visual_shader_nodes.cpp 162 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323
  1. /*************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_nodes.h"
  31. ////////////// Scalar(Float)
  32. String VisualShaderNodeFloatConstant::get_caption() const {
  33. return "ScalarFloat";
  34. }
  35. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  36. return 0;
  37. }
  38. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  39. return PORT_TYPE_SCALAR;
  40. }
  41. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  42. return String();
  43. }
  44. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  45. return 1;
  46. }
  47. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  48. return PORT_TYPE_SCALAR;
  49. }
  50. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  51. return ""; //no output port means the editor will be used as port
  52. }
  53. String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  54. return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  55. }
  56. void VisualShaderNodeFloatConstant::set_constant(float p_value) {
  57. constant = p_value;
  58. emit_changed();
  59. }
  60. float VisualShaderNodeFloatConstant::get_constant() const {
  61. return constant;
  62. }
  63. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  64. Vector<StringName> props;
  65. props.push_back("constant");
  66. return props;
  67. }
  68. void VisualShaderNodeFloatConstant::_bind_methods() {
  69. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeFloatConstant::set_constant);
  70. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  71. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  72. }
  73. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  74. }
  75. ////////////// Scalar(Int)
  76. String VisualShaderNodeIntConstant::get_caption() const {
  77. return "ScalarInt";
  78. }
  79. int VisualShaderNodeIntConstant::get_input_port_count() const {
  80. return 0;
  81. }
  82. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  83. return PORT_TYPE_SCALAR_INT;
  84. }
  85. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  86. return String();
  87. }
  88. int VisualShaderNodeIntConstant::get_output_port_count() const {
  89. return 1;
  90. }
  91. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  92. return PORT_TYPE_SCALAR_INT;
  93. }
  94. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  95. return ""; //no output port means the editor will be used as port
  96. }
  97. String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  98. return "\t" + p_output_vars[0] + " = " + itos(constant) + ";\n";
  99. }
  100. void VisualShaderNodeIntConstant::set_constant(int p_value) {
  101. constant = p_value;
  102. emit_changed();
  103. }
  104. int VisualShaderNodeIntConstant::get_constant() const {
  105. return constant;
  106. }
  107. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  108. Vector<StringName> props;
  109. props.push_back("constant");
  110. return props;
  111. }
  112. void VisualShaderNodeIntConstant::_bind_methods() {
  113. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeIntConstant::set_constant);
  114. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  115. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  116. }
  117. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  118. }
  119. ////////////// Boolean
  120. String VisualShaderNodeBooleanConstant::get_caption() const {
  121. return "Boolean";
  122. }
  123. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  124. return 0;
  125. }
  126. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  127. return PORT_TYPE_BOOLEAN;
  128. }
  129. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  130. return String();
  131. }
  132. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  133. return 1;
  134. }
  135. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  136. return PORT_TYPE_BOOLEAN;
  137. }
  138. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  139. return ""; //no output port means the editor will be used as port
  140. }
  141. String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  142. return "\t" + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  143. }
  144. void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
  145. constant = p_value;
  146. emit_changed();
  147. }
  148. bool VisualShaderNodeBooleanConstant::get_constant() const {
  149. return constant;
  150. }
  151. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  152. Vector<StringName> props;
  153. props.push_back("constant");
  154. return props;
  155. }
  156. void VisualShaderNodeBooleanConstant::_bind_methods() {
  157. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
  158. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  159. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  160. }
  161. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  162. }
  163. ////////////// Color
  164. String VisualShaderNodeColorConstant::get_caption() const {
  165. return "Color";
  166. }
  167. int VisualShaderNodeColorConstant::get_input_port_count() const {
  168. return 0;
  169. }
  170. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  171. return PORT_TYPE_VECTOR;
  172. }
  173. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  174. return String();
  175. }
  176. int VisualShaderNodeColorConstant::get_output_port_count() const {
  177. return 2;
  178. }
  179. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  180. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  181. }
  182. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  183. return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
  184. }
  185. String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  186. String code;
  187. code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
  188. code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
  189. return code;
  190. }
  191. void VisualShaderNodeColorConstant::set_constant(Color p_value) {
  192. constant = p_value;
  193. emit_changed();
  194. }
  195. Color VisualShaderNodeColorConstant::get_constant() const {
  196. return constant;
  197. }
  198. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  199. Vector<StringName> props;
  200. props.push_back("constant");
  201. return props;
  202. }
  203. void VisualShaderNodeColorConstant::_bind_methods() {
  204. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant);
  205. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  206. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  207. }
  208. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  209. }
  210. ////////////// Vector
  211. String VisualShaderNodeVec3Constant::get_caption() const {
  212. return "Vector";
  213. }
  214. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  215. return 0;
  216. }
  217. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  218. return PORT_TYPE_VECTOR;
  219. }
  220. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  221. return String();
  222. }
  223. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  224. return 1;
  225. }
  226. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  227. return PORT_TYPE_VECTOR;
  228. }
  229. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  230. return ""; //no output port means the editor will be used as port
  231. }
  232. String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  233. return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  234. }
  235. void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
  236. constant = p_value;
  237. emit_changed();
  238. }
  239. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  240. return constant;
  241. }
  242. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  243. Vector<StringName> props;
  244. props.push_back("constant");
  245. return props;
  246. }
  247. void VisualShaderNodeVec3Constant::_bind_methods() {
  248. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant);
  249. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  250. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  251. }
  252. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  253. }
  254. ////////////// Transform
  255. String VisualShaderNodeTransformConstant::get_caption() const {
  256. return "Transform";
  257. }
  258. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  259. return 0;
  260. }
  261. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  262. return PORT_TYPE_VECTOR;
  263. }
  264. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  265. return String();
  266. }
  267. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  268. return 1;
  269. }
  270. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  271. return PORT_TYPE_TRANSFORM;
  272. }
  273. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  274. return ""; //no output port means the editor will be used as port
  275. }
  276. String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  277. Transform t = constant;
  278. t.basis.transpose();
  279. String code = "\t" + p_output_vars[0] + " = mat4(";
  280. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  281. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  282. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  283. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  284. return code;
  285. }
  286. void VisualShaderNodeTransformConstant::set_constant(Transform p_value) {
  287. constant = p_value;
  288. emit_changed();
  289. }
  290. Transform VisualShaderNodeTransformConstant::get_constant() const {
  291. return constant;
  292. }
  293. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  294. Vector<StringName> props;
  295. props.push_back("constant");
  296. return props;
  297. }
  298. void VisualShaderNodeTransformConstant::_bind_methods() {
  299. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant);
  300. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  301. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant");
  302. }
  303. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  304. }
  305. ////////////// Texture
  306. String VisualShaderNodeTexture::get_caption() const {
  307. return "Texture2D";
  308. }
  309. int VisualShaderNodeTexture::get_input_port_count() const {
  310. return 3;
  311. }
  312. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  313. switch (p_port) {
  314. case 0:
  315. return PORT_TYPE_VECTOR;
  316. case 1:
  317. return PORT_TYPE_SCALAR;
  318. case 2:
  319. return PORT_TYPE_SAMPLER;
  320. default:
  321. return PORT_TYPE_SCALAR;
  322. }
  323. }
  324. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  325. switch (p_port) {
  326. case 0:
  327. return "uv";
  328. case 1:
  329. return "lod";
  330. case 2:
  331. return "sampler2D";
  332. default:
  333. return "";
  334. }
  335. }
  336. int VisualShaderNodeTexture::get_output_port_count() const {
  337. return 2;
  338. }
  339. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  340. if (p_port == 0 && source == SOURCE_DEPTH) {
  341. return PORT_TYPE_SCALAR;
  342. }
  343. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  344. }
  345. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  346. if (p_port == 0 && source == SOURCE_DEPTH) {
  347. return "depth";
  348. }
  349. return p_port == 0 ? "rgb" : "alpha";
  350. }
  351. String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
  352. if (p_port == 0) {
  353. return "default";
  354. }
  355. return "";
  356. }
  357. static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  358. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
  359. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  360. }
  361. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  362. VisualShader::DefaultTextureParam dtp;
  363. dtp.name = make_unique_id(p_type, p_id, "tex");
  364. dtp.param = texture;
  365. Vector<VisualShader::DefaultTextureParam> ret;
  366. ret.push_back(dtp);
  367. return ret;
  368. }
  369. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  370. if (source == SOURCE_TEXTURE) {
  371. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  372. switch (texture_type) {
  373. case TYPE_DATA:
  374. break;
  375. case TYPE_COLOR:
  376. u += " : hint_albedo";
  377. break;
  378. case TYPE_NORMALMAP:
  379. u += " : hint_normal";
  380. break;
  381. }
  382. return u + ";\n";
  383. }
  384. return String();
  385. }
  386. String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  387. String default_uv;
  388. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  389. default_uv = "UV.xy";
  390. } else {
  391. default_uv = "vec2(0.0)";
  392. }
  393. if (source == SOURCE_TEXTURE) {
  394. String id = make_unique_id(p_type, p_id, "tex");
  395. String code;
  396. if (p_input_vars[0] == String()) { // Use UV by default.
  397. if (p_input_vars[1] == String()) {
  398. code += "\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  399. } else {
  400. code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  401. }
  402. } else if (p_input_vars[1] == String()) {
  403. //no lod
  404. code += "\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  405. } else {
  406. code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  407. }
  408. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  409. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  410. return code;
  411. }
  412. if (source == SOURCE_PORT) {
  413. String id = p_input_vars[2];
  414. String code;
  415. code += "\t{\n";
  416. if (id == String()) {
  417. code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
  418. } else {
  419. if (p_input_vars[0] == String()) { // Use UV by default.
  420. if (p_input_vars[1] == String()) {
  421. code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  422. } else {
  423. code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  424. }
  425. } else if (p_input_vars[1] == String()) {
  426. //no lod
  427. code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  428. } else {
  429. code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  430. }
  431. code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  432. code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  433. }
  434. code += "\t}\n";
  435. return code;
  436. }
  437. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  438. String code = "\t{\n";
  439. if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
  440. if (p_input_vars[1] == String()) {
  441. code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
  442. } else {
  443. code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  444. }
  445. } else if (p_input_vars[1] == String()) {
  446. //no lod
  447. code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
  448. } else {
  449. code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  450. }
  451. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  452. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  453. code += "\t}\n";
  454. return code;
  455. }
  456. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  457. String code = "\t{\n";
  458. if (p_input_vars[0] == String()) { // Use UV by default.
  459. if (p_input_vars[1] == String()) {
  460. code += "\t\tvec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
  461. } else {
  462. code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  463. }
  464. } else if (p_input_vars[1] == String()) {
  465. //no lod
  466. code += "\t\tvec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
  467. } else {
  468. code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  469. }
  470. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  471. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  472. code += "\t}\n";
  473. return code;
  474. }
  475. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  476. String code = "\t{\n";
  477. if (p_input_vars[0] == String()) { // Use UV by default.
  478. if (p_input_vars[1] == String()) {
  479. code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
  480. } else {
  481. code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  482. }
  483. } else if (p_input_vars[1] == String()) {
  484. //no lod
  485. code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
  486. } else {
  487. code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  488. }
  489. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  490. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  491. code += "\t}\n";
  492. return code;
  493. }
  494. if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  495. {
  496. if (source == SOURCE_DEPTH) {
  497. String code;
  498. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  499. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  500. return code;
  501. }
  502. }
  503. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  504. String code = "\t{\n";
  505. if (p_input_vars[0] == String()) { // Use UV by default.
  506. if (p_input_vars[1] == String()) {
  507. code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
  508. } else {
  509. code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
  510. }
  511. } else if (p_input_vars[1] == String()) {
  512. //no lod
  513. code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
  514. } else {
  515. code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
  516. }
  517. code += "\t\t" + p_output_vars[0] + " = _depth;\n";
  518. code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
  519. code += "\t}\n";
  520. return code;
  521. } else if (source == SOURCE_DEPTH) {
  522. String code;
  523. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  524. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  525. return code;
  526. }
  527. //none
  528. String code;
  529. code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  530. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  531. return code;
  532. }
  533. void VisualShaderNodeTexture::set_source(Source p_source) {
  534. source = p_source;
  535. switch (source) {
  536. case SOURCE_TEXTURE:
  537. simple_decl = true;
  538. break;
  539. case SOURCE_SCREEN:
  540. simple_decl = false;
  541. break;
  542. case SOURCE_2D_TEXTURE:
  543. simple_decl = false;
  544. break;
  545. case SOURCE_2D_NORMAL:
  546. simple_decl = false;
  547. break;
  548. case SOURCE_DEPTH:
  549. simple_decl = false;
  550. break;
  551. case SOURCE_PORT:
  552. simple_decl = false;
  553. break;
  554. }
  555. emit_changed();
  556. emit_signal("editor_refresh_request");
  557. }
  558. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  559. return source;
  560. }
  561. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_value) {
  562. texture = p_value;
  563. emit_changed();
  564. }
  565. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  566. return texture;
  567. }
  568. void VisualShaderNodeTexture::set_texture_type(TextureType p_type) {
  569. texture_type = p_type;
  570. emit_changed();
  571. }
  572. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  573. return texture_type;
  574. }
  575. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  576. Vector<StringName> props;
  577. props.push_back("source");
  578. if (source == SOURCE_TEXTURE) {
  579. props.push_back("texture");
  580. props.push_back("texture_type");
  581. }
  582. return props;
  583. }
  584. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  585. if (source == SOURCE_TEXTURE) {
  586. return String(); // all good
  587. }
  588. if (source == SOURCE_PORT) {
  589. return String(); // all good
  590. }
  591. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  592. return String(); // all good
  593. }
  594. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  595. return String(); // all good
  596. }
  597. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  598. return String(); // all good
  599. }
  600. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  601. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  602. return TTR("Invalid source for preview.");
  603. }
  604. return String(); // all good
  605. }
  606. return TTR("Invalid source for shader.");
  607. }
  608. void VisualShaderNodeTexture::_bind_methods() {
  609. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  610. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  611. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  612. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  613. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  614. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  615. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  616. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  617. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  618. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  619. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  620. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  621. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  622. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  623. BIND_ENUM_CONSTANT(SOURCE_PORT);
  624. BIND_ENUM_CONSTANT(TYPE_DATA);
  625. BIND_ENUM_CONSTANT(TYPE_COLOR);
  626. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  627. }
  628. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  629. }
  630. ////////////// Sample3D
  631. int VisualShaderNodeSample3D::get_input_port_count() const {
  632. return 3;
  633. }
  634. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  635. switch (p_port) {
  636. case 0:
  637. return PORT_TYPE_VECTOR;
  638. case 1:
  639. return PORT_TYPE_SCALAR;
  640. case 2:
  641. return PORT_TYPE_SAMPLER;
  642. default:
  643. return PORT_TYPE_SCALAR;
  644. }
  645. }
  646. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  647. switch (p_port) {
  648. case 0:
  649. return "uvw";
  650. case 1:
  651. return "lod";
  652. default:
  653. return "";
  654. }
  655. }
  656. int VisualShaderNodeSample3D::get_output_port_count() const {
  657. return 2;
  658. }
  659. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  660. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  661. }
  662. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  663. return p_port == 0 ? "rgb" : "alpha";
  664. }
  665. String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
  666. if (p_port == 0) {
  667. return "default";
  668. }
  669. return "";
  670. }
  671. String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  672. String default_uv;
  673. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  674. default_uv = "vec3(UV, 0.0)";
  675. } else {
  676. default_uv = "vec3(0.0)";
  677. }
  678. String code;
  679. if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
  680. String id;
  681. code += "\t{\n";
  682. if (source == SOURCE_TEXTURE) {
  683. id = make_unique_id(p_type, p_id, "tex3d");
  684. } else {
  685. id = p_input_vars[2];
  686. }
  687. if (id != String()) {
  688. if (p_input_vars[0] == String()) { // Use UV by default.
