visual_shader.cpp 115 KB

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  1. /*************************************************************************/
  2. /* visual_shader.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader.h"
  31. #include "core/vmap.h"
  32. #include "servers/rendering/shader_types.h"
  33. #include "visual_shader_nodes.h"
  34. bool VisualShaderNode::is_simple_decl() const {
  35. return simple_decl;
  36. }
  37. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  38. port_preview = p_index;
  39. }
  40. int VisualShaderNode::get_output_port_for_preview() const {
  41. return port_preview;
  42. }
  43. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
  44. default_input_values[p_port] = p_value;
  45. emit_changed();
  46. }
  47. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  48. if (default_input_values.has(p_port)) {
  49. return default_input_values[p_port];
  50. }
  51. return Variant();
  52. }
  53. bool VisualShaderNode::is_port_separator(int p_index) const {
  54. return false;
  55. }
  56. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  57. if (connected_output_ports.has(p_port)) {
  58. return connected_output_ports[p_port];
  59. }
  60. return false;
  61. }
  62. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  63. if (p_connected) {
  64. connected_output_ports[p_port] = true;
  65. ++connected_output_count;
  66. } else {
  67. --connected_output_count;
  68. if (connected_output_count == 0) {
  69. connected_output_ports[p_port] = false;
  70. }
  71. }
  72. }
  73. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  74. if (connected_input_ports.has(p_port)) {
  75. return connected_input_ports[p_port];
  76. }
  77. return false;
  78. }
  79. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  80. connected_input_ports[p_port] = p_connected;
  81. }
  82. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  83. return true;
  84. }
  85. bool VisualShaderNode::is_code_generated() const {
  86. return true;
  87. }
  88. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  89. return Vector<VisualShader::DefaultTextureParam>();
  90. }
  91. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  92. return String();
  93. }
  94. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  95. return String();
  96. }
  97. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  98. return String();
  99. }
  100. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  101. return Vector<StringName>();
  102. }
  103. Array VisualShaderNode::get_default_input_values() const {
  104. Array ret;
  105. for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) {
  106. ret.push_back(E->key());
  107. ret.push_back(E->get());
  108. }
  109. return ret;
  110. }
  111. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  112. if (p_values.size() % 2 == 0) {
  113. for (int i = 0; i < p_values.size(); i += 2) {
  114. default_input_values[p_values[i + 0]] = p_values[i + 1];
  115. }
  116. }
  117. emit_changed();
  118. }
  119. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  120. return String();
  121. }
  122. String VisualShaderNode::get_input_port_default_hint(int p_port) const {
  123. return "";
  124. }
  125. void VisualShaderNode::_bind_methods() {
  126. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  127. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  128. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
  129. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  130. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  131. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  132. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  133. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  134. ADD_SIGNAL(MethodInfo("editor_refresh_request"));
  135. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  136. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  137. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
  138. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  139. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  140. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  141. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  142. }
  143. VisualShaderNode::VisualShaderNode() {
  144. }
  145. /////////////////////////////////////////////////////////
  146. void VisualShaderNodeCustom::update_ports() {
  147. ERR_FAIL_COND(!get_script_instance());
  148. input_ports.clear();
  149. if (get_script_instance()->has_method("_get_input_port_count")) {
  150. int input_port_count = (int)get_script_instance()->call("_get_input_port_count");
  151. bool has_name = get_script_instance()->has_method("_get_input_port_name");
  152. bool has_type = get_script_instance()->has_method("_get_input_port_type");
