2268. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  2269. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  2270. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  2271. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  2272. ClassDB::bind_method(D_METHOD("add_varying", "name", "mode", "type"), &VisualShader::add_varying);
  2273. ClassDB::bind_method(D_METHOD("remove_varying", "name"), &VisualShader::remove_varying);
  2274. ClassDB::bind_method(D_METHOD("has_varying", "name"), &VisualShader::has_varying);
  2275. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  2276. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_graph_offset", "get_graph_offset");
  2277. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  2278. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  2279. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  2280. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  2281. BIND_ENUM_CONSTANT(TYPE_START);
  2282. BIND_ENUM_CONSTANT(TYPE_PROCESS);
  2283. BIND_ENUM_CONSTANT(TYPE_COLLIDE);
  2284. BIND_ENUM_CONSTANT(TYPE_START_CUSTOM);
  2285. BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM);
  2286. BIND_ENUM_CONSTANT(TYPE_SKY);
  2287. BIND_ENUM_CONSTANT(TYPE_FOG);
  2288. BIND_ENUM_CONSTANT(TYPE_MAX);
  2289. BIND_ENUM_CONSTANT(VARYING_MODE_VERTEX_TO_FRAG_LIGHT);
  2290. BIND_ENUM_CONSTANT(VARYING_MODE_FRAG_TO_LIGHT);
  2291. BIND_ENUM_CONSTANT(VARYING_MODE_MAX);
  2292. BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
  2293. BIND_ENUM_CONSTANT(VARYING_TYPE_INT);
  2294. BIND_ENUM_CONSTANT(VARYING_TYPE_UINT);
  2295. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
  2296. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
  2297. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D);
  2298. BIND_ENUM_CONSTANT(VARYING_TYPE_BOOLEAN);
  2299. BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
  2300. BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
  2301. BIND_CONSTANT(NODE_ID_INVALID);
  2302. BIND_CONSTANT(NODE_ID_OUTPUT);
  2303. }
  2304. VisualShader::VisualShader() {
  2305. dirty.set();
  2306. for (int i = 0; i < TYPE_MAX; i++) {
  2307. if (i > (int)TYPE_LIGHT && i < (int)TYPE_SKY) {
  2308. Ref<VisualShaderNodeParticleOutput> output;
  2309. output.instantiate();
  2310. output->shader_type = Type(i);
  2311. output->shader_mode = shader_mode;
  2312. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2313. } else {
  2314. Ref<VisualShaderNodeOutput> output;
  2315. output.instantiate();
  2316. output->shader_type = Type(i);
  2317. output->shader_mode = shader_mode;
  2318. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2319. }
  2320. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  2321. }
  2322. }
  2323. ///////////////////////////////////////////////////////////
  2324. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  2325. // Node3D
  2326. // Node3D, Vertex
  2327. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2328. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2329. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2330. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2331. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2332. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2333. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2334. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2335. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2336. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2337. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2338. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2339. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2340. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
  2341. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2342. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2343. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2344. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2345. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2346. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2347. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2348. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2349. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2350. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2351. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2352. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2353. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2354. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2355. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2356. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
  2357. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
  2358. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom2", "CUSTOM2" },
  2359. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom3", "CUSTOM3" },
  2360. // Node3D, Fragment
  2361. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2362. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2363. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2364. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2365. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2366. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2367. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2368. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2369. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2370. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2371. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2372. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2373. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2374. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2375. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2376. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2377. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2378. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2379. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2380. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  2381. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2382. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2383. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2384. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2385. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2386. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2387. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2388. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2389. // Node3D, Light
  2390. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2391. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2392. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2393. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2394. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2395. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
  2396. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
  2397. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
  2398. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
  2399. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
  2400. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
  2401. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
  2402. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2403. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  2404. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2405. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2406. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2407. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2408. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2409. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2410. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2411. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2412. // Canvas Item
  2413. // Canvas Item, Vertex
  2414. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2415. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2416. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2417. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2418. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2419. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2420. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" },
  2421. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
  2422. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2423. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2424. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2425. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2426. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2427. // Canvas Item, Fragment
  2428. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2429. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2430. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2431. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2432. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2433. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
  2434. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2435. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2436. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2437. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2438. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  2439. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2440. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
  2441. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2442. // Canvas Item, Light
  2443. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2444. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2445. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2446. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2447. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
  2448. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
  2449. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
  2450. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_direction", "LIGHT_DIRECTION" },
  2451. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" },
  2452. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_energy", "LIGHT_ENERGY" },
  2453. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
  2454. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
  2455. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2456. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2457. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2458. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2459. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2460. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2461. // Particles, Start
  2462. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2463. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2464. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2465. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2466. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2467. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2468. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2469. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2470. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2471. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2472. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2473. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2474. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2475. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2476. // Particles, Start (Custom)
  2477. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2478. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2479. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2480. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2481. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2482. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2483. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2484. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2485. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2486. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2487. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2488. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2489. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2490. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2491. // Particles, Process