  689. if (p_input_vars[1] == String()) {
  690. code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  691. } else {
  692. code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  693. }
  694. } else if (p_input_vars[1] == String()) {
  695. //no lod
  696. code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  697. } else {
  698. code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  699. }
  700. } else {
  701. code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
  702. }
  703. code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  704. code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  705. code += "\t}\n";
  706. return code;
  707. }
  708. code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  709. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  710. return code;
  711. }
  712. void VisualShaderNodeSample3D::set_source(Source p_source) {
  713. source = p_source;
  714. emit_changed();
  715. emit_signal("editor_refresh_request");
  716. }
  717. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  718. return source;
  719. }
  720. void VisualShaderNodeSample3D::_bind_methods() {
  721. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  722. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  723. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  724. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  725. BIND_ENUM_CONSTANT(SOURCE_PORT);
  726. }
  727. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  728. if (source == SOURCE_TEXTURE) {
  729. return String(); // all good
  730. }
  731. if (source == SOURCE_PORT) {
  732. return String(); // all good
  733. }
  734. return TTR("Invalid source for shader.");
  735. }
  736. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  737. simple_decl = false;
  738. }
  739. ////////////// Texture2DArray
  740. String VisualShaderNodeTexture2DArray::get_caption() const {
  741. return "Texture2DArray";
  742. }
  743. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  744. if (p_port == 2) {
  745. return "sampler2DArray";
  746. }
  747. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  748. }
  749. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  750. VisualShader::DefaultTextureParam dtp;
  751. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  752. dtp.param = texture;
  753. Vector<VisualShader::DefaultTextureParam> ret;
  754. ret.push_back(dtp);
  755. return ret;
  756. }
  757. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  758. if (source == SOURCE_TEXTURE) {
  759. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  760. }
  761. return String();
  762. }
  763. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_value) {
  764. texture = p_value;
  765. emit_changed();
  766. }
  767. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
  768. return texture;
  769. }
  770. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  771. Vector<StringName> props;
  772. props.push_back("source");
  773. if (source == SOURCE_TEXTURE) {
  774. props.push_back("texture_array");
  775. }
  776. return props;
  777. }
  778. void VisualShaderNodeTexture2DArray::_bind_methods() {
  779. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  780. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  781. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
  782. }
  783. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  784. }
  785. ////////////// Texture3D
  786. String VisualShaderNodeTexture3D::get_caption() const {
  787. return "Texture3D";
  788. }
  789. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  790. if (p_port == 2) {
  791. return "sampler3D";
  792. }
  793. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  794. }
  795. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  796. VisualShader::DefaultTextureParam dtp;
  797. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  798. dtp.param = texture;
  799. Vector<VisualShader::DefaultTextureParam> ret;
  800. ret.push_back(dtp);
  801. return ret;
  802. }
  803. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  804. if (source == SOURCE_TEXTURE) {
  805. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  806. }
  807. return String();
  808. }
  809. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_value) {
  810. texture = p_value;
  811. emit_changed();
  812. }
  813. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  814. return texture;
  815. }
  816. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  817. Vector<StringName> props;
  818. props.push_back("source");
  819. if (source == SOURCE_TEXTURE) {
  820. props.push_back("texture");
  821. }
  822. return props;
  823. }
  824. void VisualShaderNodeTexture3D::_bind_methods() {
  825. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  826. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  827. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  828. }
  829. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  830. }
  831. ////////////// Cubemap
  832. String VisualShaderNodeCubemap::get_caption() const {
  833. return "Cubemap";
  834. }
  835. int VisualShaderNodeCubemap::get_input_port_count() const {
  836. return 3;
  837. }
  838. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  839. switch (p_port) {
  840. case 0:
  841. return PORT_TYPE_VECTOR;
  842. case 1:
  843. return PORT_TYPE_SCALAR;
  844. case 2:
  845. return PORT_TYPE_SAMPLER;
  846. default:
  847. return PORT_TYPE_SCALAR;
  848. }
  849. }
  850. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  851. switch (p_port) {
  852. case 0:
  853. return "uv";
  854. case 1:
  855. return "lod";
  856. case 2:
  857. return "samplerCube";
  858. default:
  859. return "";
  860. }
  861. }
  862. int VisualShaderNodeCubemap::get_output_port_count() const {
  863. return 2;
  864. }
  865. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  866. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  867. }
  868. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  869. return p_port == 0 ? "rgb" : "alpha";
  870. }
  871. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  872. VisualShader::DefaultTextureParam dtp;
  873. dtp.name = make_unique_id(p_type, p_id, "cube");
  874. dtp.param = cube_map;
  875. Vector<VisualShader::DefaultTextureParam> ret;
  876. ret.push_back(dtp);
  877. return ret;
  878. }
  879. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  880. if (source == SOURCE_TEXTURE) {
  881. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  882. switch (texture_type) {
  883. case TYPE_DATA:
  884. break;
  885. case TYPE_COLOR:
  886. u += " : hint_albedo";
  887. break;
  888. case TYPE_NORMALMAP:
  889. u += " : hint_normal";
  890. break;
  891. }
  892. return u + ";\n";
  893. }
  894. return String();
  895. }
  896. String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  897. String default_uv;
  898. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  899. default_uv = "vec3(UV, 0.0)";
  900. } else {
  901. default_uv = "vec3(0.0)";
  902. }
  903. String code;
  904. String id;
  905. if (source == SOURCE_TEXTURE) {
  906. id = make_unique_id(p_type, p_id, "cube");
  907. } else if (source == SOURCE_PORT) {
  908. id = p_input_vars[2];
  909. } else {
  910. return String();
  911. }
  912. code += "\t{\n";
  913. if (id == String()) {
  914. code += "\t\tvec4 " + id + "_read = vec4(0.0);\n";
  915. code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  916. code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  917. code += "\t}\n";
  918. return code;
  919. }
  920. if (p_input_vars[0] == String()) { // Use UV by default.
  921. if (p_input_vars[1] == String()) {
  922. code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  923. } else {
  924. code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
  925. }
  926. } else if (p_input_vars[1] == String()) {
  927. //no lod
  928. code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  929. } else {
  930. code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  931. }
  932. code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  933. code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  934. code += "\t}\n";
  935. return code;
  936. }
  937. String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
  938. if (p_port == 0) {
  939. return "default";
  940. }
  941. return "";
  942. }
  943. void VisualShaderNodeCubemap::set_source(Source p_source) {
  944. source = p_source;
  945. emit_changed();
  946. emit_signal("editor_refresh_request");
  947. }
  948. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  949. return source;
  950. }
  951. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_value) {
  952. cube_map = p_value;
  953. emit_changed();
  954. }
  955. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  956. return cube_map;
  957. }
  958. void VisualShaderNodeCubemap::set_texture_type(TextureType p_type) {
  959. texture_type = p_type;
  960. emit_changed();
  961. }
  962. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  963. return texture_type;
  964. }
  965. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  966. Vector<StringName> props;
  967. props.push_back("source");
  968. if (source == SOURCE_TEXTURE) {
  969. props.push_back("cube_map");
  970. props.push_back("texture_type");
  971. }
  972. return props;
  973. }
  974. void VisualShaderNodeCubemap::_bind_methods() {
  975. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  976. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  977. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  978. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  979. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  980. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  981. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  982. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  983. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  984. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  985. BIND_ENUM_CONSTANT(SOURCE_PORT);
  986. BIND_ENUM_CONSTANT(TYPE_DATA);
  987. BIND_ENUM_CONSTANT(TYPE_COLOR);
  988. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  989. }
  990. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  991. simple_decl = false;
  992. }
  993. ////////////// Float Op
  994. String VisualShaderNodeFloatOp::get_caption() const {
  995. return "FloatOp";
  996. }
  997. int VisualShaderNodeFloatOp::get_input_port_count() const {
  998. return 2;
  999. }
  1000. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1001. return PORT_TYPE_SCALAR;
  1002. }
  1003. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1004. return p_port == 0 ? "a" : "b";
  1005. }
  1006. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1007. return 1;
  1008. }
  1009. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1010. return PORT_TYPE_SCALAR;
  1011. }
  1012. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1013. return "op"; //no output port means the editor will be used as port
  1014. }
  1015. String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1016. String code = "\t" + p_output_vars[0] + " = ";
  1017. switch (op) {
  1018. case OP_ADD:
  1019. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1020. break;
  1021. case OP_SUB:
  1022. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1023. break;
  1024. case OP_MUL:
  1025. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1026. break;
  1027. case OP_DIV:
  1028. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1029. break;
  1030. case OP_MOD:
  1031. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1032. break;
  1033. case OP_POW:
  1034. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1035. break;
  1036. case OP_MAX:
  1037. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1038. break;
  1039. case OP_MIN:
  1040. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1041. break;
  1042. case OP_ATAN2:
  1043. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1044. break;
  1045. case OP_STEP:
  1046. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1047. break;
  1048. }
  1049. return code;
  1050. }
  1051. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1052. op = p_op;
  1053. emit_changed();
  1054. }
  1055. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1056. return op;
  1057. }
  1058. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1059. Vector<StringName> props;
  1060. props.push_back("operator");
  1061. return props;
  1062. }
  1063. void VisualShaderNodeFloatOp::_bind_methods() {
  1064. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1065. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1066. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
  1067. BIND_ENUM_CONSTANT(OP_ADD);
  1068. BIND_ENUM_CONSTANT(OP_SUB);
  1069. BIND_ENUM_CONSTANT(OP_MUL);
  1070. BIND_ENUM_CONSTANT(OP_DIV);
  1071. BIND_ENUM_CONSTANT(OP_MOD);
  1072. BIND_ENUM_CONSTANT(OP_POW);
  1073. BIND_ENUM_CONSTANT(OP_MAX);
  1074. BIND_ENUM_CONSTANT(OP_MIN);
  1075. BIND_ENUM_CONSTANT(OP_ATAN2);
  1076. BIND_ENUM_CONSTANT(OP_STEP);
  1077. }
  1078. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1079. set_input_port_default_value(0, 0.0);
  1080. set_input_port_default_value(1, 0.0);
  1081. }
  1082. ////////////// Integer Op
  1083. String VisualShaderNodeIntOp::get_caption() const {
  1084. return "IntOp";
  1085. }
  1086. int VisualShaderNodeIntOp::get_input_port_count() const {
  1087. return 2;
  1088. }
  1089. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1090. return PORT_TYPE_SCALAR_INT;
  1091. }
  1092. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1093. return p_port == 0 ? "a" : "b";
  1094. }
  1095. int VisualShaderNodeIntOp::get_output_port_count() const {
  1096. return 1;
  1097. }
  1098. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1099. return PORT_TYPE_SCALAR_INT;
  1100. }
  1101. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1102. return "op"; //no output port means the editor will be used as port
  1103. }
  1104. String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1105. String code = "\t" + p_output_vars[0] + " = ";
  1106. switch (op) {
  1107. case OP_ADD:
  1108. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1109. break;
  1110. case OP_SUB:
  1111. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1112. break;
  1113. case OP_MUL:
  1114. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1115. break;
  1116. case OP_DIV:
  1117. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1118. break;
  1119. case OP_MOD:
  1120. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1121. break;
  1122. case OP_MAX:
  1123. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1124. break;
  1125. case OP_MIN:
  1126. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1127. break;
  1128. }
  1129. return code;
  1130. }
  1131. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1132. op = p_op;
  1133. emit_changed();
  1134. }
  1135. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1136. return op;
  1137. }
  1138. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1139. Vector<StringName> props;
  1140. props.push_back("operator");
  1141. return props;
  1142. }
  1143. void VisualShaderNodeIntOp::_bind_methods() {
  1144. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1145. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1146. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Max,Min"), "set_operator", "get_operator");
  1147. BIND_ENUM_CONSTANT(OP_ADD);
  1148. BIND_ENUM_CONSTANT(OP_SUB);
  1149. BIND_ENUM_CONSTANT(OP_MUL);
  1150. BIND_ENUM_CONSTANT(OP_DIV);
  1151. BIND_ENUM_CONSTANT(OP_MOD);
  1152. BIND_ENUM_CONSTANT(OP_MAX);
  1153. BIND_ENUM_CONSTANT(OP_MIN);
  1154. }
  1155. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1156. set_input_port_default_value(0, 0);
  1157. set_input_port_default_value(1, 0);
  1158. }
  1159. ////////////// Vector Op
  1160. String VisualShaderNodeVectorOp::get_caption() const {
  1161. return "VectorOp";
  1162. }
  1163. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1164. return 2;
  1165. }
  1166. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
  1167. return PORT_TYPE_VECTOR;
  1168. }
  1169. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1170. return p_port == 0 ? "a" : "b";
  1171. }
  1172. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1173. return 1;
  1174. }
  1175. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
  1176. return PORT_TYPE_VECTOR;
  1177. }
  1178. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1179. return "op"; //no output port means the editor will be used as port
  1180. }
  1181. String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1182. String code = "\t" + p_output_vars[0] + " = ";
  1183. switch (op) {
  1184. case OP_ADD:
  1185. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1186. break;
  1187. case OP_SUB:
  1188. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1189. break;
  1190. case OP_MUL:
  1191. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1192. break;
  1193. case OP_DIV:
  1194. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1195. break;
  1196. case OP_MOD:
  1197. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1198. break;
  1199. case OP_POW:
  1200. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1201. break;
  1202. case OP_MAX:
  1203. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1204. break;
  1205. case OP_MIN:
  1206. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1207. break;
  1208. case OP_CROSS:
  1209. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1210. break;
  1211. case OP_ATAN2:
  1212. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1213. break;
  1214. case OP_REFLECT:
  1215. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1216. break;
  1217. case OP_STEP:
  1218. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1219. break;
  1220. }
  1221. return code;
  1222. }
  1223. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1224. op = p_op;
  1225. emit_changed();
  1226. }
  1227. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1228. return op;
  1229. }
  1230. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1231. Vector<StringName> props;