  153. for (int i = 0; i < input_port_count; i++) {
  154. Port port;
  155. if (has_name) {
  156. port.name = (String)get_script_instance()->call("_get_input_port_name", i);
  157. } else {
  158. port.name = "in" + itos(i);
  159. }
  160. if (has_type) {
  161. port.type = (int)get_script_instance()->call("_get_input_port_type", i);
  162. } else {
  163. port.type = (int)PortType::PORT_TYPE_SCALAR;
  164. }
  165. input_ports.push_back(port);
  166. }
  167. }
  168. output_ports.clear();
  169. if (get_script_instance()->has_method("_get_output_port_count")) {
  170. int output_port_count = (int)get_script_instance()->call("_get_output_port_count");
  171. bool has_name = get_script_instance()->has_method("_get_output_port_name");
  172. bool has_type = get_script_instance()->has_method("_get_output_port_type");
  173. for (int i = 0; i < output_port_count; i++) {
  174. Port port;
  175. if (has_name) {
  176. port.name = (String)get_script_instance()->call("_get_output_port_name", i);
  177. } else {
  178. port.name = "out" + itos(i);
  179. }
  180. if (has_type) {
  181. port.type = (int)get_script_instance()->call("_get_output_port_type", i);
  182. } else {
  183. port.type = (int)PortType::PORT_TYPE_SCALAR;
  184. }
  185. output_ports.push_back(port);
  186. }
  187. }
  188. }
  189. String VisualShaderNodeCustom::get_caption() const {
  190. ERR_FAIL_COND_V(!get_script_instance(), "");
  191. if (get_script_instance()->has_method("_get_name")) {
  192. return (String)get_script_instance()->call("_get_name");
  193. }
  194. return "Unnamed";
  195. }
  196. int VisualShaderNodeCustom::get_input_port_count() const {
  197. return input_ports.size();
  198. }
  199. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  200. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  201. return (PortType)input_ports[p_port].type;
  202. }
  203. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  204. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  205. return input_ports[p_port].name;
  206. }
  207. int VisualShaderNodeCustom::get_output_port_count() const {
  208. return output_ports.size();
  209. }
  210. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  211. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  212. return (PortType)output_ports[p_port].type;
  213. }
  214. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  215. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  216. return output_ports[p_port].name;
  217. }
  218. String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  219. ERR_FAIL_COND_V(!get_script_instance(), "");
  220. ERR_FAIL_COND_V(!get_script_instance()->has_method("_get_code"), "");
  221. Array input_vars;
  222. for (int i = 0; i < get_input_port_count(); i++) {
  223. input_vars.push_back(p_input_vars[i]);
  224. }
  225. Array output_vars;
  226. for (int i = 0; i < get_output_port_count(); i++) {
  227. output_vars.push_back(p_output_vars[i]);
  228. }
  229. String code = "\t{\n";
  230. String _code = (String)get_script_instance()->call("_get_code", input_vars, output_vars, (int)p_mode, (int)p_type);
  231. bool nend = _code.ends_with("\n");
  232. _code = _code.insert(0, "\t\t");
  233. _code = _code.replace("\n", "\n\t\t");
  234. code += _code;
  235. if (!nend) {
  236. code += "\n\t}";
  237. } else {
  238. code.remove(code.size() - 1);
  239. code += "}";
  240. }
  241. code += "\n";
  242. return code;
  243. }
  244. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  245. ERR_FAIL_COND_V(!get_script_instance(), "");
  246. if (get_script_instance()->has_method("_get_global_code")) {
  247. String code = "// " + get_caption() + "\n";
  248. code += (String)get_script_instance()->call("_get_global_code", (int)p_mode);
  249. code += "\n";
  250. return code;
  251. }
  252. return "";
  253. }
  254. void VisualShaderNodeCustom::_bind_methods() {
  255. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_name"));
  256. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_description"));
  257. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_category"));
  258. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_return_icon_type"));
  259. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_count"));
  260. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_type", PropertyInfo(Variant::INT, "port")));
  261. BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_input_port_name", PropertyInfo(Variant::INT, "port")));
  262. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_count"));
  263. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_type", PropertyInfo(Variant::INT, "port")));
  264. BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_output_port_name", PropertyInfo(Variant::INT, "port")));