  2492. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2493. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2494. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2495. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2496. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2497. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2498. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2499. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2500. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2501. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2502. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2503. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2504. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2505. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2506. // Particles, Process (Custom)
  2507. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2508. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2509. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2510. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2511. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2512. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2513. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2514. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2515. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2516. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2517. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2518. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2519. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2520. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2521. // Particles, Collide
  2522. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2523. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
  2524. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
  2525. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2526. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2527. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2528. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2529. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2530. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2531. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2532. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2533. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2534. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2535. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2536. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2537. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2538. // Sky, Sky
  2539. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  2540. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  2541. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  2542. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
  2543. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" },
  2544. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
  2545. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
  2546. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  2547. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  2548. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
  2549. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
  2550. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  2551. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  2552. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
  2553. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
  2554. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  2555. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  2556. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
  2557. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
  2558. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  2559. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  2560. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
  2561. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
  2562. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  2563. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2564. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2565. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
  2566. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2567. // Fog, Fog
  2568. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
  2569. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
  2570. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
  2571. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "extents", "EXTENTS" },
  2572. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
  2573. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2574. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2575. };
  2576. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  2577. // Spatial, Vertex
  2578. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2579. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2580. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2581. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2582. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2583. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2584. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2585. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2586. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2587. // Spatial, Fragment
  2588. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2589. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2590. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2591. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2592. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2593. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2594. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2595. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2596. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2597. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2598. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2599. // Spatial, Light
  2600. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2601. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2602. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2603. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2604. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2605. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2606. // Canvas Item, Vertex
  2607. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2608. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2609. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2610. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2611. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2612. // Canvas Item, Fragment
  2613. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2614. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2615. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec3(1.0)" },
  2616. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2617. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2618. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2619. // Canvas Item, Light
  2620. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2621. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2622. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2623. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2624. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2625. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2626. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2627. // Particles
  2628. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2629. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2630. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2631. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2632. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2633. // Sky
  2634. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2635. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2636. // Fog
  2637. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2638. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2639. };
  2640. int VisualShaderNodeInput::get_input_port_count() const {
  2641. return 0;
  2642. }
  2643. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  2644. return PORT_TYPE_SCALAR;
  2645. }
  2646. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  2647. return "";
  2648. }
  2649. int VisualShaderNodeInput::get_output_port_count() const {
  2650. return 1;
  2651. }
  2652. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  2653. return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
  2654. }
  2655. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  2656. return "";
  2657. }
  2658. String VisualShaderNodeInput::get_caption() const {
  2659. return "Input";
  2660. }
  2661. bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
  2662. if (p_port == 0) {
  2663. switch (get_input_type_by_name(input_name)) {
  2664. case PORT_TYPE_VECTOR_2D:
  2665. return true;
  2666. case PORT_TYPE_VECTOR_3D:
  2667. return true;
  2668. case PORT_TYPE_VECTOR_4D:
  2669. return true;
  2670. default:
  2671. return false;
  2672. }
  2673. }
  2674. return false;
  2675. }
  2676. String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2677. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  2678. return "";
  2679. }
  2680. if (p_for_preview) {
  2681. int idx = 0;
  2682. String code;
  2683. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  2684. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  2685. code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  2686. break;
  2687. }
  2688. idx++;
  2689. }
  2690. if (code.is_empty()) {
  2691. switch (get_output_port_type(0)) {
  2692. case PORT_TYPE_SCALAR: {
  2693. code = " " + p_output_vars[0] + " = 0.0;\n";
  2694. } break;
  2695. case PORT_TYPE_SCALAR_INT: {
  2696. code = " " + p_output_vars[0] + " = 0;\n";
  2697. } break;
  2698. case PORT_TYPE_VECTOR_2D: {
  2699. code = " " + p_output_vars[0] + " = vec2(0.0);\n";
  2700. } break;
  2701. case PORT_TYPE_VECTOR_3D: {
  2702. code = " " + p_output_vars[0] + " = vec3(0.0);\n";
  2703. } break;
  2704. case PORT_TYPE_VECTOR_4D: {
  2705. code = " " + p_output_vars[0] + " = vec4(0.0);\n";
  2706. } break;
  2707. case PORT_TYPE_BOOLEAN: {
  2708. code = " " + p_output_vars[0] + " = false;\n";
  2709. } break;
  2710. default:
  2711. break;
  2712. }
  2713. }
  2714. return code;
  2715. } else {
  2716. int idx = 0;
  2717. String code;
  2718. while (ports[idx].mode != Shader::MODE_MAX) {
  2719. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2720. code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  2721. break;
  2722. }
  2723. idx++;
  2724. }
  2725. if (code.is_empty()) {
  2726. code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  2727. }
  2728. return code;
  2729. }
  2730. }
  2731. void VisualShaderNodeInput::set_input_name(String p_name) {
  2732. PortType prev_type = get_input_type_by_name(input_name);
  2733. input_name = p_name;
  2734. emit_changed();
  2735. if (get_input_type_by_name(input_name) != prev_type) {
  2736. emit_signal(SNAME("input_type_changed"));
  2737. }
  2738. }
  2739. String VisualShaderNodeInput::get_input_name() const {
  2740. return input_name;
  2741. }
  2742. String VisualShaderNodeInput::get_input_real_name() const {
  2743. int idx = 0;
  2744. while (ports[idx].mode != Shader::MODE_MAX) {
  2745. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2746. return String(ports[idx].string);
  2747. }
  2748. idx++;
  2749. }
  2750. return "";
  2751. }
  2752. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  2753. int idx = 0;
  2754. while (ports[idx].mode != Shader::MODE_MAX) {
  2755. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  2756. return ports[idx].type;
  2757. }
  2758. idx++;
  2759. }
  2760. return PORT_TYPE_SCALAR;
  2761. }
  2762. int VisualShaderNodeInput::get_input_index_count() const {
  2763. int idx = 0;
  2764. int count = 0;
  2765. while (ports[idx].mode != Shader::MODE_MAX) {
  2766. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2767. count++;
  2768. }
  2769. idx++;
  2770. }
  2771. return count;