  1232. props.push_back("operator");
  1233. return props;
  1234. }
  1235. void VisualShaderNodeVectorOp::_bind_methods() {
  1236. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1237. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1238. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross,Atan2,Reflect,Step"), "set_operator", "get_operator");
  1239. BIND_ENUM_CONSTANT(OP_ADD);
  1240. BIND_ENUM_CONSTANT(OP_SUB);
  1241. BIND_ENUM_CONSTANT(OP_MUL);
  1242. BIND_ENUM_CONSTANT(OP_DIV);
  1243. BIND_ENUM_CONSTANT(OP_MOD);
  1244. BIND_ENUM_CONSTANT(OP_POW);
  1245. BIND_ENUM_CONSTANT(OP_MAX);
  1246. BIND_ENUM_CONSTANT(OP_MIN);
  1247. BIND_ENUM_CONSTANT(OP_CROSS);
  1248. BIND_ENUM_CONSTANT(OP_ATAN2);
  1249. BIND_ENUM_CONSTANT(OP_REFLECT);
  1250. BIND_ENUM_CONSTANT(OP_STEP);
  1251. }
  1252. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1253. set_input_port_default_value(0, Vector3());
  1254. set_input_port_default_value(1, Vector3());
  1255. }
  1256. ////////////// Color Op
  1257. String VisualShaderNodeColorOp::get_caption() const {
  1258. return "ColorOp";
  1259. }
  1260. int VisualShaderNodeColorOp::get_input_port_count() const {
  1261. return 2;
  1262. }
  1263. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1264. return PORT_TYPE_VECTOR;
  1265. }
  1266. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1267. return p_port == 0 ? "a" : "b";
  1268. }
  1269. int VisualShaderNodeColorOp::get_output_port_count() const {
  1270. return 1;
  1271. }
  1272. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1273. return PORT_TYPE_VECTOR;
  1274. }
  1275. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1276. return "op"; //no output port means the editor will be used as port
  1277. }
  1278. String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1279. String code;
  1280. static const char *axisn[3] = { "x", "y", "z" };
  1281. switch (op) {
  1282. case OP_SCREEN: {
  1283. code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1284. } break;
  1285. case OP_DIFFERENCE: {
  1286. code += "\t" + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1287. } break;
  1288. case OP_DARKEN: {
  1289. code += "\t" + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1290. } break;
  1291. case OP_LIGHTEN: {
  1292. code += "\t" + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1293. } break;
  1294. case OP_OVERLAY: {
  1295. for (int i = 0; i < 3; i++) {
  1296. code += "\t{\n";
  1297. code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1298. code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1299. code += "\t\tif (base < 0.5) {\n";
  1300. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1301. code += "\t\t} else {\n";
  1302. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1303. code += "\t\t}\n";
  1304. code += "\t}\n";
  1305. }
  1306. } break;
  1307. case OP_DODGE: {
  1308. code += "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1309. } break;
  1310. case OP_BURN: {
  1311. code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1312. } break;
  1313. case OP_SOFT_LIGHT: {
  1314. for (int i = 0; i < 3; i++) {
  1315. code += "\t{\n";
  1316. code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1317. code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1318. code += "\t\tif (base < 0.5) {\n";
  1319. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1320. code += "\t\t} else {\n";
  1321. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1322. code += "\t\t}\n";
  1323. code += "\t}\n";
  1324. }
  1325. } break;
  1326. case OP_HARD_LIGHT: {
  1327. for (int i = 0; i < 3; i++) {
  1328. code += "\t{\n";
  1329. code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1330. code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1331. code += "\t\tif (base < 0.5) {\n";
  1332. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1333. code += "\t\t} else {\n";
  1334. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1335. code += "\t\t}\n";
  1336. code += "\t}\n";
  1337. }
  1338. } break;
  1339. }
  1340. return code;
  1341. }
  1342. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1343. op = p_op;
  1344. switch (op) {
  1345. case OP_SCREEN:
  1346. simple_decl = true;
  1347. break;
  1348. case OP_DIFFERENCE:
  1349. simple_decl = true;
  1350. break;
  1351. case OP_DARKEN:
  1352. simple_decl = true;
  1353. break;
  1354. case OP_LIGHTEN:
  1355. simple_decl = true;
  1356. break;
  1357. case OP_OVERLAY:
  1358. simple_decl = false;
  1359. break;
  1360. case OP_DODGE:
  1361. simple_decl = true;
  1362. break;
  1363. case OP_BURN:
  1364. simple_decl = true;
  1365. break;
  1366. case OP_SOFT_LIGHT:
  1367. simple_decl = false;
  1368. break;
  1369. case OP_HARD_LIGHT:
  1370. simple_decl = false;
  1371. break;
  1372. }
  1373. emit_changed();
  1374. }
  1375. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1376. return op;
  1377. }
  1378. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  1379. Vector<StringName> props;
  1380. props.push_back("operator");
  1381. return props;
  1382. }
  1383. void VisualShaderNodeColorOp::_bind_methods() {
  1384. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  1385. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  1386. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator");
  1387. BIND_ENUM_CONSTANT(OP_SCREEN);
  1388. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  1389. BIND_ENUM_CONSTANT(OP_DARKEN);
  1390. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  1391. BIND_ENUM_CONSTANT(OP_OVERLAY);
  1392. BIND_ENUM_CONSTANT(OP_DODGE);
  1393. BIND_ENUM_CONSTANT(OP_BURN);
  1394. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  1395. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  1396. }
  1397. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  1398. set_input_port_default_value(0, Vector3());
  1399. set_input_port_default_value(1, Vector3());
  1400. }
  1401. ////////////// Transform Mult
  1402. String VisualShaderNodeTransformMult::get_caption() const {
  1403. return "TransformMult";
  1404. }
  1405. int VisualShaderNodeTransformMult::get_input_port_count() const {
  1406. return 2;
  1407. }
  1408. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
  1409. return PORT_TYPE_TRANSFORM;
  1410. }
  1411. String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
  1412. return p_port == 0 ? "a" : "b";
  1413. }
  1414. int VisualShaderNodeTransformMult::get_output_port_count() const {
  1415. return 1;
  1416. }
  1417. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
  1418. return PORT_TYPE_TRANSFORM;
  1419. }
  1420. String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
  1421. return "mult"; //no output port means the editor will be used as port
  1422. }
  1423. String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1424. if (op == OP_AxB) {
  1425. return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1426. } else if (op == OP_BxA) {
  1427. return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  1428. } else if (op == OP_AxB_COMP) {
  1429. return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1430. } else {
  1431. return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  1432. }
  1433. }
  1434. void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
  1435. op = p_op;
  1436. emit_changed();
  1437. }
  1438. VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
  1439. return op;
  1440. }
  1441. Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
  1442. Vector<StringName> props;
  1443. props.push_back("operator");
  1444. return props;
  1445. }
  1446. void VisualShaderNodeTransformMult::_bind_methods() {
  1447. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
  1448. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
  1449. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component)"), "set_operator", "get_operator");
  1450. BIND_ENUM_CONSTANT(OP_AxB);
  1451. BIND_ENUM_CONSTANT(OP_BxA);
  1452. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1453. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1454. }
  1455. VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
  1456. set_input_port_default_value(0, Transform());
  1457. set_input_port_default_value(1, Transform());
  1458. }
  1459. ////////////// TransformVec Mult
  1460. String VisualShaderNodeTransformVecMult::get_caption() const {
  1461. return "TransformVectorMult";
  1462. }
  1463. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1464. return 2;
  1465. }
  1466. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1467. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
  1468. }
  1469. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1470. return p_port == 0 ? "a" : "b";
  1471. }
  1472. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1473. return 1;
  1474. }
  1475. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1476. return PORT_TYPE_VECTOR;
  1477. }
  1478. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1479. return ""; //no output port means the editor will be used as port
  1480. }
  1481. String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1482. if (op == OP_AxB) {
  1483. return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  1484. } else if (op == OP_BxA) {
  1485. return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  1486. } else if (op == OP_3x3_AxB) {
  1487. return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  1488. } else {
  1489. return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  1490. }
  1491. }
  1492. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1493. op = p_op;
  1494. emit_changed();
  1495. }
  1496. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1497. return op;
  1498. }
  1499. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1500. Vector<StringName> props;
  1501. props.push_back("operator");
  1502. return props;
  1503. }
  1504. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1505. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1506. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1507. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator");
  1508. BIND_ENUM_CONSTANT(OP_AxB);
  1509. BIND_ENUM_CONSTANT(OP_BxA);
  1510. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1511. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1512. }
  1513. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1514. set_input_port_default_value(0, Transform());
  1515. set_input_port_default_value(1, Vector3());
  1516. }
  1517. ////////////// Float Func
  1518. String VisualShaderNodeFloatFunc::get_caption() const {
  1519. return "FloatFunc";
  1520. }
  1521. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  1522. return 1;
  1523. }
  1524. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  1525. return PORT_TYPE_SCALAR;
  1526. }
  1527. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  1528. return "";
  1529. }
  1530. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  1531. return 1;
  1532. }
  1533. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  1534. return PORT_TYPE_SCALAR;
  1535. }
  1536. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  1537. return ""; //no output port means the editor will be used as port
  1538. }
  1539. String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1540. static const char *scalar_func_id[FUNC_ONEMINUS + 1] = {
  1541. "sin($)",
  1542. "cos($)",
  1543. "tan($)",
  1544. "asin($)",
  1545. "acos($)",
  1546. "atan($)",
  1547. "sinh($)",
  1548. "cosh($)",
  1549. "tanh($)",
  1550. "log($)",
  1551. "exp($)",
  1552. "sqrt($)",
  1553. "abs($)",
  1554. "sign($)",
  1555. "floor($)",
  1556. "round($)",
  1557. "ceil($)",
  1558. "fract($)",
  1559. "min(max($, 0.0), 1.0)",
  1560. "-($)",
  1561. "acosh($)",
  1562. "asinh($)",
  1563. "atanh($)",
  1564. "degrees($)",
  1565. "exp2($)",
  1566. "inversesqrt($)",
  1567. "log2($)",
  1568. "radians($)",
  1569. "1.0 / ($)",
  1570. "roundEven($)",
  1571. "trunc($)",
  1572. "1.0 - $"
  1573. };
  1574. return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1575. }
  1576. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  1577. func = p_func;
  1578. emit_changed();
  1579. }
  1580. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  1581. return func;
  1582. }
  1583. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  1584. Vector<StringName> props;
  1585. props.push_back("function");
  1586. return props;
  1587. }
  1588. void VisualShaderNodeFloatFunc::_bind_methods() {
  1589. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  1590. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  1591. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  1592. BIND_ENUM_CONSTANT(FUNC_SIN);
  1593. BIND_ENUM_CONSTANT(FUNC_COS);
  1594. BIND_ENUM_CONSTANT(FUNC_TAN);
  1595. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1596. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1597. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1598. BIND_ENUM_CONSTANT(FUNC_SINH);
  1599. BIND_ENUM_CONSTANT(FUNC_COSH);
  1600. BIND_ENUM_CONSTANT(FUNC_TANH);
  1601. BIND_ENUM_CONSTANT(FUNC_LOG);
  1602. BIND_ENUM_CONSTANT(FUNC_EXP);
  1603. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1604. BIND_ENUM_CONSTANT(FUNC_ABS);
  1605. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1606. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1607. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1608. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1609. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1610. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1611. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1612. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1613. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1614. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1615. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1616. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1617. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1618. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1619. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1620. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1621. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1622. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1623. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1624. }
  1625. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  1626. set_input_port_default_value(0, 0.0);
  1627. }
  1628. ////////////// Int Func
  1629. String VisualShaderNodeIntFunc::get_caption() const {
  1630. return "IntFunc";
  1631. }
  1632. int VisualShaderNodeIntFunc::get_input_port_count() const {
  1633. if (func == FUNC_CLAMP) {
  1634. return 3;
  1635. }
  1636. return 1;
  1637. }
  1638. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  1639. return PORT_TYPE_SCALAR_INT;
  1640. }
  1641. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  1642. if (func == FUNC_CLAMP) {
  1643. if (p_port == 0) {
  1644. return "";
  1645. } else if (p_port == 1) {
  1646. return "min";
  1647. } else if (p_port == 2) {
  1648. return "max";
  1649. }
  1650. }
  1651. return "";
  1652. }
  1653. int VisualShaderNodeIntFunc::get_output_port_count() const {
  1654. return 1;
  1655. }
  1656. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  1657. return PORT_TYPE_SCALAR_INT;
  1658. }
  1659. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  1660. return ""; //no output port means the editor will be used as port
  1661. }
  1662. String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1663. if (func == FUNC_CLAMP) {
  1664. return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  1665. }
  1666. static const char *int_func_id[FUNC_SIGN + 1] = {
  1667. "abs($)",
  1668. "",
  1669. "-($)",
  1670. "sign($)"
  1671. };
  1672. return "\t" + p_output_vars[0] + " = " + String(int_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1673. }
  1674. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  1675. if (func != p_func) {
  1676. if (p_func == FUNC_CLAMP) {
  1677. set_input_port_default_value(1, 0);
  1678. set_input_port_default_value(2, 0);
  1679. }
  1680. }
  1681. func = p_func;
  1682. emit_changed();
  1683. }
  1684. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  1685. return func;
  1686. }
  1687. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  1688. Vector<StringName> props;
  1689. props.push_back("function");
  1690. return props;
  1691. }
  1692. void VisualShaderNodeIntFunc::_bind_methods() {
  1693. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  1694. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  1695. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Clamp,Negate,Sign"), "set_function", "get_function");
  1696. BIND_ENUM_CONSTANT(FUNC_ABS);
  1697. BIND_ENUM_CONSTANT(FUNC_CLAMP);
  1698. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1699. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1700. }
  1701. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  1702. set_input_port_default_value(0, 0);
  1703. }
  1704. ////////////// Vector Func
  1705. String VisualShaderNodeVectorFunc::get_caption() const {
  1706. return "VectorFunc";
  1707. }
  1708. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  1709. return 1;
  1710. }
  1711. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
  1712. return PORT_TYPE_VECTOR;
  1713. }
  1714. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  1715. return "";
  1716. }
  1717. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  1718. return 1;
  1719. }
  1720. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
  1721. return PORT_TYPE_VECTOR;
  1722. }
  1723. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  1724. return ""; //no output port means the editor will be used as port
  1725. }
  1726. String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1727. static const char *vec_func_id[FUNC_ONEMINUS + 1] = {
  1728. "normalize($)",
  1729. "max(min($, vec3(1.0)), vec3(0.0))",
  1730. "-($)",
  1731. "1.0 / ($)",
  1732. "",
  1733. "",
  1734. "abs($)",
  1735. "acos($)",
  1736. "acosh($)",
  1737. "asin($)",
  1738. "asinh($)",
  1739. "atan($)",
  1740. "atanh($)",
  1741. "ceil($)",