  265. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_code", PropertyInfo(Variant::ARRAY, "input_vars"), PropertyInfo(Variant::ARRAY, "output_vars"), PropertyInfo(Variant::INT, "mode"), PropertyInfo(Variant::INT, "type")));
  266. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
  267. BIND_VMETHOD(MethodInfo(Variant::BOOL, "_is_highend"));
  268. }
  269. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  270. simple_decl = false;
  271. }
  272. /////////////////////////////////////////////////////////
  273. void VisualShader::set_version(const String &p_version) {
  274. version = p_version;
  275. }
  276. String VisualShader::get_version() const {
  277. return version;
  278. }
  279. void VisualShader::update_version(const String &p_new_version) {
  280. if (version == "") {
  281. for (int i = 0; i < TYPE_MAX; i++) {
  282. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  283. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr());
  284. if (expression.is_valid()) {
  285. for (int j = 0; j < expression->get_input_port_count(); j++) {
  286. int type = expression->get_input_port_type(j);
  287. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  288. type += 1;
  289. }
  290. expression->set_input_port_type(j, type);
  291. }
  292. for (int j = 0; j < expression->get_output_port_count(); j++) {
  293. int type = expression->get_output_port_type(j);
  294. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  295. type += 1;
  296. }
  297. expression->set_output_port_type(j, type);
  298. }
  299. }
  300. Ref<VisualShaderNodeCompare> compare = Object::cast_to<VisualShaderNodeCompare>(E->get().node.ptr());
  301. if (compare.is_valid()) {
  302. int ctype = int(compare->get_comparison_type());
  303. if (int(ctype) > 0) { // + PORT_TYPE_SCALAR_INT
  304. ctype += 1;
  305. }
  306. compare->set_comparison_type(VisualShaderNodeCompare::ComparisonType(ctype));
  307. }
  308. }
  309. }
  310. }
  311. set_version(p_new_version);
  312. }
  313. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  314. ERR_FAIL_COND(p_node.is_null());
  315. ERR_FAIL_COND(p_id < 2);
  316. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  317. Graph *g = &graph[p_type];
  318. ERR_FAIL_COND(g->nodes.has(p_id));
  319. Node n;
  320. n.node = p_node;
  321. n.position = p_position;
  322. Ref<VisualShaderNodeUniform> uniform = n.node;
  323. if (uniform.is_valid()) {
  324. String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
  325. uniform->set_uniform_name(valid_name);
  326. }
  327. Ref<VisualShaderNodeInput> input = n.node;
  328. if (input.is_valid()) {
  329. input->shader_mode = shader_mode;
  330. input->shader_type = p_type;
  331. input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id));
  332. }
  333. n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  334. Ref<VisualShaderNodeCustom> custom = n.node;
  335. if (custom.is_valid()) {
  336. custom->update_ports();
  337. }
  338. g->nodes[p_id] = n;
  339. _queue_update();
  340. }
  341. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  342. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  343. Graph *g = &graph[p_type];
  344. ERR_FAIL_COND(!g->nodes.has(p_id));
  345. g->nodes[p_id].position = p_position;
  346. }
  347. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  348. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  349. const Graph *g = &graph[p_type];
  350. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  351. return g->nodes[p_id].position;
  352. }
  353. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  354. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  355. const Graph *g = &graph[p_type];
  356. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  357. return g->nodes[p_id].node;
  358. }
  359. Vector<int> VisualShader::get_node_list(Type p_type) const {
  360. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  361. const Graph *g = &graph[p_type];
  362. Vector<int> ret;
  363. for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
  364. ret.push_back(E->key());
  365. }
  366. return ret;
  367. }
  368. int VisualShader::get_valid_node_id(Type p_type) const {
  369. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  370. const Graph *g = &graph[p_type];
  371. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  372. }
  373. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  374. for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) {
  375. if (E->get().node == p_node) {
  376. return E->key();
  377. }
  378. }
  379. return NODE_ID_INVALID;
  380. }
  381. void VisualShader::remove_node(Type p_type, int p_id) {
  382. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  383. ERR_FAIL_COND(p_id < 2);
  384. Graph *g = &graph[p_type];
  385. ERR_FAIL_COND(!g->nodes.has(p_id));