  2772. }
  2773. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  2774. int idx = 0;
  2775. int count = 0;
  2776. while (ports[idx].mode != Shader::MODE_MAX) {
  2777. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2778. if (count == p_index) {
  2779. return ports[idx].type;
  2780. }
  2781. count++;
  2782. }
  2783. idx++;
  2784. }
  2785. return PORT_TYPE_SCALAR;
  2786. }
  2787. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  2788. int idx = 0;
  2789. int count = 0;
  2790. while (ports[idx].mode != Shader::MODE_MAX) {
  2791. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2792. if (count == p_index) {
  2793. return ports[idx].name;
  2794. }
  2795. count++;
  2796. }
  2797. idx++;
  2798. }
  2799. return "";
  2800. }
  2801. void VisualShaderNodeInput::_validate_property(PropertyInfo &p_property) const {
  2802. if (p_property.name == "input_name") {
  2803. String port_list;
  2804. int idx = 0;
  2805. while (ports[idx].mode != Shader::MODE_MAX) {
  2806. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2807. if (!port_list.is_empty()) {
  2808. port_list += ",";
  2809. }
  2810. port_list += ports[idx].name;
  2811. }
  2812. idx++;
  2813. }
  2814. if (port_list.is_empty()) {
  2815. port_list = RTR("None");
  2816. }
  2817. p_property.hint_string = port_list;
  2818. }
  2819. }
  2820. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  2821. Vector<StringName> props;
  2822. props.push_back("input_name");
  2823. return props;
  2824. }
  2825. void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) {
  2826. shader_type = p_shader_type;
  2827. }
  2828. void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) {
  2829. shader_mode = p_shader_mode;
  2830. }
  2831. void VisualShaderNodeInput::_bind_methods() {
  2832. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  2833. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  2834. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  2835. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  2836. ADD_SIGNAL(MethodInfo("input_type_changed"));
  2837. }
  2838. VisualShaderNodeInput::VisualShaderNodeInput() {
  2839. }
  2840. ////////////// ParameterRef
  2841. RBMap<RID, List<VisualShaderNodeParameterRef::Parameter>> parameters;
  2842. void VisualShaderNodeParameterRef::add_parameter(RID p_shader_rid, const String &p_name, ParameterType p_type) {
  2843. parameters[p_shader_rid].push_back({ p_name, p_type });
  2844. }
  2845. void VisualShaderNodeParameterRef::clear_parameters(RID p_shader_rid) {
  2846. parameters[p_shader_rid].clear();
  2847. }
  2848. bool VisualShaderNodeParameterRef::has_parameter(RID p_shader_rid, const String &p_name) {
  2849. for (const VisualShaderNodeParameterRef::Parameter &E : parameters[p_shader_rid]) {
  2850. if (E.name == p_name) {
  2851. return true;
  2852. }
  2853. }
  2854. return false;
  2855. }
  2856. String VisualShaderNodeParameterRef::get_caption() const {
  2857. return "ParameterRef";
  2858. }
  2859. int VisualShaderNodeParameterRef::get_input_port_count() const {
  2860. return 0;
  2861. }
  2862. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_input_port_type(int p_port) const {
  2863. return PortType::PORT_TYPE_SCALAR;
  2864. }
  2865. String VisualShaderNodeParameterRef::get_input_port_name(int p_port) const {
  2866. return "";
  2867. }
  2868. int VisualShaderNodeParameterRef::get_output_port_count() const {
  2869. switch (param_type) {
  2870. case PARAMETER_TYPE_FLOAT:
  2871. return 1;
  2872. case PARAMETER_TYPE_INT:
  2873. return 1;
  2874. case PARAMETER_TYPE_UINT:
  2875. return 1;
  2876. case PARAMETER_TYPE_BOOLEAN:
  2877. return 1;
  2878. case PARAMETER_TYPE_VECTOR2:
  2879. return 1;
  2880. case PARAMETER_TYPE_VECTOR3:
  2881. return 1;
  2882. case PARAMETER_TYPE_VECTOR4:
  2883. return 1;
  2884. case PARAMETER_TYPE_TRANSFORM:
  2885. return 1;
  2886. case PARAMETER_TYPE_COLOR:
  2887. return 2;
  2888. case UNIFORM_TYPE_SAMPLER:
  2889. return 1;
  2890. default:
  2891. break;
  2892. }
  2893. return 1;
  2894. }
  2895. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_output_port_type(int p_port) const {
  2896. switch (param_type) {
  2897. case PARAMETER_TYPE_FLOAT:
  2898. return PortType::PORT_TYPE_SCALAR;
  2899. case PARAMETER_TYPE_INT:
  2900. return PortType::PORT_TYPE_SCALAR_INT;
  2901. case PARAMETER_TYPE_UINT:
  2902. return PortType::PORT_TYPE_SCALAR_UINT;
  2903. case PARAMETER_TYPE_BOOLEAN:
  2904. return PortType::PORT_TYPE_BOOLEAN;
  2905. case PARAMETER_TYPE_VECTOR2:
  2906. return PortType::PORT_TYPE_VECTOR_2D;
  2907. case PARAMETER_TYPE_VECTOR3:
  2908. return PortType::PORT_TYPE_VECTOR_3D;
  2909. case PARAMETER_TYPE_VECTOR4:
  2910. return PortType::PORT_TYPE_VECTOR_4D;
  2911. case PARAMETER_TYPE_TRANSFORM:
  2912. return PortType::PORT_TYPE_TRANSFORM;
  2913. case PARAMETER_TYPE_COLOR:
  2914. if (p_port == 0) {
  2915. return PortType::PORT_TYPE_VECTOR_3D;
  2916. } else if (p_port == 1) {
  2917. return PORT_TYPE_SCALAR;
  2918. }
  2919. break;
  2920. case UNIFORM_TYPE_SAMPLER:
  2921. return PortType::PORT_TYPE_SAMPLER;
  2922. default:
  2923. break;
  2924. }
  2925. return PORT_TYPE_SCALAR;
  2926. }
  2927. String VisualShaderNodeParameterRef::get_output_port_name(int p_port) const {
  2928. switch (param_type) {
  2929. case PARAMETER_TYPE_FLOAT:
  2930. return "";
  2931. case PARAMETER_TYPE_INT:
  2932. return "";
  2933. case PARAMETER_TYPE_UINT:
  2934. return "";
  2935. case PARAMETER_TYPE_BOOLEAN:
  2936. return "";
  2937. case PARAMETER_TYPE_VECTOR2:
  2938. return "";
  2939. case PARAMETER_TYPE_VECTOR3:
  2940. return "";
  2941. case PARAMETER_TYPE_VECTOR4:
  2942. return "";
  2943. case PARAMETER_TYPE_TRANSFORM:
  2944. return "";
  2945. case PARAMETER_TYPE_COLOR:
  2946. if (p_port == 0) {
  2947. return "rgb";
  2948. } else if (p_port == 1) {
  2949. return "alpha";
  2950. }
  2951. break;
  2952. case UNIFORM_TYPE_SAMPLER:
  2953. return "";
  2954. break;
  2955. default:
  2956. break;
  2957. }
  2958. return "";
  2959. }
  2960. void VisualShaderNodeParameterRef::set_shader_rid(const RID &p_shader_rid) {
  2961. shader_rid = p_shader_rid;
  2962. }
  2963. void VisualShaderNodeParameterRef::set_parameter_name(const String &p_name) {
  2964. parameter_name = p_name;
  2965. if (shader_rid.is_valid()) {
  2966. update_parameter_type();
  2967. }
  2968. emit_changed();
  2969. }
  2970. void VisualShaderNodeParameterRef::update_parameter_type() {
  2971. if (parameter_name != "[None]") {
  2972. param_type = get_parameter_type_by_name(parameter_name);
  2973. } else {
  2974. param_type = PARAMETER_TYPE_FLOAT;
  2975. }
  2976. }
  2977. String VisualShaderNodeParameterRef::get_parameter_name() const {
  2978. return parameter_name;
  2979. }
  2980. int VisualShaderNodeParameterRef::get_parameters_count() const {
  2981. ERR_FAIL_COND_V(!shader_rid.is_valid(), 0);
  2982. return parameters[shader_rid].size();
  2983. }
  2984. String VisualShaderNodeParameterRef::get_parameter_name_by_index(int p_idx) const {
  2985. ERR_FAIL_COND_V(!shader_rid.is_valid(), String());
  2986. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  2987. return parameters[shader_rid][p_idx].name;
  2988. }
  2989. return "";
  2990. }
  2991. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_name(const String &p_name) const {
  2992. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  2993. for (int i = 0; i < parameters[shader_rid].size(); i++) {
  2994. if (parameters[shader_rid][i].name == p_name) {
  2995. return parameters[shader_rid][i].type;
  2996. }
  2997. }
  2998. return PARAMETER_TYPE_FLOAT;
  2999. }
  3000. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_index(int p_idx) const {
  3001. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  3002. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3003. return parameters[shader_rid][p_idx].type;
  3004. }
  3005. return PARAMETER_TYPE_FLOAT;
  3006. }
  3007. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_port_type_by_index(int p_idx) const {
  3008. ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR);
  3009. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3010. switch (parameters[shader_rid][p_idx].type) {
  3011. case PARAMETER_TYPE_FLOAT:
  3012. return PORT_TYPE_SCALAR;
  3013. case PARAMETER_TYPE_INT:
  3014. return PORT_TYPE_SCALAR_INT;
  3015. case PARAMETER_TYPE_UINT:
  3016. return PORT_TYPE_SCALAR_UINT;
  3017. case UNIFORM_TYPE_SAMPLER:
  3018. return PORT_TYPE_SAMPLER;
  3019. case PARAMETER_TYPE_VECTOR2:
  3020. return PORT_TYPE_VECTOR_2D;
  3021. case PARAMETER_TYPE_VECTOR3:
  3022. return PORT_TYPE_VECTOR_3D;
  3023. case PARAMETER_TYPE_VECTOR4:
  3024. return PORT_TYPE_VECTOR_4D;
  3025. case PARAMETER_TYPE_TRANSFORM:
  3026. return PORT_TYPE_TRANSFORM;
  3027. case PARAMETER_TYPE_COLOR:
  3028. return PORT_TYPE_VECTOR_3D;
  3029. default:
  3030. break;
  3031. }
  3032. }
  3033. return PORT_TYPE_SCALAR;
  3034. }
  3035. String VisualShaderNodeParameterRef::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3036. switch (param_type) {
  3037. case PARAMETER_TYPE_FLOAT:
  3038. if (parameter_name == "[None]") {
  3039. return " " + p_output_vars[0] + " = 0.0;\n";
  3040. }
  3041. break;
  3042. case PARAMETER_TYPE_COLOR: {
  3043. String code = " " + p_output_vars[0] + " = " + get_parameter_name() + ".rgb;\n";
  3044. code += " " + p_output_vars[1] + " = " + get_parameter_name() + ".a;\n";
  3045. return code;
  3046. } break;
  3047. case UNIFORM_TYPE_SAMPLER:
  3048. return String();
  3049. default:
  3050. break;
  3051. }
  3052. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  3053. }
  3054. void VisualShaderNodeParameterRef::_set_parameter_type(int p_type) {
  3055. param_type = (ParameterType)p_type;
  3056. }
  3057. int VisualShaderNodeParameterRef::_get_parameter_type() const {
  3058. return (int)param_type;
  3059. }
  3060. void VisualShaderNodeParameterRef::_bind_methods() {
  3061. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameterRef::set_parameter_name);
  3062. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameterRef::get_parameter_name);
  3063. ClassDB::bind_method(D_METHOD("_set_parameter_type", "type"), &VisualShaderNodeParameterRef::_set_parameter_type);
  3064. ClassDB::bind_method(D_METHOD("_get_parameter_type"), &VisualShaderNodeParameterRef::_get_parameter_type);
  3065. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name", PROPERTY_HINT_ENUM, ""), "set_parameter_name", "get_parameter_name");
  3066. ADD_PROPERTY(PropertyInfo(Variant::INT, "param_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_parameter_type", "_get_parameter_type");
  3067. }
  3068. Vector<StringName> VisualShaderNodeParameterRef::get_editable_properties() const {
  3069. Vector<StringName> props;
  3070. props.push_back("parameter_name");
  3071. props.push_back("param_type");
  3072. return props;
  3073. }
  3074. VisualShaderNodeParameterRef::VisualShaderNodeParameterRef() {
  3075. }
  3076. ////////////////////////////////////////////
  3077. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  3078. ////////////////////////////////////////////////////////////////////////
  3079. // Node3D.
  3080. ////////////////////////////////////////////////////////////////////////
  3081. // Node3D, Vertex.
  3082. ////////////////////////////////////////////////////////////////////////
  3083. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Vertex", "VERTEX" },
  3084. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3085. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Tangent", "TANGENT" },
  3086. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Binormal", "BINORMAL" },
  3087. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3088. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV2", "UV2" },
  3089. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3090. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3091. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3092. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3093. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Model View Matrix", "MODELVIEW_MATRIX" },
  3094. ////////////////////////////////////////////////////////////////////////
  3095. // Node3D, Fragment.