  1742. "cos($)",
  1743. "cosh($)",
  1744. "degrees($)",
  1745. "exp($)",
  1746. "exp2($)",
  1747. "floor($)",
  1748. "fract($)",
  1749. "inversesqrt($)",
  1750. "log($)",
  1751. "log2($)",
  1752. "radians($)",
  1753. "round($)",
  1754. "roundEven($)",
  1755. "sign($)",
  1756. "sin($)",
  1757. "sinh($)",
  1758. "sqrt($)",
  1759. "tan($)",
  1760. "tanh($)",
  1761. "trunc($)",
  1762. "vec3(1.0, 1.0, 1.0) - $"
  1763. };
  1764. String code;
  1765. if (func == FUNC_RGB2HSV) {
  1766. code += "\t{\n";
  1767. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1768. code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  1769. code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  1770. code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  1771. code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
  1772. code += "\t\tfloat e = 1.0e-10;\n";
  1773. code += "\t\t" + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  1774. code += "\t}\n";
  1775. } else if (func == FUNC_HSV2RGB) {
  1776. code += "\t{\n";
  1777. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1778. code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  1779. code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  1780. code += "\t\t" + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  1781. code += "\t}\n";
  1782. } else {
  1783. code += "\t" + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1784. }
  1785. return code;
  1786. }
  1787. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  1788. func = p_func;
  1789. if (func == FUNC_RGB2HSV) {
  1790. simple_decl = false;
  1791. } else if (func == FUNC_HSV2RGB) {
  1792. simple_decl = false;
  1793. } else {
  1794. simple_decl = true;
  1795. }
  1796. emit_changed();
  1797. }
  1798. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  1799. return func;
  1800. }
  1801. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  1802. Vector<StringName> props;
  1803. props.push_back("function");
  1804. return props;
  1805. }
  1806. void VisualShaderNodeVectorFunc::_bind_methods() {
  1807. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  1808. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  1809. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  1810. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  1811. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1812. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1813. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1814. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  1815. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  1816. BIND_ENUM_CONSTANT(FUNC_ABS);
  1817. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1818. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1819. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1820. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1821. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1822. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1823. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1824. BIND_ENUM_CONSTANT(FUNC_COS);
  1825. BIND_ENUM_CONSTANT(FUNC_COSH);
  1826. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1827. BIND_ENUM_CONSTANT(FUNC_EXP);
  1828. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1829. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1830. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1831. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1832. BIND_ENUM_CONSTANT(FUNC_LOG);
  1833. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1834. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1835. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1836. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1837. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1838. BIND_ENUM_CONSTANT(FUNC_SIN);
  1839. BIND_ENUM_CONSTANT(FUNC_SINH);
  1840. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1841. BIND_ENUM_CONSTANT(FUNC_TAN);
  1842. BIND_ENUM_CONSTANT(FUNC_TANH);
  1843. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1844. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1845. }
  1846. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  1847. set_input_port_default_value(0, Vector3());
  1848. }
  1849. ////////////// ColorFunc
  1850. String VisualShaderNodeColorFunc::get_caption() const {
  1851. return "ColorFunc";
  1852. }
  1853. int VisualShaderNodeColorFunc::get_input_port_count() const {
  1854. return 1;
  1855. }
  1856. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  1857. return PORT_TYPE_VECTOR;
  1858. }
  1859. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  1860. return "";
  1861. }
  1862. int VisualShaderNodeColorFunc::get_output_port_count() const {
  1863. return 1;
  1864. }
  1865. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  1866. return PORT_TYPE_VECTOR;
  1867. }
  1868. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  1869. return "";
  1870. }
  1871. String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1872. String code;
  1873. switch (func) {
  1874. case FUNC_GRAYSCALE:
  1875. code += "\t{\n";
  1876. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1877. code += "\t\tfloat max1 = max(c.r, c.g);\n";
  1878. code += "\t\tfloat max2 = max(max1, c.b);\n";
  1879. code += "\t\tfloat max3 = max(max1, max2);\n";
  1880. code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
  1881. code += "\t}\n";
  1882. break;
  1883. case FUNC_SEPIA:
  1884. code += "\t{\n";
  1885. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1886. code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  1887. code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  1888. code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  1889. code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
  1890. code += "\t}\n";
  1891. break;
  1892. }
  1893. return code;
  1894. }
  1895. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  1896. func = p_func;
  1897. emit_changed();
  1898. }
  1899. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  1900. return func;
  1901. }
  1902. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  1903. Vector<StringName> props;
  1904. props.push_back("function");
  1905. return props;
  1906. }
  1907. void VisualShaderNodeColorFunc::_bind_methods() {
  1908. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  1909. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  1910. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  1911. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  1912. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  1913. }
  1914. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  1915. simple_decl = false;
  1916. set_input_port_default_value(0, Vector3());
  1917. }
  1918. ////////////// Transform Func
  1919. String VisualShaderNodeTransformFunc::get_caption() const {
  1920. return "TransformFunc";
  1921. }
  1922. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  1923. return 1;
  1924. }
  1925. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  1926. return PORT_TYPE_TRANSFORM;
  1927. }
  1928. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  1929. return "";
  1930. }
  1931. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  1932. return 1;
  1933. }
  1934. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  1935. return PORT_TYPE_TRANSFORM;
  1936. }
  1937. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  1938. return "";
  1939. }
  1940. String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1941. static const char *funcs[FUNC_TRANSPOSE + 1] = {
  1942. "inverse($)",
  1943. "transpose($)"
  1944. };
  1945. String code;
  1946. code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1947. return code;
  1948. }
  1949. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  1950. func = p_func;
  1951. emit_changed();
  1952. }
  1953. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  1954. return func;
  1955. }
  1956. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  1957. Vector<StringName> props;
  1958. props.push_back("function");
  1959. return props;
  1960. }
  1961. void VisualShaderNodeTransformFunc::_bind_methods() {
  1962. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  1963. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  1964. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  1965. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  1966. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  1967. }
  1968. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  1969. set_input_port_default_value(0, Transform());
  1970. }
  1971. ////////////// Dot Product
  1972. String VisualShaderNodeDotProduct::get_caption() const {
  1973. return "DotProduct";
  1974. }
  1975. int VisualShaderNodeDotProduct::get_input_port_count() const {
  1976. return 2;
  1977. }
  1978. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  1979. return PORT_TYPE_VECTOR;
  1980. }
  1981. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  1982. return p_port == 0 ? "a" : "b";
  1983. }
  1984. int VisualShaderNodeDotProduct::get_output_port_count() const {
  1985. return 1;
  1986. }
  1987. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  1988. return PORT_TYPE_SCALAR;
  1989. }
  1990. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  1991. return "dot";
  1992. }
  1993. String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1994. return "\t" + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1995. }
  1996. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  1997. set_input_port_default_value(0, Vector3());
  1998. set_input_port_default_value(1, Vector3());
  1999. }
  2000. ////////////// Vector Len
  2001. String VisualShaderNodeVectorLen::get_caption() const {
  2002. return "VectorLen";
  2003. }
  2004. int VisualShaderNodeVectorLen::get_input_port_count() const {
  2005. return 1;
  2006. }
  2007. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
  2008. return PORT_TYPE_VECTOR;
  2009. }
  2010. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  2011. return "";
  2012. }
  2013. int VisualShaderNodeVectorLen::get_output_port_count() const {
  2014. return 1;
  2015. }
  2016. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  2017. return PORT_TYPE_SCALAR;
  2018. }
  2019. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  2020. return "length";
  2021. }
  2022. String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2023. return "\t" + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  2024. }
  2025. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  2026. set_input_port_default_value(0, Vector3());
  2027. }
  2028. ////////////// Determinant
  2029. String VisualShaderNodeDeterminant::get_caption() const {
  2030. return "Determinant";
  2031. }
  2032. int VisualShaderNodeDeterminant::get_input_port_count() const {
  2033. return 1;
  2034. }
  2035. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  2036. return PORT_TYPE_TRANSFORM;
  2037. }
  2038. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  2039. return "";
  2040. }
  2041. int VisualShaderNodeDeterminant::get_output_port_count() const {
  2042. return 1;
  2043. }
  2044. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  2045. return PORT_TYPE_SCALAR;
  2046. }
  2047. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  2048. return "";
  2049. }
  2050. String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2051. return "\t" + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  2052. }
  2053. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  2054. set_input_port_default_value(0, Transform());
  2055. }
  2056. ////////////// Scalar Derivative Function
  2057. String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
  2058. return "ScalarDerivativeFunc";
  2059. }
  2060. int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
  2061. return 1;
  2062. }
  2063. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
  2064. return PORT_TYPE_SCALAR;
  2065. }
  2066. String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
  2067. return "";
  2068. }
  2069. int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
  2070. return 1;
  2071. }
  2072. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
  2073. return PORT_TYPE_SCALAR;
  2074. }
  2075. String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
  2076. return "";
  2077. }
  2078. String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2079. static const char *funcs[FUNC_Y + 1] = {
  2080. "fwidth($)",
  2081. "dFdx($)",
  2082. "dFdy($)"
  2083. };
  2084. String code;
  2085. code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2086. return code;
  2087. }
  2088. void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
  2089. func = p_func;
  2090. emit_changed();
  2091. }
  2092. VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
  2093. return func;
  2094. }
  2095. Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
  2096. Vector<StringName> props;
  2097. props.push_back("function");
  2098. return props;
  2099. }
  2100. void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
  2101. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
  2102. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
  2103. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2104. BIND_ENUM_CONSTANT(FUNC_SUM);
  2105. BIND_ENUM_CONSTANT(FUNC_X);
  2106. BIND_ENUM_CONSTANT(FUNC_Y);
  2107. }
  2108. VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
  2109. set_input_port_default_value(0, 0.0);
  2110. }
  2111. ////////////// Vector Derivative Function
  2112. String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
  2113. return "VectorDerivativeFunc";
  2114. }
  2115. int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
  2116. return 1;
  2117. }
  2118. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
  2119. return PORT_TYPE_VECTOR;
  2120. }
  2121. String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
  2122. return "";
  2123. }
  2124. int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
  2125. return 1;
  2126. }
  2127. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
  2128. return PORT_TYPE_VECTOR;
  2129. }
  2130. String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
  2131. return "";
  2132. }
  2133. String VisualShaderNodeVectorDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2134. static const char *funcs[FUNC_Y + 1] = {
  2135. "fwidth($)",
  2136. "dFdx($)",
  2137. "dFdy($)"
  2138. };
  2139. String code;
  2140. code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2141. return code;
  2142. }
  2143. void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
  2144. func = p_func;
  2145. emit_changed();
  2146. }
  2147. VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
  2148. return func;
  2149. }
  2150. Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
  2151. Vector<StringName> props;
  2152. props.push_back("function");
  2153. return props;
  2154. }
  2155. void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
  2156. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
  2157. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
  2158. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2159. BIND_ENUM_CONSTANT(FUNC_SUM);
  2160. BIND_ENUM_CONSTANT(FUNC_X);
  2161. BIND_ENUM_CONSTANT(FUNC_Y);
  2162. }
  2163. VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
  2164. set_input_port_default_value(0, Vector3());
  2165. }
  2166. ////////////// Scalar Clamp
  2167. String VisualShaderNodeScalarClamp::get_caption() const {
  2168. return "ScalarClamp";
  2169. }
  2170. int VisualShaderNodeScalarClamp::get_input_port_count() const {
  2171. return 3;
  2172. }
  2173. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const {
  2174. return PORT_TYPE_SCALAR;
  2175. }
  2176. String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const {
  2177. if (p_port == 0) {
  2178. return "";
  2179. } else if (p_port == 1) {
  2180. return "min";
  2181. } else if (p_port == 2) {
  2182. return "max";
  2183. }
  2184. return "";
  2185. }
  2186. int VisualShaderNodeScalarClamp::get_output_port_count() const {
  2187. return 1;
  2188. }
  2189. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const {
  2190. return PORT_TYPE_SCALAR;
  2191. }
  2192. String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
  2193. return "";
  2194. }
  2195. String VisualShaderNodeScalarClamp::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 {
  2196. return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2197. }
  2198. VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() {
  2199. set_input_port_default_value(0, 0.0);
  2200. set_input_port_default_value(1, 0.0);
  2201. set_input_port_default_value(2, 1.0);
  2202. }
  2203. ////////////// Vector Clamp
  2204. String VisualShaderNodeVectorClamp::get_caption() const {
  2205. return "VectorClamp";
  2206. }
  2207. int VisualShaderNodeVectorClamp::get_input_port_count() const {
  2208. return 3;
  2209. }
  2210. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_input_port_type(int p_port) const {
  2211. return PORT_TYPE_VECTOR;
  2212. }
  2213. String VisualShaderNodeVectorClamp::get_input_port_name(int p_port) const {
  2214. if (p_port == 0) {
  2215. return "";
  2216. } else if (p_port == 1) {
  2217. return "min";
  2218. } else if (p_port == 2) {
  2219. return "max";
  2220. }
  2221. return "";
  2222. }
  2223. int VisualShaderNodeVectorClamp::get_output_port_count() const {
  2224. return 1;
  2225. }
  2226. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const {
  2227. return PORT_TYPE_VECTOR;
  2228. }
  2229. String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
  2230. return "";
  2231. }
  2232. String VisualShaderNodeVectorClamp::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 {
  2233. return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2234. }
  2235. VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
  2236. set_input_port_default_value(0, Vector3(0, 0, 0));
  2237. set_input_port_default_value(1, Vector3(0, 0, 0));
  2238. set_input_port_default_value(2, Vector3(1, 1, 1));
  2239. }
  2240. ////////////// FaceForward
  2241. String VisualShaderNodeFaceForward::get_caption() const {