  386. Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
  387. if (input.is_valid()) {
  388. input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed));
  389. }
  390. g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
  391. g->nodes.erase(p_id);
  392. for (List<Connection>::Element *E = g->connections.front(); E;) {
  393. List<Connection>::Element *N = E->next();
  394. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  395. g->connections.erase(E);
  396. if (E->get().from_node == p_id) {
  397. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  398. g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
  399. }
  400. }
  401. E = N;
  402. }
  403. _queue_update();
  404. }
  405. bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  406. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  407. const Graph *g = &graph[p_type];
  408. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  409. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  410. return true;
  411. }
  412. }
  413. return false;
  414. }
  415. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  416. bool result = false;
  417. const VisualShader::Node &node = p_graph->nodes[p_node];
  418. for (const List<int>::Element *E = node.prev_connected_nodes.front(); E; E = E->next()) {
  419. if (E->get() == p_target) {
  420. return true;
  421. }
  422. result = is_nodes_connected_relatively(p_graph, E->get(), p_target);
  423. if (result) {
  424. break;
  425. }
  426. }
  427. return result;
  428. }
  429. bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  430. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  431. const Graph *g = &graph[p_type];
  432. if (!g->nodes.has(p_from_node)) {
  433. return false;
  434. }
  435. if (p_from_node == p_to_node) {
  436. return false;
  437. }
  438. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count()) {
  439. return false;
  440. }
  441. if (!g->nodes.has(p_to_node)) {
  442. return false;
  443. }
  444. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  445. return false;
  446. }
  447. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  448. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  449. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  450. return false;
  451. }
  452. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  453. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  454. return false;
  455. }
  456. }
  457. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  458. return false;
  459. }
  460. return true;
  461. }
  462. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  463. return MAX(0, p_a - 3) == (MAX(0, p_b - 3));
  464. }
  465. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  466. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  467. Graph *g = &graph[p_type];
  468. Connection c;
  469. c.from_node = p_from_node;
  470. c.from_port = p_from_port;
  471. c.to_node = p_to_node;
  472. c.to_port = p_to_port;
  473. g->connections.push_back(c);
  474. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  475. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  476. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  477. _queue_update();
  478. }
  479. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  480. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  481. Graph *g = &graph[p_type];
  482. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  483. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
  484. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  485. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  486. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  487. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  488. ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
  489. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  490. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  491. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  492. }
  493. }
  494. Connection c;
  495. c.from_node = p_from_node;
  496. c.from_port = p_from_port;
  497. c.to_node = p_to_node;
  498. c.to_port = p_to_port;
  499. g->connections.push_back(c);
  500. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  501. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  502. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  503. _queue_update();
  504. return OK;
  505. }
  506. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  507. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  508. Graph *g = &graph[p_type];
  509. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  510. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  511. g->connections.erase(E);
  512. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  513. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  514. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  515. _queue_update();