  3096. ////////////////////////////////////////////////////////////////////////
  3097. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3098. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3099. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Metallic", "METALLIC" },
  3100. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3101. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Specular", "SPECULAR" },
  3102. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3103. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO", "AO" },
  3104. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO Light Affect", "AO_LIGHT_AFFECT" },
  3105. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3106. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3107. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3108. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim", "RIM" },
  3109. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim Tint", "RIM_TINT" },
  3110. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat", "CLEARCOAT" },
  3111. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat Roughness", "CLEARCOAT_ROUGHNESS" },
  3112. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Anisotropy", "ANISOTROPY" },
  3113. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Anisotropy Flow", "ANISOTROPY_FLOW" },
  3114. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Subsurf Scatter", "SSS_STRENGTH" },
  3115. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Backlight", "BACKLIGHT" },
  3116. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Scissor Threshold", "ALPHA_SCISSOR_THRESHOLD" },
  3117. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Hash Scale", "ALPHA_HASH_SCALE" },
  3118. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha AA Edge", "ALPHA_ANTIALIASING_EDGE" },
  3119. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Alpha UV", "ALPHA_TEXTURE_COORDINATE" },
  3120. ////////////////////////////////////////////////////////////////////////
  3121. // Node3D, Light.
  3122. ////////////////////////////////////////////////////////////////////////
  3123. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Diffuse", "DIFFUSE_LIGHT" },
  3124. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Specular", "SPECULAR_LIGHT" },
  3125. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3126. ////////////////////////////////////////////////////////////////////////
  3127. // Canvas Item.
  3128. ////////////////////////////////////////////////////////////////////////
  3129. // Canvas Item, Vertex.
  3130. ////////////////////////////////////////////////////////////////////////
  3131. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Vertex", "VERTEX" },
  3132. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3133. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3134. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3135. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3136. ////////////////////////////////////////////////////////////////////////
  3137. // Canvas Item, Fragment.
  3138. ////////////////////////////////////////////////////////////////////////
  3139. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3140. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3141. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3142. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3143. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3144. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light Vertex", "LIGHT_VERTEX" },
  3145. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Shadow Vertex", "SHADOW_VERTEX" },
  3146. ////////////////////////////////////////////////////////////////////////
  3147. // Canvas Item, Light.
  3148. ////////////////////////////////////////////////////////////////////////
  3149. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light", "LIGHT.rgb" },
  3150. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Light Alpha", "LIGHT.a" },
  3151. ////////////////////////////////////////////////////////////////////////
  3152. // Sky, Sky.
  3153. ////////////////////////////////////////////////////////////////////////
  3154. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR" },
  3155. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3156. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Fog", "FOG.rgb" },
  3157. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Fog Alpha", "FOG.a" },
  3158. ////////////////////////////////////////////////////////////////////////
  3159. // Fog, Fog.
  3160. ////////////////////////////////////////////////////////////////////////
  3161. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "Density", "DENSITY" },
  3162. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3163. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3164. ////////////////////////////////////////////////////////////////////////
  3165. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  3166. };
  3167. int VisualShaderNodeOutput::get_input_port_count() const {
  3168. int idx = 0;
  3169. int count = 0;
  3170. while (ports[idx].mode != Shader::MODE_MAX) {
  3171. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3172. count++;
  3173. }
  3174. idx++;
  3175. }
  3176. return count;
  3177. }
  3178. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  3179. int idx = 0;
  3180. int count = 0;
  3181. while (ports[idx].mode != Shader::MODE_MAX) {
  3182. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3183. if (count == p_port) {
  3184. return ports[idx].type;
  3185. }
  3186. count++;
  3187. }
  3188. idx++;
  3189. }
  3190. return PORT_TYPE_SCALAR;
  3191. }
  3192. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  3193. int idx = 0;
  3194. int count = 0;
  3195. while (ports[idx].mode != Shader::MODE_MAX) {
  3196. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3197. if (count == p_port) {
  3198. return String(ports[idx].name);
  3199. }
  3200. count++;
  3201. }
  3202. idx++;
  3203. }
  3204. return String();
  3205. }
  3206. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  3207. return Variant();
  3208. }
  3209. int VisualShaderNodeOutput::get_output_port_count() const {
  3210. return 0;
  3211. }
  3212. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  3213. return PORT_TYPE_SCALAR;
  3214. }
  3215. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  3216. return String();
  3217. }
  3218. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  3219. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_VERTEX) {
  3220. String port_name = get_input_port_name(p_index);
  3221. return bool(port_name == "Model View Matrix");
  3222. }
  3223. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  3224. String port_name = get_input_port_name(p_index);
  3225. return bool(port_name == "AO" || port_name == "Normal" || port_name == "Rim" || port_name == "Clearcoat" || port_name == "Anisotropy" || port_name == "Subsurf Scatter" || port_name == "Alpha Scissor Threshold");
  3226. }
  3227. return false;
  3228. }
  3229. String VisualShaderNodeOutput::get_caption() const {
  3230. return "Output";
  3231. }
  3232. String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3233. int idx = 0;
  3234. int count = 0;
  3235. String shader_code;
  3236. while (ports[idx].mode != Shader::MODE_MAX) {
  3237. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3238. if (!p_input_vars[count].is_empty()) {
  3239. String s = ports[idx].string;
  3240. if (s.contains(":")) {
  3241. shader_code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  3242. } else {
  3243. shader_code += " " + s + " = " + p_input_vars[count] + ";\n";
  3244. }
  3245. }
  3246. count++;
  3247. }
  3248. idx++;
  3249. }
  3250. return shader_code;
  3251. }
  3252. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  3253. }
  3254. ///////////////////////////
  3255. void VisualShaderNodeParameter::set_parameter_name(const String &p_name) {
  3256. parameter_name = p_name;
  3257. emit_signal(SNAME("name_changed"));
  3258. emit_changed();
  3259. }
  3260. String VisualShaderNodeParameter::get_parameter_name() const {
  3261. return parameter_name;
  3262. }
  3263. void VisualShaderNodeParameter::set_qualifier(VisualShaderNodeParameter::Qualifier p_qual) {
  3264. ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX));
  3265. if (qualifier == p_qual) {
  3266. return;
  3267. }
  3268. qualifier = p_qual;
  3269. emit_changed();
  3270. }
  3271. VisualShaderNodeParameter::Qualifier VisualShaderNodeParameter::get_qualifier() const {
  3272. return qualifier;
  3273. }
  3274. void VisualShaderNodeParameter::set_global_code_generated(bool p_enabled) {
  3275. global_code_generated = p_enabled;
  3276. }
  3277. bool VisualShaderNodeParameter::is_global_code_generated() const {
  3278. return global_code_generated;
  3279. }
  3280. #ifndef DISABLE_DEPRECATED
  3281. // Kept for compatibility from 3.x to 4.0.