  2242. return "FaceForward";
  2243. }
  2244. int VisualShaderNodeFaceForward::get_input_port_count() const {
  2245. return 3;
  2246. }
  2247. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
  2248. return PORT_TYPE_VECTOR;
  2249. }
  2250. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  2251. switch (p_port) {
  2252. case 0:
  2253. return "N";
  2254. case 1:
  2255. return "I";
  2256. case 2:
  2257. return "Nref";
  2258. default:
  2259. return "";
  2260. }
  2261. }
  2262. int VisualShaderNodeFaceForward::get_output_port_count() const {
  2263. return 1;
  2264. }
  2265. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
  2266. return PORT_TYPE_VECTOR;
  2267. }
  2268. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  2269. return "";
  2270. }
  2271. String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2272. return "\t" + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2273. }
  2274. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  2275. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2276. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2277. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2278. }
  2279. ////////////// Outer Product
  2280. String VisualShaderNodeOuterProduct::get_caption() const {
  2281. return "OuterProduct";
  2282. }
  2283. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  2284. return 2;
  2285. }
  2286. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  2287. return PORT_TYPE_VECTOR;
  2288. }
  2289. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  2290. switch (p_port) {
  2291. case 0:
  2292. return "c";
  2293. case 1:
  2294. return "r";
  2295. default:
  2296. return "";
  2297. }
  2298. }
  2299. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  2300. return 1;
  2301. }
  2302. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  2303. return PORT_TYPE_TRANSFORM;
  2304. }
  2305. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  2306. return "";
  2307. }
  2308. String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2309. return "\t" + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  2310. }
  2311. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  2312. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2313. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2314. }
  2315. ////////////// Vector-Scalar Step
  2316. String VisualShaderNodeVectorScalarStep::get_caption() const {
  2317. return "VectorScalarStep";
  2318. }
  2319. int VisualShaderNodeVectorScalarStep::get_input_port_count() const {
  2320. return 2;
  2321. }
  2322. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const {
  2323. if (p_port == 0) {
  2324. return PORT_TYPE_SCALAR;
  2325. }
  2326. return PORT_TYPE_VECTOR;
  2327. }
  2328. String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const {
  2329. if (p_port == 0) {
  2330. return "edge";
  2331. } else if (p_port == 1) {
  2332. return "x";
  2333. }
  2334. return "";
  2335. }
  2336. int VisualShaderNodeVectorScalarStep::get_output_port_count() const {
  2337. return 1;
  2338. }
  2339. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const {
  2340. return PORT_TYPE_VECTOR;
  2341. }
  2342. String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const {
  2343. return "";
  2344. }
  2345. String VisualShaderNodeVectorScalarStep::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 {
  2346. return "\t" + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2347. }
  2348. VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
  2349. set_input_port_default_value(0, 0.0);
  2350. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2351. }
  2352. ////////////// Scalar SmoothStep
  2353. String VisualShaderNodeScalarSmoothStep::get_caption() const {
  2354. return "ScalarSmoothStep";
  2355. }
  2356. int VisualShaderNodeScalarSmoothStep::get_input_port_count() const {
  2357. return 3;
  2358. }
  2359. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const {
  2360. return PORT_TYPE_SCALAR;
  2361. }
  2362. String VisualShaderNodeScalarSmoothStep::get_input_port_name(int p_port) const {
  2363. if (p_port == 0) {
  2364. return "edge0";
  2365. } else if (p_port == 1) {
  2366. return "edge1";
  2367. } else if (p_port == 2) {
  2368. return "x";
  2369. }
  2370. return "";
  2371. }
  2372. int VisualShaderNodeScalarSmoothStep::get_output_port_count() const {
  2373. return 1;
  2374. }
  2375. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const {
  2376. return PORT_TYPE_SCALAR;
  2377. }
  2378. String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const {
  2379. return "";
  2380. }
  2381. String VisualShaderNodeScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2382. return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2383. }
  2384. VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
  2385. set_input_port_default_value(0, 0.0);
  2386. set_input_port_default_value(1, 0.0);
  2387. set_input_port_default_value(2, 0.0);
  2388. }
  2389. ////////////// Vector SmoothStep
  2390. String VisualShaderNodeVectorSmoothStep::get_caption() const {
  2391. return "VectorSmoothStep";
  2392. }
  2393. int VisualShaderNodeVectorSmoothStep::get_input_port_count() const {
  2394. return 3;
  2395. }
  2396. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const {
  2397. return PORT_TYPE_VECTOR;
  2398. }
  2399. String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const {
  2400. if (p_port == 0) {
  2401. return "edge0";
  2402. } else if (p_port == 1) {
  2403. return "edge1";
  2404. } else if (p_port == 2) {
  2405. return "x";
  2406. }
  2407. return "";
  2408. }
  2409. int VisualShaderNodeVectorSmoothStep::get_output_port_count() const {
  2410. return 1;
  2411. }
  2412. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const {
  2413. return PORT_TYPE_VECTOR;
  2414. }
  2415. String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const {
  2416. return "";
  2417. }
  2418. String VisualShaderNodeVectorSmoothStep::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 {
  2419. return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2420. }
  2421. VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
  2422. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2423. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2424. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2425. }
  2426. ////////////// Vector-Scalar SmoothStep
  2427. String VisualShaderNodeVectorScalarSmoothStep::get_caption() const {
  2428. return "VectorScalarSmoothStep";
  2429. }
  2430. int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const {
  2431. return 3;
  2432. }
  2433. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const {
  2434. if (p_port == 0) {
  2435. return PORT_TYPE_SCALAR;
  2436. } else if (p_port == 1) {
  2437. return PORT_TYPE_SCALAR;
  2438. }
  2439. return PORT_TYPE_VECTOR;
  2440. }
  2441. String VisualShaderNodeVectorScalarSmoothStep::get_input_port_name(int p_port) const {
  2442. if (p_port == 0) {
  2443. return "edge0";
  2444. } else if (p_port == 1) {
  2445. return "edge1";
  2446. } else if (p_port == 2) {
  2447. return "x";
  2448. }
  2449. return "";
  2450. }
  2451. int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const {
  2452. return 1;
  2453. }
  2454. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const {
  2455. return PORT_TYPE_VECTOR;
  2456. }
  2457. String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const {
  2458. return "";
  2459. }
  2460. String VisualShaderNodeVectorScalarSmoothStep::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 {
  2461. return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2462. }
  2463. VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
  2464. set_input_port_default_value(0, 0.0);
  2465. set_input_port_default_value(1, 0.0);
  2466. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2467. }
  2468. ////////////// Distance
  2469. String VisualShaderNodeVectorDistance::get_caption() const {
  2470. return "Distance";
  2471. }
  2472. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  2473. return 2;
  2474. }
  2475. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
  2476. return PORT_TYPE_VECTOR;
  2477. }
  2478. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  2479. if (p_port == 0) {
  2480. return "p0";
  2481. } else if (p_port == 1) {
  2482. return "p1";
  2483. }
  2484. return "";
  2485. }
  2486. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  2487. return 1;
  2488. }
  2489. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  2490. return PORT_TYPE_SCALAR;
  2491. }
  2492. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  2493. return "";
  2494. }
  2495. String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2496. return "\t" + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2497. }
  2498. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  2499. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2500. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2501. }
  2502. ////////////// Refract Vector
  2503. String VisualShaderNodeVectorRefract::get_caption() const {
  2504. return "Refract";
  2505. }
  2506. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  2507. return 3;
  2508. }
  2509. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  2510. if (p_port == 2) {
  2511. return PORT_TYPE_SCALAR;
  2512. }
  2513. return PORT_TYPE_VECTOR;
  2514. }
  2515. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  2516. if (p_port == 0) {
  2517. return "I";
  2518. } else if (p_port == 1) {
  2519. return "N";
  2520. } else if (p_port == 2) {
  2521. return "eta";
  2522. }
  2523. return "";
  2524. }
  2525. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  2526. return 1;
  2527. }
  2528. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  2529. return PORT_TYPE_VECTOR;
  2530. }
  2531. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  2532. return "";
  2533. }
  2534. String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2535. return "\t" + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2536. }
  2537. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  2538. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2539. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2540. set_input_port_default_value(2, 0.0);
  2541. }
  2542. ////////////// Scalar Mix
  2543. String VisualShaderNodeScalarInterp::get_caption() const {
  2544. return "ScalarMix";
  2545. }
  2546. int VisualShaderNodeScalarInterp::get_input_port_count() const {
  2547. return 3;
  2548. }
  2549. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const {
  2550. return PORT_TYPE_SCALAR;
  2551. }
  2552. String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const {
  2553. if (p_port == 0) {
  2554. return "a";
  2555. } else if (p_port == 1) {
  2556. return "b";
  2557. } else {
  2558. return "weight";
  2559. }
  2560. }
  2561. int VisualShaderNodeScalarInterp::get_output_port_count() const {
  2562. return 1;
  2563. }
  2564. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const {
  2565. return PORT_TYPE_SCALAR;
  2566. }
  2567. String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
  2568. return "mix";
  2569. }
  2570. String VisualShaderNodeScalarInterp::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 {
  2571. return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2572. }
  2573. VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
  2574. set_input_port_default_value(0, 0.0);
  2575. set_input_port_default_value(1, 1.0);
  2576. set_input_port_default_value(2, 0.5);
  2577. }
  2578. ////////////// Vector Mix
  2579. String VisualShaderNodeVectorInterp::get_caption() const {
  2580. return "VectorMix";
  2581. }
  2582. int VisualShaderNodeVectorInterp::get_input_port_count() const {
  2583. return 3;
  2584. }
  2585. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const {
  2586. return PORT_TYPE_VECTOR;
  2587. }
  2588. String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const {
  2589. if (p_port == 0) {
  2590. return "a";
  2591. } else if (p_port == 1) {
  2592. return "b";
  2593. } else {
  2594. return "weight";
  2595. }
  2596. }
  2597. int VisualShaderNodeVectorInterp::get_output_port_count() const {
  2598. return 1;
  2599. }
  2600. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const {
  2601. return PORT_TYPE_VECTOR;
  2602. }
  2603. String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
  2604. return "mix";
  2605. }
  2606. String VisualShaderNodeVectorInterp::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 {
  2607. return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2608. }
  2609. VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
  2610. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2611. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2612. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5));
  2613. }
  2614. ////////////// Vector Mix (by scalar)
  2615. String VisualShaderNodeVectorScalarMix::get_caption() const {
  2616. return "VectorScalarMix";
  2617. }
  2618. int VisualShaderNodeVectorScalarMix::get_input_port_count() const {
  2619. return 3;
  2620. }
  2621. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_input_port_type(int p_port) const {
  2622. if (p_port == 2) {
  2623. return PORT_TYPE_SCALAR;
  2624. }
  2625. return PORT_TYPE_VECTOR;
  2626. }
  2627. String VisualShaderNodeVectorScalarMix::get_input_port_name(int p_port) const {
  2628. if (p_port == 0) {
  2629. return "a";
  2630. } else if (p_port == 1) {
  2631. return "b";
  2632. } else {
  2633. return "weight";
  2634. }
  2635. }
  2636. int VisualShaderNodeVectorScalarMix::get_output_port_count() const {
  2637. return 1;
  2638. }
  2639. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_output_port_type(int p_port) const {
  2640. return PORT_TYPE_VECTOR;
  2641. }
  2642. String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const {
  2643. return "mix";
  2644. }
  2645. String VisualShaderNodeVectorScalarMix::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 {
  2646. return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2647. }
  2648. VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() {
  2649. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2650. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2651. set_input_port_default_value(2, 0.5);
  2652. }
  2653. ////////////// Vector Compose
  2654. String VisualShaderNodeVectorCompose::get_caption() const {
  2655. return "VectorCompose";
  2656. }
  2657. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  2658. return 3;
  2659. }
  2660. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  2661. return PORT_TYPE_SCALAR;
  2662. }
  2663. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  2664. if (p_port == 0) {
  2665. return "x";
  2666. } else if (p_port == 1) {
  2667. return "y";
  2668. } else {
  2669. return "z";
  2670. }
  2671. }
  2672. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  2673. return 1;
  2674. }
  2675. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
  2676. return PORT_TYPE_VECTOR;
  2677. }
  2678. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  2679. return "vec";
  2680. }
  2681. String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2682. return "\t" + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2683. }
  2684. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  2685. set_input_port_default_value(0, 0.0);
  2686. set_input_port_default_value(1, 0.0);
  2687. set_input_port_default_value(2, 0.0);
  2688. }
  2689. ////////////// Transform Compose
  2690. String VisualShaderNodeTransformCompose::get_caption() const {
  2691. return "TransformCompose";
  2692. }
  2693. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  2694. return 4;
  2695. }
  2696. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  2697. return PORT_TYPE_VECTOR;
  2698. }
  2699. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  2700. if (p_port == 0) {
  2701. return "x";
  2702. } else if (p_port == 1) {
  2703. return "y";
  2704. } else if (p_port == 2) {
  2705. return "z";
  2706. } else {
  2707. return "origin";
  2708. }
  2709. }
  2710. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  2711. return 1;
  2712. }
  2713. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  2714. return PORT_TYPE_TRANSFORM;
  2715. }
  2716. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  2717. return "xform";
  2718. }
  2719. String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2720. return "\t" + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
  2721. }
  2722. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  2723. set_input_port_default_value(0, Vector3());
  2724. set_input_port_default_value(1, Vector3());
  2725. set_input_port_default_value(2, Vector3());
  2726. set_input_port_default_value(3, Vector3());
  2727. }
  2728. ////////////// Vector Decompose
  2729. String VisualShaderNodeVectorDecompose::get_caption() const {
  2730. return "VectorDecompose";
  2731. }
  2732. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  2733. return 1;
  2734. }
  2735. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
  2736. return PORT_TYPE_VECTOR;
  2737. }
  2738. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  2739. return "vec";
  2740. }
  2741. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  2742. return 3;
  2743. }
  2744. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  2745. return PORT_TYPE_SCALAR;
  2746. }
  2747. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  2748. if (p_port == 0) {
  2749. return "x";
  2750. } else if (p_port == 1) {
  2751. return "y";
  2752. } else {
  2753. return "z";
  2754. }
  2755. }
  2756. String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2757. String code;
  2758. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  2759. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  2760. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  2761. return code;
  2762. }
  2763. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  2764. set_input_port_default_value(0, Vector3());
  2765. }
  2766. ////////////// Transform Decompose