  516. return;
  517. }
  518. }
  519. }
  520. Array VisualShader::_get_node_connections(Type p_type) const {
  521. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  522. const Graph *g = &graph[p_type];
  523. Array ret;
  524. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  525. Dictionary d;
  526. d["from_node"] = E->get().from_node;
  527. d["from_port"] = E->get().from_port;
  528. d["to_node"] = E->get().to_node;
  529. d["to_port"] = E->get().to_port;
  530. ret.push_back(d);
  531. }
  532. return ret;
  533. }
  534. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  535. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  536. const Graph *g = &graph[p_type];
  537. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  538. r_connections->push_back(E->get());
  539. }
  540. }
  541. void VisualShader::set_mode(Mode p_mode) {
  542. if (shader_mode == p_mode) {
  543. return;
  544. }
  545. //erase input/output connections
  546. modes.clear();
  547. flags.clear();
  548. shader_mode = p_mode;
  549. for (int i = 0; i < TYPE_MAX; i++) {
  550. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  551. Ref<VisualShaderNodeInput> input = E->get().node;
  552. if (input.is_valid()) {
  553. input->shader_mode = shader_mode;
  554. //input->input_index = 0;
  555. }
  556. }
  557. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  558. output->shader_mode = shader_mode;
  559. // clear connections since they are no longer valid
  560. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  561. bool keep = true;
  562. List<Connection>::Element *N = E->next();
  563. int from = E->get().from_node;
  564. int to = E->get().to_node;
  565. if (!graph[i].nodes.has(from)) {
  566. keep = false;
  567. } else {
  568. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  569. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  570. keep = false;
  571. }
  572. }
  573. if (!graph[i].nodes.has(to)) {
  574. keep = false;
  575. } else {
  576. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  577. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  578. keep = false;
  579. }
  580. }
  581. if (!keep) {
  582. graph[i].connections.erase(E);
  583. }
  584. E = N;
  585. }
  586. }
  587. _queue_update();
  588. _change_notify();
  589. }
  590. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  591. graph_offset = p_offset;
  592. }
  593. Vector2 VisualShader::get_graph_offset() const {
  594. return graph_offset;
  595. }
  596. Shader::Mode VisualShader::get_mode() const {
  597. return shader_mode;
  598. }
  599. bool VisualShader::is_text_shader() const {
  600. return false;
  601. }
  602. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  603. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  604. ERR_FAIL_COND_V(!node.is_valid(), String());
  605. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
  606. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  607. StringBuilder global_code;
  608. StringBuilder global_code_per_node;
  609. Map<Type, StringBuilder> global_code_per_func;
  610. StringBuilder code;
  611. Set<StringName> classes;
  612. global_code += String() + "shader_type canvas_item;\n";
  613. String global_expressions;
  614. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  615. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  616. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  617. if (global_expression.is_valid()) {
  618. String expr = "";
  619. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  620. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  621. expr = expr.replace("\n", "\n\t");
  622. expr += "\n";
  623. global_expressions += expr;
  624. }
  625. }
  626. }
  627. global_code += "\n";
  628. global_code += global_expressions;
  629. //make it faster to go around through shader
  630. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  631. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  632. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  633. ConnectionKey from_key;
  634. from_key.node = E->get().from_node;
  635. from_key.port = E->get().from_port;
  636. output_connections.insert(from_key, E);
  637. ConnectionKey to_key;
  638. to_key.node = E->get().to_node;
  639. to_key.port = E->get().to_port;
  640. input_connections.insert(to_key, E);
  641. }
  642. code += "\nvoid fragment() {\n";
  643. Set<int> processed;
  644. Error err = _write_node(p_type, global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  645. ERR_FAIL_COND_V(err != OK, String());
  646. if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
  647. code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