  3282. bool VisualShaderNodeParameter::_set(const StringName &p_name, const Variant &p_value) {
  3283. if (p_name == "uniform_name") {
  3284. set_parameter_name(p_value);
  3285. return true;
  3286. }
  3287. return false;
  3288. }
  3289. #endif
  3290. void VisualShaderNodeParameter::_bind_methods() {
  3291. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameter::set_parameter_name);
  3292. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameter::get_parameter_name);
  3293. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeParameter::set_qualifier);
  3294. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeParameter::get_qualifier);
  3295. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name"), "set_parameter_name", "get_parameter_name");
  3296. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  3297. BIND_ENUM_CONSTANT(QUAL_NONE);
  3298. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  3299. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  3300. BIND_ENUM_CONSTANT(QUAL_MAX);
  3301. }
  3302. String VisualShaderNodeParameter::_get_qual_str() const {
  3303. if (is_qualifier_supported(qualifier)) {
  3304. switch (qualifier) {
  3305. case QUAL_NONE:
  3306. break;
  3307. case QUAL_GLOBAL:
  3308. return "global ";
  3309. case QUAL_INSTANCE:
  3310. return "instance ";
  3311. default:
  3312. break;
  3313. }
  3314. }
  3315. return String();
  3316. }
  3317. String VisualShaderNodeParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  3318. List<String> keyword_list;
  3319. ShaderLanguage::get_keyword_list(&keyword_list);
  3320. if (keyword_list.find(parameter_name)) {
  3321. return RTR("Shader keywords cannot be used as parameter names.\nChoose another name.");
  3322. }
  3323. if (!is_qualifier_supported(qualifier)) {
  3324. String qualifier_str;
  3325. switch (qualifier) {
  3326. case QUAL_NONE:
  3327. break;
  3328. case QUAL_GLOBAL:
  3329. qualifier_str = "global";
  3330. break;
  3331. case QUAL_INSTANCE:
  3332. qualifier_str = "instance";
  3333. break;
  3334. default:
  3335. break;
  3336. }
  3337. return vformat(RTR("This parameter type does not support the '%s' qualifier."), qualifier_str);
  3338. } else if (qualifier == Qualifier::QUAL_GLOBAL) {
  3339. RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(parameter_name);
  3340. if (gvt == RS::GLOBAL_VAR_TYPE_MAX) {
  3341. return vformat(RTR("Global parameter '%s' does not exist.\nCreate it in the Project Settings."), parameter_name);
  3342. }
  3343. bool incompatible_type = false;
  3344. switch (gvt) {
  3345. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  3346. if (!Object::cast_to<VisualShaderNodeFloatParameter>(this)) {
  3347. incompatible_type = true;
  3348. }
  3349. } break;
  3350. case RS::GLOBAL_VAR_TYPE_INT: {
  3351. if (!Object::cast_to<VisualShaderNodeIntParameter>(this)) {
  3352. incompatible_type = true;
  3353. }
  3354. } break;
  3355. case RS::GLOBAL_VAR_TYPE_BOOL: {
  3356. if (!Object::cast_to<VisualShaderNodeBooleanParameter>(this)) {
  3357. incompatible_type = true;
  3358. }
  3359. } break;
  3360. case RS::GLOBAL_VAR_TYPE_COLOR: {
  3361. if (!Object::cast_to<VisualShaderNodeColorParameter>(this)) {
  3362. incompatible_type = true;
  3363. }
  3364. } break;
  3365. case RS::GLOBAL_VAR_TYPE_VEC3: {
  3366. if (!Object::cast_to<VisualShaderNodeVec3Parameter>(this)) {
  3367. incompatible_type = true;
  3368. }
  3369. } break;
  3370. case RS::GLOBAL_VAR_TYPE_VEC4: {
  3371. if (!Object::cast_to<VisualShaderNodeVec4Parameter>(this)) {
  3372. incompatible_type = true;
  3373. }
  3374. } break;
  3375. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  3376. if (!Object::cast_to<VisualShaderNodeTransformParameter>(this)) {
  3377. incompatible_type = true;
  3378. }
  3379. } break;
  3380. case RS::GLOBAL_VAR_TYPE_SAMPLER2D: {
  3381. if (!Object::cast_to<VisualShaderNodeTextureParameter>(this)) {
  3382. incompatible_type = true;
  3383. }
  3384. } break;
  3385. case RS::GLOBAL_VAR_TYPE_SAMPLER3D: {
  3386. if (!Object::cast_to<VisualShaderNodeTexture3DParameter>(this)) {
  3387. incompatible_type = true;
  3388. }
  3389. } break;
  3390. case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: {
  3391. if (!Object::cast_to<VisualShaderNodeTexture2DArrayParameter>(this)) {
  3392. incompatible_type = true;
  3393. }
  3394. } break;
  3395. case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: {
  3396. if (!Object::cast_to<VisualShaderNodeCubemapParameter>(this)) {
  3397. incompatible_type = true;
  3398. }
  3399. } break;
  3400. default:
  3401. break;
  3402. }
  3403. if (incompatible_type) {
  3404. return vformat(RTR("Global parameter '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), parameter_name);
  3405. }
  3406. }
  3407. return String();
  3408. }
  3409. Vector<StringName> VisualShaderNodeParameter::get_editable_properties() const {
  3410. Vector<StringName> props;
  3411. props.push_back("qualifier");
  3412. return props;
  3413. }
  3414. VisualShaderNodeParameter::VisualShaderNodeParameter() {
  3415. }
  3416. ////////////// ResizeableBase
  3417. void VisualShaderNodeResizableBase::set_size(const Size2 &p_size) {
  3418. size = p_size;
  3419. }
  3420. Size2 VisualShaderNodeResizableBase::get_size() const {
  3421. return size;
  3422. }
  3423. void VisualShaderNodeResizableBase::set_allow_v_resize(bool p_enabled) {
  3424. allow_v_resize = p_enabled;
  3425. }
  3426. bool VisualShaderNodeResizableBase::is_allow_v_resize() const {
  3427. return allow_v_resize;
  3428. }
  3429. void VisualShaderNodeResizableBase::_bind_methods() {
  3430. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeResizableBase::set_size);
  3431. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeResizableBase::get_size);
  3432. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  3433. }
  3434. VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() {
  3435. set_allow_v_resize(true);
  3436. }
  3437. ////////////// Comment
  3438. String VisualShaderNodeComment::get_caption() const {
  3439. return title;
  3440. }
  3441. int VisualShaderNodeComment::get_input_port_count() const {
  3442. return 0;
  3443. }
  3444. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_input_port_type(int p_port) const {
  3445. return PortType::PORT_TYPE_SCALAR;
  3446. }
  3447. String VisualShaderNodeComment::get_input_port_name(int p_port) const {
  3448. return String();
  3449. }
  3450. int VisualShaderNodeComment::get_output_port_count() const {
  3451. return 0;
  3452. }
  3453. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_output_port_type(int p_port) const {
  3454. return PortType::PORT_TYPE_SCALAR;
  3455. }
  3456. String VisualShaderNodeComment::get_output_port_name(int p_port) const {
  3457. return String();
  3458. }
  3459. void VisualShaderNodeComment::set_title(const String &p_title) {
  3460. title = p_title;
  3461. }
  3462. String VisualShaderNodeComment::get_title() const {
  3463. return title;
  3464. }
  3465. void VisualShaderNodeComment::set_description(const String &p_description) {
  3466. description = p_description;
  3467. }
  3468. String VisualShaderNodeComment::get_description() const {
  3469. return description;
  3470. }
  3471. String VisualShaderNodeComment::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3472. return String();
  3473. }
  3474. void VisualShaderNodeComment::_bind_methods() {
  3475. ClassDB::bind_method(D_METHOD("set_title", "title"), &VisualShaderNodeComment::set_title);
  3476. ClassDB::bind_method(D_METHOD("get_title"), &VisualShaderNodeComment::get_title);
  3477. ClassDB::bind_method(D_METHOD("set_description", "description"), &VisualShaderNodeComment::set_description);
  3478. ClassDB::bind_method(D_METHOD("get_description"), &VisualShaderNodeComment::get_description);
  3479. ADD_PROPERTY(PropertyInfo(Variant::STRING, "title"), "set_title", "get_title");
  3480. ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_description", "get_description");
  3481. }
  3482. VisualShaderNodeComment::VisualShaderNodeComment() {
  3483. }
  3484. ////////////// GroupBase
  3485. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  3486. if (inputs == p_inputs) {
  3487. return;
  3488. }
  3489. clear_input_ports();
  3490. inputs = p_inputs;
  3491. Vector<String> input_strings = inputs.split(";", false);
  3492. int input_port_count = input_strings.size();
  3493. for (int i = 0; i < input_port_count; i++) {
  3494. Vector<String> arr = input_strings[i].split(",");
  3495. ERR_FAIL_COND(arr.size() != 3);
  3496. int port_idx = arr[0].to_int();
  3497. int port_type = arr[1].to_int();
  3498. String port_name = arr[2];
  3499. Port port;
  3500. port.type = (PortType)port_type;