  2767. String VisualShaderNodeTransformDecompose::get_caption() const {
  2768. return "TransformDecompose";
  2769. }
  2770. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  2771. return 1;
  2772. }
  2773. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  2774. return PORT_TYPE_TRANSFORM;
  2775. }
  2776. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  2777. return "xform";
  2778. }
  2779. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  2780. return 4;
  2781. }
  2782. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  2783. return PORT_TYPE_VECTOR;
  2784. }
  2785. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  2786. if (p_port == 0) {
  2787. return "x";
  2788. } else if (p_port == 1) {
  2789. return "y";
  2790. } else if (p_port == 2) {
  2791. return "z";
  2792. } else {
  2793. return "origin";
  2794. }
  2795. }
  2796. String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2797. String code;
  2798. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  2799. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  2800. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  2801. code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  2802. return code;
  2803. }
  2804. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  2805. set_input_port_default_value(0, Transform());
  2806. }
  2807. ////////////// Float Uniform
  2808. String VisualShaderNodeFloatUniform::get_caption() const {
  2809. return "FloatUniform";
  2810. }
  2811. int VisualShaderNodeFloatUniform::get_input_port_count() const {
  2812. return 0;
  2813. }
  2814. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
  2815. return PORT_TYPE_SCALAR;
  2816. }
  2817. String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
  2818. return String();
  2819. }
  2820. int VisualShaderNodeFloatUniform::get_output_port_count() const {
  2821. return 1;
  2822. }
  2823. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
  2824. return PORT_TYPE_SCALAR;
  2825. }
  2826. String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
  2827. return ""; //no output port means the editor will be used as port
  2828. }
  2829. String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2830. String code = "";
  2831. if (hint == HINT_RANGE) {
  2832. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  2833. } else if (hint == HINT_RANGE_STEP) {
  2834. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  2835. } else {
  2836. code += _get_qual_str() + "uniform float " + get_uniform_name();
  2837. }
  2838. if (default_value_enabled) {
  2839. code += " = " + rtos(default_value);
  2840. }
  2841. code += ";\n";
  2842. return code;
  2843. }
  2844. String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2845. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2846. }
  2847. bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
  2848. return true;
  2849. }
  2850. bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
  2851. return true;
  2852. }
  2853. void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
  2854. hint = p_hint;
  2855. emit_changed();
  2856. }
  2857. VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
  2858. return hint;
  2859. }
  2860. void VisualShaderNodeFloatUniform::set_min(float p_value) {
  2861. hint_range_min = p_value;
  2862. emit_changed();
  2863. }
  2864. float VisualShaderNodeFloatUniform::get_min() const {
  2865. return hint_range_min;
  2866. }
  2867. void VisualShaderNodeFloatUniform::set_max(float p_value) {
  2868. hint_range_max = p_value;
  2869. emit_changed();
  2870. }
  2871. float VisualShaderNodeFloatUniform::get_max() const {
  2872. return hint_range_max;
  2873. }
  2874. void VisualShaderNodeFloatUniform::set_step(float p_value) {
  2875. hint_range_step = p_value;
  2876. emit_changed();
  2877. }
  2878. float VisualShaderNodeFloatUniform::get_step() const {
  2879. return hint_range_step;
  2880. }
  2881. void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
  2882. default_value_enabled = p_enabled;
  2883. emit_changed();
  2884. }
  2885. bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
  2886. return default_value_enabled;
  2887. }
  2888. void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
  2889. default_value = p_value;
  2890. emit_changed();
  2891. }
  2892. float VisualShaderNodeFloatUniform::get_default_value() const {
  2893. return default_value;
  2894. }
  2895. void VisualShaderNodeFloatUniform::_bind_methods() {
  2896. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
  2897. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
  2898. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
  2899. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
  2900. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
  2901. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
  2902. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
  2903. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
  2904. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
  2905. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
  2906. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
  2907. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
  2908. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  2909. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  2910. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  2911. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  2912. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  2913. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  2914. BIND_ENUM_CONSTANT(HINT_NONE);
  2915. BIND_ENUM_CONSTANT(HINT_RANGE);
  2916. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  2917. }
  2918. bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
  2919. return true; // all qualifiers are supported
  2920. }
  2921. Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
  2922. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  2923. props.push_back("hint");
  2924. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  2925. props.push_back("min");
  2926. props.push_back("max");
  2927. }
  2928. if (hint == HINT_RANGE_STEP) {
  2929. props.push_back("step");
  2930. }
  2931. props.push_back("default_value_enabled");
  2932. if (default_value_enabled) {
  2933. props.push_back("default_value");
  2934. }
  2935. return props;
  2936. }
  2937. VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
  2938. }
  2939. ////////////// Integer Uniform
  2940. String VisualShaderNodeIntUniform::get_caption() const {
  2941. return "IntUniform";
  2942. }
  2943. int VisualShaderNodeIntUniform::get_input_port_count() const {
  2944. return 0;
  2945. }
  2946. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
  2947. return PORT_TYPE_SCALAR_INT;
  2948. }
  2949. String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
  2950. return String();
  2951. }
  2952. int VisualShaderNodeIntUniform::get_output_port_count() const {
  2953. return 1;
  2954. }
  2955. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
  2956. return PORT_TYPE_SCALAR_INT;
  2957. }
  2958. String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
  2959. return ""; //no output port means the editor will be used as port
  2960. }
  2961. String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2962. String code = "";
  2963. if (hint == HINT_RANGE) {
  2964. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  2965. } else if (hint == HINT_RANGE_STEP) {
  2966. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  2967. } else {
  2968. code += _get_qual_str() + "uniform int " + get_uniform_name();
  2969. }
  2970. if (default_value_enabled) {
  2971. code += " = " + itos(default_value);
  2972. }
  2973. code += ";\n";
  2974. return code;
  2975. }
  2976. String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2977. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2978. }
  2979. bool VisualShaderNodeIntUniform::is_show_prop_names() const {
  2980. return true;
  2981. }
  2982. bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
  2983. return true;
  2984. }
  2985. void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
  2986. hint = p_hint;
  2987. emit_changed();
  2988. }
  2989. VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
  2990. return hint;
  2991. }
  2992. void VisualShaderNodeIntUniform::set_min(int p_value) {
  2993. hint_range_min = p_value;
  2994. emit_changed();
  2995. }
  2996. int VisualShaderNodeIntUniform::get_min() const {
  2997. return hint_range_min;
  2998. }
  2999. void VisualShaderNodeIntUniform::set_max(int p_value) {
  3000. hint_range_max = p_value;
  3001. emit_changed();
  3002. }
  3003. int VisualShaderNodeIntUniform::get_max() const {
  3004. return hint_range_max;
  3005. }
  3006. void VisualShaderNodeIntUniform::set_step(int p_value) {
  3007. hint_range_step = p_value;
  3008. emit_changed();
  3009. }
  3010. int VisualShaderNodeIntUniform::get_step() const {
  3011. return hint_range_step;
  3012. }
  3013. void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_enabled) {
  3014. default_value_enabled = p_enabled;
  3015. emit_changed();
  3016. }
  3017. bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
  3018. return default_value_enabled;
  3019. }
  3020. void VisualShaderNodeIntUniform::set_default_value(int p_value) {
  3021. default_value = p_value;
  3022. emit_changed();
  3023. }
  3024. int VisualShaderNodeIntUniform::get_default_value() const {
  3025. return default_value;
  3026. }
  3027. void VisualShaderNodeIntUniform::_bind_methods() {
  3028. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
  3029. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
  3030. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
  3031. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
  3032. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
  3033. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
  3034. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
  3035. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
  3036. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
  3037. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
  3038. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
  3039. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
  3040. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  3041. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  3042. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  3043. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  3044. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3045. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  3046. BIND_ENUM_CONSTANT(HINT_NONE);
  3047. BIND_ENUM_CONSTANT(HINT_RANGE);
  3048. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  3049. }
  3050. bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
  3051. return true; // all qualifiers are supported
  3052. }
  3053. Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
  3054. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3055. props.push_back("hint");
  3056. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  3057. props.push_back("min");
  3058. props.push_back("max");
  3059. }
  3060. if (hint == HINT_RANGE_STEP) {
  3061. props.push_back("step");
  3062. }
  3063. props.push_back("default_value_enabled");
  3064. if (default_value_enabled) {
  3065. props.push_back("default_value");
  3066. }
  3067. return props;
  3068. }
  3069. VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
  3070. }
  3071. ////////////// Boolean Uniform
  3072. String VisualShaderNodeBooleanUniform::get_caption() const {
  3073. return "BooleanUniform";
  3074. }
  3075. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  3076. return 0;
  3077. }
  3078. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  3079. return PORT_TYPE_BOOLEAN;
  3080. }
  3081. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  3082. return String();
  3083. }
  3084. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  3085. return 1;
  3086. }
  3087. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  3088. return PORT_TYPE_BOOLEAN;
  3089. }
  3090. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  3091. return ""; //no output port means the editor will be used as port
  3092. }
  3093. void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_enabled) {
  3094. default_value_enabled = p_enabled;
  3095. emit_changed();
  3096. }
  3097. bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
  3098. return default_value_enabled;
  3099. }
  3100. void VisualShaderNodeBooleanUniform::set_default_value(bool p_value) {
  3101. default_value = p_value;
  3102. emit_changed();
  3103. }
  3104. bool VisualShaderNodeBooleanUniform::get_default_value() const {
  3105. return default_value;
  3106. }
  3107. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3108. String code = _get_qual_str() + "uniform bool " + get_uniform_name();
  3109. if (default_value_enabled) {
  3110. if (default_value) {
  3111. code += " = true";
  3112. } else {
  3113. code += " = false";
  3114. }
  3115. }
  3116. code += ";\n";
  3117. return code;
  3118. }
  3119. String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3120. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3121. }
  3122. bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
  3123. return true;
  3124. }
  3125. bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
  3126. return true;
  3127. }
  3128. void VisualShaderNodeBooleanUniform::_bind_methods() {
  3129. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
  3130. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
  3131. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
  3132. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
  3133. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3134. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  3135. }
  3136. bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
  3137. return true; // all qualifiers are supported
  3138. }
  3139. Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
  3140. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3141. props.push_back("default_value_enabled");
  3142. if (default_value_enabled) {
  3143. props.push_back("default_value");
  3144. }
  3145. return props;
  3146. }
  3147. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  3148. }
  3149. ////////////// Color Uniform
  3150. String VisualShaderNodeColorUniform::get_caption() const {
  3151. return "ColorUniform";
  3152. }
  3153. int VisualShaderNodeColorUniform::get_input_port_count() const {
  3154. return 0;
  3155. }
  3156. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  3157. return PORT_TYPE_VECTOR;
  3158. }
  3159. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  3160. return String();
  3161. }
  3162. int VisualShaderNodeColorUniform::get_output_port_count() const {
  3163. return 2;
  3164. }
  3165. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  3166. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  3167. }
  3168. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  3169. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  3170. }
  3171. void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
  3172. default_value_enabled = p_enabled;
  3173. emit_changed();
  3174. }
  3175. bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
  3176. return default_value_enabled;
  3177. }
  3178. void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
  3179. default_value = p_value;
  3180. emit_changed();
  3181. }
  3182. Color VisualShaderNodeColorUniform::get_default_value() const {
  3183. return default_value;
  3184. }
  3185. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3186. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
  3187. if (default_value_enabled) {
  3188. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  3189. }
  3190. code += ";\n";
  3191. return code;
  3192. }
  3193. String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3194. String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  3195. code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  3196. return code;
  3197. }
  3198. bool VisualShaderNodeColorUniform::is_show_prop_names() const {
  3199. return true;
  3200. }
  3201. void VisualShaderNodeColorUniform::_bind_methods() {
  3202. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
  3203. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
  3204. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
  3205. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
  3206. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3207. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  3208. }
  3209. bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
  3210. return true; // all qualifiers are supported
  3211. }
  3212. Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
  3213. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3214. props.push_back("default_value_enabled");
  3215. if (default_value_enabled) {
  3216. props.push_back("default_value");
  3217. }
  3218. return props;
  3219. }
  3220. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  3221. }
  3222. ////////////// Vector Uniform
  3223. String VisualShaderNodeVec3Uniform::get_caption() const {
  3224. return "VectorUniform";
  3225. }
  3226. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  3227. return 0;
  3228. }
  3229. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  3230. return PORT_TYPE_VECTOR;
  3231. }
  3232. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  3233. return String();
  3234. }
  3235. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  3236. return 1;
  3237. }
  3238. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  3239. return PORT_TYPE_VECTOR;
  3240. }
  3241. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  3242. return ""; //no output port means the editor will be used as port
  3243. }
  3244. void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
  3245. default_value_enabled = p_enabled;
  3246. emit_changed();
  3247. }
  3248. bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
  3249. return default_value_enabled;
  3250. }
  3251. void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
  3252. default_value = p_value;
  3253. emit_changed();
  3254. }
  3255. Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
  3256. return default_value;
  3257. }
  3258. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3259. String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
  3260. if (default_value_enabled) {
  3261. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  3262. }
  3263. code += ";\n";
  3264. return code;
  3265. }
  3266. String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3267. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3268. }
  3269. void VisualShaderNodeVec3Uniform::_bind_methods() {
  3270. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
  3271. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
  3272. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
  3273. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
  3274. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3275. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  3276. }
  3277. bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
  3278. return true;
  3279. }
  3280. bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
  3281. return true;
  3282. }
  3283. bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
  3284. return true; // all qualifiers are supported
  3285. }
  3286. Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
  3287. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3288. props.push_back("default_value_enabled");
  3289. if (default_value_enabled) {
  3290. props.push_back("default_value");
  3291. }
  3292. return props;
  3293. }
  3294. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  3295. }
  3296. ////////////// Transform Uniform
  3297. String VisualShaderNodeTransformUniform::get_caption() const {
  3298. return "TransformUniform";
  3299. }
  3300. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  3301. return 0;
  3302. }
  3303. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  3304. return PORT_TYPE_VECTOR;
  3305. }
  3306. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  3307. return String();
  3308. }
  3309. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  3310. return 1;
  3311. }
  3312. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  3313. return PORT_TYPE_TRANSFORM;
  3314. }
  3315. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  3316. return ""; //no output port means the editor will be used as port
  3317. }
  3318. void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
  3319. default_value_enabled = p_enabled;
  3320. emit_changed();
  3321. }
  3322. bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
  3323. return default_value_enabled;
  3324. }
  3325. void VisualShaderNodeTransformUniform::set_default_value(const Transform &p_value) {
  3326. default_value = p_value;
  3327. emit_changed();
  3328. }
  3329. Transform VisualShaderNodeTransformUniform::get_default_value() const {
  3330. return default_value;
  3331. }
  3332. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3333. String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
  3334. if (default_value_enabled) {
  3335. Vector3 row0 = default_value.basis.get_row(0);
  3336. Vector3 row1 = default_value.basis.get_row(1);
  3337. Vector3 row2 = default_value.basis.get_row(2);
  3338. Vector3 origin = default_value.origin;
  3339. code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
  3340. }
  3341. code += ";\n";
  3342. return code;
  3343. }
  3344. String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3345. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3346. }
  3347. void VisualShaderNodeTransformUniform::_bind_methods() {
  3348. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
  3349. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
  3350. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
  3351. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
  3352. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3353. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "default_value"), "set_default_value", "get_default_value");
  3354. }
  3355. bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
  3356. return true;
  3357. }
  3358. bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
  3359. return true;
  3360. }
  3361. bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
  3362. return true; // all qualifiers are supported
  3363. }
  3364. Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
  3365. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3366. props.push_back("default_value_enabled");
  3367. if (default_value_enabled) {
  3368. props.push_back("default_value");
  3369. }
  3370. return props;
  3371. }
  3372. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  3373. }
  3374. ////////////// Texture Uniform
  3375. String VisualShaderNodeTextureUniform::get_caption() const {
  3376. return "TextureUniform";
  3377. }
  3378. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  3379. return 2;
  3380. }
  3381. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  3382. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  3383. }
  3384. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  3385. return p_port == 0 ? "uv" : "lod";
  3386. }
  3387. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  3388. return 3;
  3389. }
  3390. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  3391. switch (p_port) {
  3392. case 0:
  3393. return PORT_TYPE_VECTOR;
  3394. case 1:
  3395. return PORT_TYPE_SCALAR;
  3396. case 2:
  3397. return PORT_TYPE_SAMPLER;
  3398. default:
  3399. return PORT_TYPE_SCALAR;
  3400. }
  3401. }
  3402. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  3403. switch (p_port) {
  3404. case 0:
  3405. return "rgb";
  3406. case 1:
  3407. return "alpha";
  3408. case 2:
  3409. return "sampler2D";
  3410. default:
  3411. return "";
  3412. }
  3413. }
  3414. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3415. String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
  3416. switch (texture_type) {
  3417. case TYPE_DATA:
  3418. if (color_default == COLOR_DEFAULT_BLACK) {
  3419. code += " : hint_black;\n";
  3420. } else {
  3421. code += ";\n";
  3422. }
  3423. break;
  3424. case TYPE_COLOR:
  3425. if (color_default == COLOR_DEFAULT_BLACK) {
  3426. code += " : hint_black_albedo;\n";
  3427. } else {
  3428. code += " : hint_albedo;\n";
  3429. }
  3430. break;
  3431. case TYPE_NORMALMAP:
  3432. code += " : hint_normal;\n";
  3433. break;
  3434. case TYPE_ANISO:
  3435. code += " : hint_aniso;\n";
  3436. break;
  3437. }
  3438. return code;
  3439. }
  3440. bool VisualShaderNodeTextureUniform::is_code_generated() const {
  3441. return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
  3442. }
  3443. String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3444. String default_uv;
  3445. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  3446. default_uv = "UV.xy";
  3447. } else {
  3448. default_uv = "vec2(0.0)";
  3449. }
  3450. String id = get_uniform_name();
  3451. String code = "\t{\n";
  3452. if (p_input_vars[0] == String()) { // Use UV by default.
  3453. if (p_input_vars[1] == String()) {
  3454. code += "\t\tvec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
  3455. } else {
  3456. code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  3457. }
  3458. } else if (p_input_vars[1] == String()) {
  3459. //no lod
  3460. code += "\t\tvec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  3461. } else {
  3462. code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  3463. }
  3464. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  3465. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  3466. code += "\t}\n";
  3467. return code;
  3468. }
  3469. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) {
  3470. texture_type = p_type;
  3471. emit_changed();
  3472. }
  3473. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  3474. return texture_type;
  3475. }
  3476. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
  3477. color_default = p_default;
  3478. emit_changed();
  3479. }
  3480. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  3481. return color_default;
  3482. }
  3483. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  3484. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3485. props.push_back("texture_type");
  3486. props.push_back("color_default");
  3487. return props;
  3488. }
  3489. void VisualShaderNodeTextureUniform::_bind_methods() {
  3490. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  3491. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  3492. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  3493. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  3494. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type");
  3495. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
  3496. BIND_ENUM_CONSTANT(TYPE_DATA);
  3497. BIND_ENUM_CONSTANT(TYPE_COLOR);
  3498. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  3499. BIND_ENUM_CONSTANT(TYPE_ANISO);
  3500. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  3501. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  3502. }
  3503. String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
  3504. if (p_port == 0) {
  3505. return "default";
  3506. }
  3507. return "";
  3508. }
  3509. bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
  3510. switch (p_qual) {
  3511. case Qualifier::QUAL_NONE:
  3512. return true;
  3513. case Qualifier::QUAL_GLOBAL:
  3514. return true;
  3515. case Qualifier::QUAL_INSTANCE:
  3516. return false;
  3517. }
  3518. return false;
  3519. }
  3520. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  3521. simple_decl = false;
  3522. }
  3523. ////////////// Texture Uniform (Triplanar)
  3524. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  3525. return "TextureUniformTriplanar";
  3526. }
  3527. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  3528. return 2;
  3529. }
  3530. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  3531. if (p_port == 0) {
  3532. return PORT_TYPE_VECTOR;
  3533. } else if (p_port == 1) {
  3534. return PORT_TYPE_VECTOR;
  3535. }
  3536. return PORT_TYPE_SCALAR;
  3537. }
  3538. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  3539. if (p_port == 0) {
  3540. return "weights";
  3541. } else if (p_port == 1) {
  3542. return "pos";
  3543. }
  3544. return "";
  3545. }
  3546. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3547. String code;
  3548. code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
  3549. code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  3550. code += "\t\tvec4 samp = vec4(0.0);\n";
  3551. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  3552. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  3553. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  3554. code += "\t\treturn samp;\n";
  3555. code += "\t}\n";
  3556. code += "\n";
  3557. code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  3558. code += "\tuniform vec3 triplanar_offset;\n";
  3559. code += "\tuniform float triplanar_sharpness = 0.5;\n";
  3560. code += "\n";
  3561. code += "\tvarying vec3 triplanar_power_normal;\n";
  3562. code += "\tvarying vec3 triplanar_pos;\n";
  3563. return code;
  3564. }
  3565. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3566. String code;
  3567. if (p_type == VisualShader::TYPE_VERTEX) {
  3568. code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n";
  3569. code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  3570. code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  3571. code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  3572. code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  3573. }
  3574. return code;
  3575. }
  3576. String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3577. String id = get_uniform_name();
  3578. String code = "\t{\n";
  3579. if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
  3580. code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  3581. } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
  3582. code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  3583. } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
  3584. code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  3585. } else {
  3586. code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3587. }
  3588. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  3589. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  3590. code += "\t}\n";
  3591. return code;
  3592. }
  3593. String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
  3594. if (p_port == 0) {
  3595. return "default";
  3596. } else if (p_port == 1) {
  3597. return "default";
  3598. }
  3599. return "";
  3600. }
  3601. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  3602. }
  3603. ////////////// Texture2DArray Uniform
  3604. String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
  3605. return "Texture2DArrayUniform";
  3606. }
  3607. int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
  3608. return 1;
  3609. }
  3610. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
  3611. return PORT_TYPE_SAMPLER;
  3612. }
  3613. String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
  3614. return "sampler2DArray";
  3615. }
  3616. int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
  3617. return 0;
  3618. }
  3619. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
  3620. return PORT_TYPE_SCALAR;
  3621. }
  3622. String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
  3623. return "";
  3624. }
  3625. String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
  3626. return "";
  3627. }
  3628. String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3629. String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
  3630. switch (texture_type) {
  3631. case TYPE_DATA:
  3632. if (color_default == COLOR_DEFAULT_BLACK)
  3633. code += " : hint_black;\n";
  3634. else
  3635. code += ";\n";
  3636. break;
  3637. case TYPE_COLOR:
  3638. if (color_default == COLOR_DEFAULT_BLACK)
  3639. code += " : hint_black_albedo;\n";
  3640. else
  3641. code += " : hint_albedo;\n";
  3642. break;
  3643. case TYPE_NORMALMAP:
  3644. code += " : hint_normal;\n";
  3645. break;
  3646. case TYPE_ANISO:
  3647. code += " : hint_aniso;\n";
  3648. break;
  3649. }
  3650. return code;
  3651. }
  3652. String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3653. return String();
  3654. }
  3655. VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
  3656. }
  3657. ////////////// Texture3D Uniform
  3658. String VisualShaderNodeTexture3DUniform::get_caption() const {
  3659. return "Texture3DUniform";
  3660. }
  3661. int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
  3662. return 1;
  3663. }
  3664. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
  3665. return PORT_TYPE_SAMPLER;
  3666. }
  3667. String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
  3668. return "sampler3D";
  3669. }
  3670. int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
  3671. return 0;
  3672. }
  3673. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
  3674. return PORT_TYPE_SCALAR;
  3675. }
  3676. String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
  3677. return "";
  3678. }
  3679. String VisualShaderNodeTexture3DUniform::get_input_port_default_hint(int p_port) const {
  3680. return "";
  3681. }
  3682. String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3683. String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
  3684. switch (texture_type) {
  3685. case TYPE_DATA:
  3686. if (color_default == COLOR_DEFAULT_BLACK)
  3687. code += " : hint_black;\n";
  3688. else
  3689. code += ";\n";
  3690. break;
  3691. case TYPE_COLOR:
  3692. if (color_default == COLOR_DEFAULT_BLACK)
  3693. code += " : hint_black_albedo;\n";
  3694. else
  3695. code += " : hint_albedo;\n";
  3696. break;
  3697. case TYPE_NORMALMAP:
  3698. code += " : hint_normal;\n";
  3699. break;
  3700. case TYPE_ANISO:
  3701. code += " : hint_aniso;\n";
  3702. break;
  3703. }
  3704. return code;
  3705. }
  3706. String VisualShaderNodeTexture3DUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3707. return String();
  3708. }
  3709. VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
  3710. }
  3711. ////////////// Cubemap Uniform
  3712. String VisualShaderNodeCubemapUniform::get_caption() const {
  3713. return "CubemapUniform";
  3714. }
  3715. int VisualShaderNodeCubemapUniform::get_output_port_count() const {
  3716. return 1;
  3717. }
  3718. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
  3719. return PORT_TYPE_SAMPLER;
  3720. }
  3721. String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
  3722. return "samplerCube";
  3723. }
  3724. int VisualShaderNodeCubemapUniform::get_input_port_count() const {
  3725. return 0;
  3726. }
  3727. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
  3728. return PORT_TYPE_SCALAR;
  3729. }
  3730. String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
  3731. return "";
  3732. }
  3733. String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const {
  3734. return "";
  3735. }
  3736. String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3737. String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
  3738. switch (texture_type) {
  3739. case TYPE_DATA:
  3740. if (color_default == COLOR_DEFAULT_BLACK) {
  3741. code += " : hint_black;\n";
  3742. } else {
  3743. code += ";\n";
  3744. }
  3745. break;
  3746. case TYPE_COLOR:
  3747. if (color_default == COLOR_DEFAULT_BLACK) {
  3748. code += " : hint_black_albedo;\n";
  3749. } else {
  3750. code += " : hint_albedo;\n";
  3751. }
  3752. break;
  3753. case TYPE_NORMALMAP:
  3754. code += " : hint_normal;\n";
  3755. break;
  3756. case TYPE_ANISO:
  3757. code += " : hint_aniso;\n";
  3758. break;
  3759. }
  3760. return code;
  3761. }
  3762. String VisualShaderNodeCubemapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3763. return String();
  3764. }
  3765. VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
  3766. }
  3767. ////////////// If