  3501. port.name = port_name;
  3502. input_ports[port_idx] = port;
  3503. }
  3504. }
  3505. String VisualShaderNodeGroupBase::get_inputs() const {
  3506. return inputs;
  3507. }
  3508. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  3509. if (outputs == p_outputs) {
  3510. return;
  3511. }
  3512. clear_output_ports();
  3513. outputs = p_outputs;
  3514. Vector<String> output_strings = outputs.split(";", false);
  3515. int output_port_count = output_strings.size();
  3516. for (int i = 0; i < output_port_count; i++) {
  3517. Vector<String> arr = output_strings[i].split(",");
  3518. ERR_FAIL_COND(arr.size() != 3);
  3519. int port_idx = arr[0].to_int();
  3520. int port_type = arr[1].to_int();
  3521. String port_name = arr[2];
  3522. Port port;
  3523. port.type = (PortType)port_type;
  3524. port.name = port_name;
  3525. output_ports[port_idx] = port;
  3526. }
  3527. }
  3528. String VisualShaderNodeGroupBase::get_outputs() const {
  3529. return outputs;
  3530. }
  3531. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  3532. if (!p_name.is_valid_identifier()) {
  3533. return false;
  3534. }
  3535. for (int i = 0; i < get_input_port_count(); i++) {
  3536. if (get_input_port_name(i) == p_name) {
  3537. return false;
  3538. }
  3539. }
  3540. for (int i = 0; i < get_output_port_count(); i++) {
  3541. if (get_output_port_name(i) == p_name) {
  3542. return false;
  3543. }
  3544. }
  3545. return true;
  3546. }
  3547. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  3548. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3549. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3550. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3551. Vector<String> inputs_strings = inputs.split(";", false);
  3552. int index = 0;
  3553. if (p_id < inputs_strings.size()) {
  3554. for (int i = 0; i < inputs_strings.size(); i++) {
  3555. if (i == p_id) {
  3556. inputs = inputs.insert(index, str);
  3557. break;
  3558. }
  3559. index += inputs_strings[i].size();
  3560. }
  3561. } else {
  3562. inputs += str;
  3563. }
  3564. inputs_strings = inputs.split(";", false);
  3565. index = 0;
  3566. for (int i = 0; i < inputs_strings.size(); i++) {
  3567. int count = 0;
  3568. for (int j = 0; j < inputs_strings[i].size(); j++) {
  3569. if (inputs_strings[i][j] == ',') {
  3570. break;
  3571. }
  3572. count++;
  3573. }
  3574. inputs = inputs.left(index) + inputs.substr(index + count);
  3575. inputs = inputs.insert(index, itos(i));
  3576. index += inputs_strings[i].size();
  3577. }
  3578. _apply_port_changes();
  3579. emit_changed();
  3580. }
  3581. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  3582. ERR_FAIL_COND(!has_input_port(p_id));
  3583. Vector<String> inputs_strings = inputs.split(";", false);
  3584. int count = 0;
  3585. int index = 0;
  3586. for (int i = 0; i < inputs_strings.size(); i++) {
  3587. Vector<String> arr = inputs_strings[i].split(",");
  3588. if (arr[0].to_int() == p_id) {
  3589. count = inputs_strings[i].size();
  3590. break;
  3591. }
  3592. index += inputs_strings[i].size();
  3593. }
  3594. inputs = inputs.left(index) + inputs.substr(index + count);
  3595. inputs_strings = inputs.split(";", false);
  3596. inputs = inputs.substr(0, index);
  3597. for (int i = p_id; i < inputs_strings.size(); i++) {
  3598. inputs += inputs_strings[i].replace_first(inputs_strings[i].split(",")[0], itos(i)) + ";";
  3599. }
  3600. _apply_port_changes();
  3601. emit_changed();
  3602. }
  3603. int VisualShaderNodeGroupBase::get_input_port_count() const {
  3604. return input_ports.size();
  3605. }
  3606. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  3607. return input_ports.has(p_id);
  3608. }
  3609. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  3610. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3611. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3612. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3613. Vector<String> outputs_strings = outputs.split(";", false);
  3614. int index = 0;
  3615. if (p_id < outputs_strings.size()) {
  3616. for (int i = 0; i < outputs_strings.size(); i++) {
  3617. if (i == p_id) {
  3618. outputs = outputs.insert(index, str);
  3619. break;
  3620. }
  3621. index += outputs_strings[i].size();
  3622. }
  3623. } else {
  3624. outputs += str;
  3625. }
  3626. outputs_strings = outputs.split(";", false);
  3627. index = 0;
  3628. for (int i = 0; i < outputs_strings.size(); i++) {
  3629. int count = 0;
  3630. for (int j = 0; j < outputs_strings[i].size(); j++) {
  3631. if (outputs_strings[i][j] == ',') {
  3632. break;
  3633. }
  3634. count++;
  3635. }
  3636. outputs = outputs.left(index) + outputs.substr(index + count);
  3637. outputs = outputs.insert(index, itos(i));
  3638. index += outputs_strings[i].size();
  3639. }
  3640. _apply_port_changes();
  3641. emit_changed();
  3642. }
  3643. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  3644. ERR_FAIL_COND(!has_output_port(p_id));
  3645. Vector<String> outputs_strings = outputs.split(";", false);
  3646. int count = 0;
  3647. int index = 0;
  3648. for (int i = 0; i < outputs_strings.size(); i++) {
  3649. Vector<String> arr = outputs_strings[i].split(",");
  3650. if (arr[0].to_int() == p_id) {
  3651. count = outputs_strings[i].size();
  3652. break;
  3653. }
  3654. index += outputs_strings[i].size();
  3655. }
  3656. outputs = outputs.left(index) + outputs.substr(index + count);
  3657. outputs_strings = outputs.split(";", false);
  3658. outputs = outputs.substr(0, index);
  3659. for (int i = p_id; i < outputs_strings.size(); i++) {
  3660. outputs += outputs_strings[i].replace_first(outputs_strings[i].split(",")[0], itos(i)) + ";";
  3661. }
  3662. _apply_port_changes();
  3663. emit_changed();
  3664. }
  3665. int VisualShaderNodeGroupBase::get_output_port_count() const {
  3666. return output_ports.size();
  3667. }
  3668. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  3669. return output_ports.has(p_id);
  3670. }
  3671. void VisualShaderNodeGroupBase::clear_input_ports() {
  3672. input_ports.clear();
  3673. }
  3674. void VisualShaderNodeGroupBase::clear_output_ports() {
  3675. output_ports.clear();
  3676. }
  3677. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  3678. ERR_FAIL_COND(!has_input_port(p_id));
  3679. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3680. if (input_ports[p_id].type == p_type) {
  3681. return;
  3682. }
  3683. Vector<String> inputs_strings = inputs.split(";", false);
  3684. int count = 0;
  3685. int index = 0;
  3686. for (int i = 0; i < inputs_strings.size(); i++) {
  3687. Vector<String> arr = inputs_strings[i].split(",");
  3688. ERR_FAIL_COND(arr.size() != 3);
  3689. if (arr[0].to_int() == p_id) {
  3690. index += arr[0].size();
  3691. count = arr[1].size() - 1;
  3692. break;
  3693. }
  3694. index += inputs_strings[i].size();
  3695. }
  3696. inputs = inputs.left(index) + inputs.substr(index + count);
  3697. inputs = inputs.insert(index, itos(p_type));
  3698. _apply_port_changes();
  3699. emit_changed();
  3700. }
  3701. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  3702. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  3703. return input_ports[p_id].type;
  3704. }
  3705. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  3706. ERR_FAIL_COND(!has_input_port(p_id));
  3707. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3708. if (input_ports[p_id].name == p_name) {
  3709. return;
  3710. }
  3711. Vector<String> inputs_strings = inputs.split(";", false);
  3712. int count = 0;
  3713. int index = 0;
  3714. for (int i = 0; i < inputs_strings.size(); i++) {
  3715. Vector<String> arr = inputs_strings[i].split(",");
  3716. ERR_FAIL_COND(arr.size() != 3);
  3717. if (arr[0].to_int() == p_id) {
  3718. index += arr[0].size() + arr[1].size();
  3719. count = arr[2].size() - 1;
  3720. break;
  3721. }
  3722. index += inputs_strings[i].size();
  3723. }
  3724. inputs = inputs.left(index) + inputs.substr(index + count);
  3725. inputs = inputs.insert(index, p_name);
  3726. _apply_port_changes();
  3727. emit_changed();
  3728. }
  3729. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  3730. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  3731. return input_ports[p_id].name;
  3732. }
  3733. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  3734. ERR_FAIL_COND(!has_output_port(p_id));
  3735. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3736. if (output_ports[p_id].type == p_type) {
  3737. return;
  3738. }
  3739. Vector<String> output_strings = outputs.split(";", false);
  3740. int count = 0;
  3741. int index = 0;
  3742. for (int i = 0; i < output_strings.size(); i++) {
  3743. Vector<String> arr = output_strings[i].split(",");