  3768. String VisualShaderNodeIf::get_caption() const {
  3769. return "If";
  3770. }
  3771. int VisualShaderNodeIf::get_input_port_count() const {
  3772. return 6;
  3773. }
  3774. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  3775. if (p_port == 0 || p_port == 1 || p_port == 2) {
  3776. return PORT_TYPE_SCALAR;
  3777. }
  3778. return PORT_TYPE_VECTOR;
  3779. }
  3780. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  3781. switch (p_port) {
  3782. case 0:
  3783. return "a";
  3784. case 1:
  3785. return "b";
  3786. case 2:
  3787. return "tolerance";
  3788. case 3:
  3789. return "a == b";
  3790. case 4:
  3791. return "a > b";
  3792. case 5:
  3793. return "a < b";
  3794. default:
  3795. return "";
  3796. }
  3797. }
  3798. int VisualShaderNodeIf::get_output_port_count() const {
  3799. return 1;
  3800. }
  3801. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  3802. return PORT_TYPE_VECTOR;
  3803. }
  3804. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  3805. return "result";
  3806. }
  3807. String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3808. String code;
  3809. code += "\tif(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  3810. code += "\t{\n";
  3811. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  3812. code += "\t}\n";
  3813. code += "\telse if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  3814. code += "\t{\n";
  3815. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  3816. code += "\t}\n";
  3817. code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  3818. code += "\t{\n";
  3819. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  3820. code += "\t}\n";
  3821. return code;
  3822. }
  3823. VisualShaderNodeIf::VisualShaderNodeIf() {
  3824. simple_decl = false;
  3825. set_input_port_default_value(0, 0.0);
  3826. set_input_port_default_value(1, 0.0);
  3827. set_input_port_default_value(2, CMP_EPSILON);
  3828. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  3829. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  3830. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  3831. }
  3832. ////////////// Switch
  3833. String VisualShaderNodeSwitch::get_caption() const {
  3834. return "VectorSwitch";
  3835. }
  3836. int VisualShaderNodeSwitch::get_input_port_count() const {
  3837. return 3;
  3838. }
  3839. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  3840. if (p_port == 0) {
  3841. return PORT_TYPE_BOOLEAN;
  3842. }
  3843. return PORT_TYPE_VECTOR;
  3844. }
  3845. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  3846. switch (p_port) {
  3847. case 0:
  3848. return "value";
  3849. case 1:
  3850. return "true";
  3851. case 2:
  3852. return "false";
  3853. default:
  3854. return "";
  3855. }
  3856. }
  3857. int VisualShaderNodeSwitch::get_output_port_count() const {
  3858. return 1;
  3859. }
  3860. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  3861. return PORT_TYPE_VECTOR;
  3862. }
  3863. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  3864. return "result";
  3865. }
  3866. String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3867. String code;
  3868. code += "\tif(" + p_input_vars[0] + ")\n";
  3869. code += "\t{\n";
  3870. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  3871. code += "\t}\n";
  3872. code += "\telse\n";
  3873. code += "\t{\n";
  3874. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  3875. code += "\t}\n";
  3876. return code;
  3877. }
  3878. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  3879. simple_decl = false;
  3880. set_input_port_default_value(0, false);
  3881. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  3882. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  3883. }
  3884. ////////////// Switch(scalar)
  3885. String VisualShaderNodeScalarSwitch::get_caption() const {
  3886. return "ScalarSwitch";
  3887. }
  3888. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_input_port_type(int p_port) const {
  3889. if (p_port == 0) {
  3890. return PORT_TYPE_BOOLEAN;
  3891. }
  3892. return PORT_TYPE_SCALAR;
  3893. }
  3894. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_output_port_type(int p_port) const {
  3895. return PORT_TYPE_SCALAR;
  3896. }
  3897. VisualShaderNodeScalarSwitch::VisualShaderNodeScalarSwitch() {
  3898. set_input_port_default_value(0, false);
  3899. set_input_port_default_value(1, 1.0);
  3900. set_input_port_default_value(2, 0.0);
  3901. }
  3902. ////////////// Fresnel
  3903. String VisualShaderNodeFresnel::get_caption() const {
  3904. return "Fresnel";
  3905. }
  3906. int VisualShaderNodeFresnel::get_input_port_count() const {
  3907. return 4;
  3908. }
  3909. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  3910. switch (p_port) {
  3911. case 0:
  3912. return PORT_TYPE_VECTOR;
  3913. case 1:
  3914. return PORT_TYPE_VECTOR;
  3915. case 2:
  3916. return PORT_TYPE_BOOLEAN;
  3917. case 3:
  3918. return PORT_TYPE_SCALAR;
  3919. default:
  3920. return PORT_TYPE_VECTOR;
  3921. }
  3922. }
  3923. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  3924. switch (p_port) {
  3925. case 0:
  3926. return "normal";
  3927. case 1:
  3928. return "view";
  3929. case 2:
  3930. return "invert";
  3931. case 3:
  3932. return "power";
  3933. default:
  3934. return "";
  3935. }
  3936. }
  3937. int VisualShaderNodeFresnel::get_output_port_count() const {
  3938. return 1;
  3939. }
  3940. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  3941. return PORT_TYPE_SCALAR;
  3942. }
  3943. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  3944. return "result";
  3945. }
  3946. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  3947. if (p_port == 2) {
  3948. return false;
  3949. }
  3950. return true;
  3951. }
  3952. String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3953. String normal;
  3954. String view;
  3955. if (p_input_vars[0] == String()) {
  3956. normal = "NORMAL";
  3957. } else {
  3958. normal = p_input_vars[0];
  3959. }
  3960. if (p_input_vars[1] == String()) {
  3961. view = "VIEW";
  3962. } else {
  3963. view = p_input_vars[1];
  3964. }
  3965. if (is_input_port_connected(2)) {
  3966. return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
  3967. } else {
  3968. if (get_input_port_default_value(2)) {
  3969. return "\t" + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  3970. } else {
  3971. return "\t" + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  3972. }
  3973. }
  3974. }
  3975. String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
  3976. if (p_port == 0) {
  3977. return "default";
  3978. } else if (p_port == 1) {
  3979. return "default";
  3980. }
  3981. return "";
  3982. }
  3983. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  3984. set_input_port_default_value(2, false);
  3985. set_input_port_default_value(3, 1.0);
  3986. }
  3987. ////////////// Is
  3988. String VisualShaderNodeIs::get_caption() const {
  3989. return "Is";
  3990. }
  3991. int VisualShaderNodeIs::get_input_port_count() const {
  3992. return 1;
  3993. }
  3994. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  3995. return PORT_TYPE_SCALAR;
  3996. }
  3997. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  3998. return "";
  3999. }
  4000. int VisualShaderNodeIs::get_output_port_count() const {
  4001. return 1;
  4002. }
  4003. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  4004. return PORT_TYPE_BOOLEAN;
  4005. }
  4006. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  4007. return "";
  4008. }
  4009. String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4010. static const char *funcs[FUNC_IS_NAN + 1] = {
  4011. "isinf($)",
  4012. "isnan($)"
  4013. };
  4014. String code;
  4015. code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  4016. return code;
  4017. }
  4018. void VisualShaderNodeIs::set_function(Function p_func) {
  4019. func = p_func;
  4020. emit_changed();
  4021. }
  4022. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  4023. return func;
  4024. }
  4025. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  4026. Vector<StringName> props;
  4027. props.push_back("function");
  4028. return props;
  4029. }
  4030. void VisualShaderNodeIs::_bind_methods() {
  4031. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  4032. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  4033. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  4034. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  4035. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  4036. }
  4037. VisualShaderNodeIs::VisualShaderNodeIs() {
  4038. set_input_port_default_value(0, 0.0);
  4039. }
  4040. ////////////// Compare
  4041. String VisualShaderNodeCompare::get_caption() const {
  4042. return "Compare";
  4043. }
  4044. int VisualShaderNodeCompare::get_input_port_count() const {
  4045. if (ctype == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  4046. return 3;
  4047. }
  4048. return 2;
  4049. }
  4050. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  4051. if (p_port == 2) {
  4052. return PORT_TYPE_SCALAR;
  4053. }
  4054. switch (ctype) {
  4055. case CTYPE_SCALAR:
  4056. return PORT_TYPE_SCALAR;
  4057. case CTYPE_SCALAR_INT:
  4058. return PORT_TYPE_SCALAR_INT;
  4059. case CTYPE_VECTOR:
  4060. return PORT_TYPE_VECTOR;
  4061. case CTYPE_BOOLEAN:
  4062. return PORT_TYPE_BOOLEAN;
  4063. case CTYPE_TRANSFORM:
  4064. return PORT_TYPE_TRANSFORM;
  4065. }
  4066. return PORT_TYPE_VECTOR;
  4067. }
  4068. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  4069. if (p_port == 0) {
  4070. return "a";
  4071. } else if (p_port == 1) {
  4072. return "b";
  4073. } else if (p_port == 2) {
  4074. return "tolerance";
  4075. }
  4076. return "";
  4077. }
  4078. int VisualShaderNodeCompare::get_output_port_count() const {
  4079. return 1;
  4080. }
  4081. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  4082. return PORT_TYPE_BOOLEAN;
  4083. }
  4084. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  4085. if (p_port == 0) {
  4086. return "result";
  4087. }
  4088. return "";
  4089. }
  4090. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  4091. if (ctype == CTYPE_BOOLEAN || ctype == CTYPE_TRANSFORM) {
  4092. if (func > FUNC_NOT_EQUAL) {
  4093. return TTR("Invalid comparison function for that type.");
  4094. }
  4095. }
  4096. return "";
  4097. }
  4098. String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4099. static const char *ops[FUNC_LESS_THAN_EQUAL + 1] = {
  4100. "==",
  4101. "!=",
  4102. ">",
  4103. ">=",
  4104. "<",
  4105. "<=",
  4106. };
  4107. static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = {
  4108. "equal($)",
  4109. "notEqual($)",
  4110. "greaterThan($)",
  4111. "greaterThanEqual($)",
  4112. "lessThan($)",
  4113. "lessThanEqual($)",
  4114. };
  4115. static const char *conds[COND_ANY + 1] = {
  4116. "all($)",
  4117. "any($)",
  4118. };
  4119. String code;
  4120. switch (ctype) {
  4121. case CTYPE_SCALAR:
  4122. if (func == FUNC_EQUAL) {
  4123. code += "\t" + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  4124. } else if (func == FUNC_NOT_EQUAL) {
  4125. code += "\t" + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  4126. } else {
  4127. code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  4128. }
  4129. break;
  4130. case CTYPE_SCALAR_INT:
  4131. code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  4132. break;
  4133. case CTYPE_VECTOR:
  4134. code += "\t{\n";
  4135. code += "\t\tbvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  4136. code += "\t\t" + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n";
  4137. code += "\t}\n";
  4138. break;
  4139. case CTYPE_BOOLEAN:
  4140. if (func > FUNC_NOT_EQUAL) {
  4141. return "\t" + p_output_vars[0] + " = false;\n";
  4142. }
  4143. code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  4144. break;
  4145. case CTYPE_TRANSFORM:
  4146. if (func > FUNC_NOT_EQUAL) {
  4147. return "\t" + p_output_vars[0] + " = false;\n";
  4148. }
  4149. code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  4150. break;
  4151. default:
  4152. break;
  4153. }
  4154. return code;
  4155. }
  4156. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) {
  4157. ctype = p_type;
  4158. switch (ctype) {
  4159. case CTYPE_SCALAR:
  4160. set_input_port_default_value(0, 0.0);
  4161. set_input_port_default_value(1, 0.0);
  4162. simple_decl = true;
  4163. break;
  4164. case CTYPE_SCALAR_INT:
  4165. set_input_port_default_value(0, 0);
  4166. set_input_port_default_value(1, 0);
  4167. simple_decl = true;
  4168. break;
  4169. case CTYPE_VECTOR:
  4170. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4171. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  4172. simple_decl = false;
  4173. break;
  4174. case CTYPE_BOOLEAN:
  4175. set_input_port_default_value(0, false);
  4176. set_input_port_default_value(1, false);
  4177. simple_decl = true;
  4178. break;
  4179. case CTYPE_TRANSFORM:
  4180. set_input_port_default_value(0, Transform());
  4181. set_input_port_default_value(1, Transform());
  4182. simple_decl = true;
  4183. break;
  4184. }
  4185. emit_changed();
  4186. }
  4187. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  4188. return ctype;
  4189. }
  4190. void VisualShaderNodeCompare::set_function(Function p_func) {
  4191. func = p_func;
  4192. emit_changed();
  4193. }
  4194. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  4195. return func;
  4196. }
  4197. void VisualShaderNodeCompare::set_condition(Condition p_cond) {
  4198. condition = p_cond;
  4199. emit_changed();
  4200. }
  4201. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  4202. return condition;
  4203. }
  4204. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  4205. Vector<StringName> props;
  4206. props.push_back("type");
  4207. props.push_back("function");
  4208. if (ctype == CTYPE_VECTOR) {
  4209. props.push_back("condition");
  4210. }
  4211. return props;
  4212. }
  4213. void VisualShaderNodeCompare::_bind_methods() {
  4214. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  4215. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  4216. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  4217. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  4218. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  4219. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  4220. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  4221. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
  4222. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  4223. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  4224. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  4225. BIND_ENUM_CONSTANT(CTYPE_VECTOR);
  4226. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  4227. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  4228. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  4229. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  4230. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  4231. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  4232. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  4233. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  4234. BIND_ENUM_CONSTANT(COND_ALL);
  4235. BIND_ENUM_CONSTANT(COND_ANY);
  4236. }
  4237. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  4238. set_input_port_default_value(0, 0.0);
  4239. set_input_port_default_value(1, 0.0);
  4240. set_input_port_default_value(2, CMP_EPSILON);
  4241. }
  4242. ////////////// Fma
  4243. String VisualShaderNodeMultiplyAdd::get_caption() const {
  4244. return "MultiplyAdd";
  4245. }
  4246. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  4247. return 3;
  4248. }
  4249. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  4250. if (op_type == OP_TYPE_SCALAR) {
  4251. return PORT_TYPE_SCALAR;
  4252. }
  4253. return PORT_TYPE_VECTOR;
  4254. }
  4255. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  4256. if (p_port == 0) {
  4257. return "a";
  4258. } else if (p_port == 1) {
  4259. return "b(*)";
  4260. } else if (p_port == 2) {
  4261. return "c(+)";
  4262. }
  4263. return "";
  4264. }
  4265. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  4266. return 1;
  4267. }
  4268. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  4269. if (op_type == OP_TYPE_SCALAR) {
  4270. return PORT_TYPE_SCALAR;
  4271. } else {
  4272. return PORT_TYPE_VECTOR;
  4273. }
  4274. }
  4275. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  4276. return "";
  4277. }
  4278. String VisualShaderNodeMultiplyAdd::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4279. return "\t" + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  4280. }
  4281. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  4282. ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
  4283. if (p_op_type != op_type) {
  4284. if (p_op_type == OP_TYPE_SCALAR) {
  4285. set_input_port_default_value(0, 0.0);
  4286. set_input_port_default_value(1, 0.0);
  4287. set_input_port_default_value(2, 0.0);
  4288. } else {
  4289. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4290. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  4291. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  4292. }
  4293. }
  4294. op_type = p_op_type;
  4295. emit_changed();
  4296. }
  4297. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  4298. return op_type;
  4299. }
  4300. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  4301. Vector<StringName> props;
  4302. props.push_back("op_type");
  4303. return props;
  4304. }
  4305. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  4306. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  4307. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  4308. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type");
  4309. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  4310. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  4311. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  4312. }
  4313. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  4314. set_input_port_default_value(0, 0.0);
  4315. set_input_port_default_value(1, 0.0);
  4316. set_input_port_default_value(2, 0.0);
  4317. }