  3744. ERR_FAIL_COND(arr.size() != 3);
  3745. if (arr[0].to_int() == p_id) {
  3746. index += arr[0].size();
  3747. count = arr[1].size() - 1;
  3748. break;
  3749. }
  3750. index += output_strings[i].size();
  3751. }
  3752. outputs = outputs.left(index) + outputs.substr(index + count);
  3753. outputs = outputs.insert(index, itos(p_type));
  3754. _apply_port_changes();
  3755. emit_changed();
  3756. }
  3757. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  3758. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  3759. return output_ports[p_id].type;
  3760. }
  3761. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  3762. ERR_FAIL_COND(!has_output_port(p_id));
  3763. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3764. if (output_ports[p_id].name == p_name) {
  3765. return;
  3766. }
  3767. Vector<String> output_strings = outputs.split(";", false);
  3768. int count = 0;
  3769. int index = 0;
  3770. for (int i = 0; i < output_strings.size(); i++) {
  3771. Vector<String> arr = output_strings[i].split(",");
  3772. ERR_FAIL_COND(arr.size() != 3);
  3773. if (arr[0].to_int() == p_id) {
  3774. index += arr[0].size() + arr[1].size();
  3775. count = arr[2].size() - 1;
  3776. break;
  3777. }
  3778. index += output_strings[i].size();
  3779. }
  3780. outputs = outputs.left(index) + outputs.substr(index + count);
  3781. outputs = outputs.insert(index, p_name);
  3782. _apply_port_changes();
  3783. emit_changed();
  3784. }
  3785. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  3786. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  3787. return output_ports[p_id].name;
  3788. }
  3789. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  3790. return input_ports.size();
  3791. }
  3792. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  3793. return output_ports.size();
  3794. }
  3795. void VisualShaderNodeGroupBase::set_ctrl_pressed(Control *p_control, int p_index) {
  3796. controls[p_index] = p_control;
  3797. }
  3798. Control *VisualShaderNodeGroupBase::is_ctrl_pressed(int p_index) {
  3799. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  3800. return controls[p_index];
  3801. }
  3802. void VisualShaderNodeGroupBase::_apply_port_changes() {
  3803. Vector<String> inputs_strings = inputs.split(";", false);
  3804. Vector<String> outputs_strings = outputs.split(";", false);
  3805. clear_input_ports();
  3806. clear_output_ports();
  3807. for (int i = 0; i < inputs_strings.size(); i++) {
  3808. Vector<String> arr = inputs_strings[i].split(",");
  3809. ERR_FAIL_COND(arr.size() != 3);
  3810. Port port;
  3811. port.type = (PortType)arr[1].to_int();
  3812. port.name = arr[2];
  3813. input_ports[i] = port;
  3814. }
  3815. for (int i = 0; i < outputs_strings.size(); i++) {
  3816. Vector<String> arr = outputs_strings[i].split(",");
  3817. ERR_FAIL_COND(arr.size() != 3);
  3818. Port port;
  3819. port.type = (PortType)arr[1].to_int();
  3820. port.name = arr[2];
  3821. output_ports[i] = port;
  3822. }
  3823. }
  3824. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  3825. editable = p_enabled;
  3826. }
  3827. bool VisualShaderNodeGroupBase::is_editable() const {
  3828. return editable;
  3829. }
  3830. void VisualShaderNodeGroupBase::_bind_methods() {
  3831. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  3832. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  3833. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  3834. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  3835. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  3836. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  3837. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  3838. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  3839. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  3840. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  3841. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  3842. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  3843. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  3844. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  3845. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  3846. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  3847. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  3848. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  3849. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  3850. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  3851. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  3852. }
  3853. String VisualShaderNodeGroupBase::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3854. return "";
  3855. }
  3856. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  3857. simple_decl = false;
  3858. }
  3859. ////////////// Expression
  3860. String VisualShaderNodeExpression::get_caption() const {
  3861. return "Expression";
  3862. }
  3863. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  3864. expression = p_expression;
  3865. emit_changed();
  3866. }
  3867. String VisualShaderNodeExpression::get_expression() const {
  3868. return expression;
  3869. }
  3870. String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3871. String _expression = expression;
  3872. _expression = _expression.insert(0, "\n");
  3873. _expression = _expression.replace("\n", "\n ");
  3874. static Vector<String> pre_symbols;
  3875. if (pre_symbols.is_empty()) {
  3876. pre_symbols.push_back(" ");
  3877. pre_symbols.push_back(",");
  3878. pre_symbols.push_back(";");
  3879. pre_symbols.push_back("{");
  3880. pre_symbols.push_back("[");
  3881. pre_symbols.push_back("]");
  3882. pre_symbols.push_back("(");
  3883. pre_symbols.push_back(" ");
  3884. pre_symbols.push_back("-");
  3885. pre_symbols.push_back("*");
  3886. pre_symbols.push_back("/");
  3887. pre_symbols.push_back("+");
  3888. pre_symbols.push_back("=");
  3889. pre_symbols.push_back("&");
  3890. pre_symbols.push_back("|");
  3891. pre_symbols.push_back("!");
  3892. }
  3893. static Vector<String> post_symbols;
  3894. if (post_symbols.is_empty()) {
  3895. post_symbols.push_back(" ");
  3896. post_symbols.push_back("\n");
  3897. post_symbols.push_back(",");
  3898. post_symbols.push_back(";");
  3899. post_symbols.push_back("}");
  3900. post_symbols.push_back("[");
  3901. post_symbols.push_back("]");
  3902. post_symbols.push_back(")");
  3903. post_symbols.push_back(" ");
  3904. post_symbols.push_back(".");
  3905. post_symbols.push_back("-");
  3906. post_symbols.push_back("*");
  3907. post_symbols.push_back("/");
  3908. post_symbols.push_back("+");
  3909. post_symbols.push_back("=");
  3910. post_symbols.push_back("&");
  3911. post_symbols.push_back("|");
  3912. post_symbols.push_back("!");
  3913. }
  3914. for (int i = 0; i < get_input_port_count(); i++) {
  3915. for (int j = 0; j < pre_symbols.size(); j++) {
  3916. for (int k = 0; k < post_symbols.size(); k++) {
  3917. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  3918. }
  3919. }
  3920. }
  3921. for (int i = 0; i < get_output_port_count(); i++) {
  3922. for (int j = 0; j < pre_symbols.size(); j++) {
  3923. for (int k = 0; k < post_symbols.size(); k++) {
  3924. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  3925. }
  3926. }
  3927. }
  3928. String output_initializer;
  3929. for (int i = 0; i < get_output_port_count(); i++) {
  3930. int port_type = get_output_port_type(i);
  3931. String tk = "";
  3932. switch (port_type) {
  3933. case PORT_TYPE_SCALAR:
  3934. tk = "0.0";
  3935. break;
  3936. case PORT_TYPE_SCALAR_INT:
  3937. tk = "0";
  3938. break;
  3939. case PORT_TYPE_VECTOR_2D:
  3940. tk = "vec2(0.0, 0.0)";
  3941. break;
  3942. case PORT_TYPE_VECTOR_3D:
  3943. tk = "vec3(0.0, 0.0, 0.0)";
  3944. break;
  3945. case PORT_TYPE_VECTOR_4D:
  3946. tk = "vec4(0.0, 0.0, 0.0, 0.0)";
  3947. break;
  3948. case PORT_TYPE_BOOLEAN:
  3949. tk = "false";
  3950. break;
  3951. case PORT_TYPE_TRANSFORM:
  3952. tk = "mat4(1.0)";
  3953. break;
  3954. default:
  3955. continue;
  3956. }
  3957. output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n";
  3958. }
  3959. String code;
  3960. code += output_initializer;
  3961. code += " {";
  3962. code += _expression;
  3963. code += "\n }\n";
  3964. return code;
  3965. }
  3966. void VisualShaderNodeExpression::_bind_methods() {
  3967. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  3968. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  3969. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  3970. }
  3971. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  3972. set_editable(true);
  3973. }
  3974. ////////////// Global Expression
  3975. String VisualShaderNodeGlobalExpression::get_caption() const {
  3976. return "GlobalExpression";
  3977. }
  3978. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3979. return expression;
  3980. }
  3981. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  3982. set_editable(false);
  3983. }
  3984. ////////////// Varying
  3985. List<VisualShaderNodeVarying::Varying> varyings;
  3986. void VisualShaderNodeVarying::add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
  3987. varyings.push_back({ p_name, p_mode, p_type });
  3988. }
  3989. void VisualShaderNodeVarying::clear_varyings() { // static
  3990. varyings.clear();
  3991. }
  3992. bool VisualShaderNodeVarying::has_varying(const String &p_name) { // static
  3993. for (const VisualShaderNodeVarying::Varying &E : varyings) {
  3994. if (E.name == p_name) {
  3995. return true;
  3996. }
  3997. }
  3998. return false;
  3999. }
  4000. int VisualShaderNodeVarying::get_varyings_count() const {
  4001. return varyings.size();
  4002. }
  4003. String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const {
  4004. if (p_idx >= 0 && p_idx < varyings.size()) {
  4005. return varyings[p_idx].name;
  4006. }
  4007. return "";
  4008. }
  4009. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const {
  4010. for (int i = 0; i < varyings.size(); i++) {
  4011. if (varyings[i].name == p_name) {
  4012. return varyings[i].type;
  4013. }
  4014. }
  4015. return VisualShader::VARYING_TYPE_FLOAT;
  4016. }
  4017. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const {
  4018. if (p_idx >= 0 && p_idx < varyings.size()) {
  4019. return varyings[p_idx].type;
  4020. }
  4021. return VisualShader::VARYING_TYPE_FLOAT;
  4022. }
  4023. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const {
  4024. for (int i = 0; i < varyings.size(); i++) {
  4025. if (varyings[i].name == p_name) {
  4026. return varyings[i].mode;
  4027. }
  4028. }
  4029. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4030. }
  4031. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const {
  4032. if (p_idx >= 0 && p_idx < varyings.size()) {
  4033. return varyings[p_idx].mode;
  4034. }
  4035. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4036. }
  4037. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const {
  4038. if (p_idx >= 0 && p_idx < varyings.size()) {
  4039. return get_port_type(varyings[p_idx].type, 0);
  4040. }
  4041. return PORT_TYPE_SCALAR;
  4042. }
  4043. //////////////
  4044. void VisualShaderNodeVarying::_bind_methods() {
  4045. ClassDB::bind_method(D_METHOD("set_varying_name", "name"), &VisualShaderNodeVarying::set_varying_name);
  4046. ClassDB::bind_method(D_METHOD("get_varying_name"), &VisualShaderNodeVarying::get_varying_name);
  4047. ClassDB::bind_method(D_METHOD("set_varying_type", "type"), &VisualShaderNodeVarying::set_varying_type);
  4048. ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type);
  4049. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name");
  4050. ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_varying_type", "get_varying_type");
  4051. }
  4052. String VisualShaderNodeVarying::get_type_str() const {
  4053. switch (varying_type) {
  4054. case VisualShader::VARYING_TYPE_FLOAT:
  4055. return "float";
  4056. case VisualShader::VARYING_TYPE_INT:
  4057. return "int";
  4058. case VisualShader::VARYING_TYPE_UINT:
  4059. return "uint";
  4060. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4061. return "vec2";
  4062. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4063. return "vec3";
  4064. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4065. return "vec4";
  4066. case VisualShader::VARYING_TYPE_BOOLEAN:
  4067. return "bool";
  4068. case VisualShader::VARYING_TYPE_TRANSFORM:
  4069. return "mat4";
  4070. default:
  4071. break;
  4072. }
  4073. return "";
  4074. }
  4075. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const {
  4076. switch (p_type) {
  4077. case VisualShader::VARYING_TYPE_INT:
  4078. return PORT_TYPE_SCALAR_INT;
  4079. case VisualShader::VARYING_TYPE_UINT:
  4080. return PORT_TYPE_SCALAR_UINT;
  4081. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4082. return PORT_TYPE_VECTOR_2D;
  4083. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4084. return PORT_TYPE_VECTOR_3D;
  4085. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4086. return PORT_TYPE_VECTOR_4D;
  4087. case VisualShader::VARYING_TYPE_BOOLEAN:
  4088. return PORT_TYPE_BOOLEAN;
  4089. case VisualShader::VARYING_TYPE_TRANSFORM:
  4090. return PORT_TYPE_TRANSFORM;
  4091. default:
  4092. break;
  4093. }
  4094. return PORT_TYPE_SCALAR;
  4095. }
  4096. void VisualShaderNodeVarying::set_varying_name(String p_varying_name) {
  4097. if (varying_name == p_varying_name) {
  4098. return;
  4099. }
  4100. varying_name = p_varying_name;
  4101. emit_changed();
  4102. }
  4103. String VisualShaderNodeVarying::get_varying_name() const {
  4104. return varying_name;
  4105. }
  4106. void VisualShaderNodeVarying::set_varying_type(VisualShader::VaryingType p_varying_type) {
  4107. ERR_FAIL_INDEX(p_varying_type, VisualShader::VARYING_TYPE_MAX);
  4108. if (varying_type == p_varying_type) {
  4109. return;
  4110. }
  4111. varying_type = p_varying_type;
  4112. emit_changed();
  4113. }
  4114. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type() const {
  4115. return varying_type;
  4116. }
  4117. VisualShaderNodeVarying::VisualShaderNodeVarying() {
  4118. }
  4119. ////////////// Varying Setter
  4120. String VisualShaderNodeVaryingSetter::get_caption() const {
  4121. return vformat("VaryingSetter");
  4122. }
  4123. int VisualShaderNodeVaryingSetter::get_input_port_count() const {
  4124. return 1;
  4125. }
  4126. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input_port_type(int p_port) const {
  4127. return get_port_type(varying_type, p_port);
  4128. }
  4129. String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const {
  4130. return "";
  4131. }
  4132. int VisualShaderNodeVaryingSetter::get_output_port_count() const {
  4133. return 0;
  4134. }
  4135. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_output_port_type(int p_port) const {
  4136. return PORT_TYPE_SCALAR;
  4137. }
  4138. String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const {
  4139. return "";
  4140. }
  4141. String VisualShaderNodeVaryingSetter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4142. String code;
  4143. if (varying_name == "[None]") {
  4144. return code;
  4145. }
  4146. code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]);
  4147. return code;
  4148. }
  4149. VisualShaderNodeVaryingSetter::VisualShaderNodeVaryingSetter() {
  4150. }
  4151. ////////////// Varying Getter
  4152. String VisualShaderNodeVaryingGetter::get_caption() const {
  4153. return vformat("VaryingGetter");
  4154. }
  4155. int VisualShaderNodeVaryingGetter::get_input_port_count() const {
  4156. return 0;
  4157. }
  4158. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_input_port_type(int p_port) const {
  4159. return PORT_TYPE_SCALAR;
  4160. }
  4161. String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const {
  4162. return "";
  4163. }
  4164. int VisualShaderNodeVaryingGetter::get_output_port_count() const {
  4165. return 1;
  4166. }
  4167. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_output_port_type(int p_port) const {
  4168. return get_port_type(varying_type, p_port);
  4169. }
  4170. String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const {
  4171. return "";
  4172. }
  4173. bool VisualShaderNodeVaryingGetter::has_output_port_preview(int p_port) const {
  4174. return false;
  4175. }
  4176. String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4177. String from = varying_name;
  4178. String from2;
  4179. if (varying_name == "[None]") {
  4180. switch (varying_type) {
  4181. case VisualShader::VARYING_TYPE_FLOAT:
  4182. from = "0.0";
  4183. break;
  4184. case VisualShader::VARYING_TYPE_INT:
  4185. from = "0";
  4186. break;
  4187. case VisualShader::VARYING_TYPE_UINT:
  4188. from = "0u";
  4189. break;
  4190. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4191. from = "vec2(0.0)";
  4192. break;
  4193. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4194. from = "vec3(0.0)";
  4195. break;
  4196. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4197. from = "vec4(0.0)";
  4198. break;
  4199. case VisualShader::VARYING_TYPE_BOOLEAN:
  4200. from = "false";
  4201. break;
  4202. case VisualShader::VARYING_TYPE_TRANSFORM:
  4203. from = "mat4(1.0)";
  4204. break;
  4205. default:
  4206. break;
  4207. }
  4208. }
  4209. return vformat(" %s = %s;\n", p_output_vars[0], from);
  4210. }
  4211. VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() {
  4212. varying_name = "[None]";
  4213. }