  648. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  649. code += "\tCOLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  650. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  651. code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  652. } else {
  653. code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  654. }
  655. code += "}\n";
  656. //set code secretly
  657. global_code += "\n\n";
  658. String final_code = global_code;
  659. final_code += global_code_per_node;
  660. final_code += code;
  661. return final_code;
  662. }
  663. #define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
  664. #define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_')
  665. String VisualShader::validate_port_name(const String &p_name, const List<String> &p_input_ports, const List<String> &p_output_ports) const {
  666. String name = p_name;
  667. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  668. name = name.substr(1, name.length() - 1);
  669. }
  670. if (name != String()) {
  671. String valid_name;
  672. for (int i = 0; i < name.length(); i++) {
  673. if (IS_SYMBOL_CHAR(name[i])) {
  674. valid_name += String::chr(name[i]);
  675. } else if (name[i] == ' ') {
  676. valid_name += "_";
  677. }
  678. }
  679. name = valid_name;
  680. }
  681. String valid_name = name;
  682. bool is_equal = false;
  683. for (int i = 0; i < p_input_ports.size(); i++) {
  684. if (name == p_input_ports[i]) {
  685. is_equal = true;
  686. break;
  687. }
  688. }
  689. if (!is_equal) {
  690. for (int i = 0; i < p_output_ports.size(); i++) {
  691. if (name == p_output_ports[i]) {
  692. is_equal = true;
  693. break;
  694. }
  695. }
  696. }
  697. if (is_equal) {
  698. name = "";
  699. }
  700. return name;
  701. }
  702. String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
  703. String name = p_name; //validate name first
  704. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  705. name = name.substr(1, name.length() - 1);
  706. }
  707. if (name != String()) {
  708. String valid_name;
  709. for (int i = 0; i < name.length(); i++) {
  710. if (IS_SYMBOL_CHAR(name[i])) {
  711. valid_name += String::chr(name[i]);
  712. } else if (name[i] == ' ') {
  713. valid_name += "_";
  714. }
  715. }
  716. name = valid_name;
  717. }
  718. if (name == String()) {
  719. name = p_uniform->get_caption();
  720. }
  721. int attempt = 1;
  722. while (true) {
  723. bool exists = false;
  724. for (int i = 0; i < TYPE_MAX; i++) {
  725. for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  726. Ref<VisualShaderNodeUniform> node = E->get().node;
  727. if (node == p_uniform) { //do not test on self
  728. continue;
  729. }
  730. if (node.is_valid() && node->get_uniform_name() == name) {
  731. exists = true;
  732. break;
  733. }
  734. }
  735. if (exists) {
  736. break;
  737. }
  738. }
  739. if (exists) {
  740. //remove numbers, put new and try again
  741. attempt++;
  742. while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
  743. name = name.substr(0, name.length() - 1);
  744. }
  745. ERR_FAIL_COND_V(name == String(), String());
  746. name += itos(attempt);
  747. } else {
  748. break;
  749. }
  750. }
  751. return name;
  752. }
  753. VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
  754. { Shader::MODE_SPATIAL, "blend" },
  755. { Shader::MODE_SPATIAL, "depth_draw" },
  756. { Shader::MODE_SPATIAL, "cull" },
  757. { Shader::MODE_SPATIAL, "diffuse" },
  758. { Shader::MODE_SPATIAL, "specular" },
  759. { Shader::MODE_CANVAS_ITEM, "blend" },
  760. { Shader::MODE_CANVAS_ITEM, nullptr }
  761. };
  762. static const char *type_string[VisualShader::TYPE_MAX] = {
  763. "vertex",
  764. "fragment",
  765. "light",
  766. "compute"
  767. };
  768. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  769. String name = p_name;
  770. if (name == "mode") {
  771. set_mode(Shader::Mode(int(p_value)));
  772. return true;
  773. } else if (name.begins_with("flags/")) {
  774. StringName flag = name.get_slicec('/', 1);
  775. bool enable = p_value;
  776. if (enable) {
  777. flags.insert(flag);
  778. } else {
  779. flags.erase(flag);
  780. }
  781. _queue_update();
  782. return true;
  783. } else if (name.begins_with("modes/")) {
  784. String mode = name.get_slicec('/', 1);
  785. int value = p_value;
  786. if (value == 0) {
  787. modes.erase(mode); //means it's default anyway, so don't store it
  788. } else {
  789. modes[mode] = value;
  790. }
  791. _queue_update();
  792. return true;
  793. } else if (name.begins_with("nodes/")) {
  794. String typestr = name.get_slicec('/', 1);
  795. Type type = TYPE_VERTEX;
  796. for (int i = 0; i < TYPE_MAX; i++) {
  797. if (typestr == type_string[i]) {
  798. type = Type(i);
  799. break;
  800. }
  801. }
  802. String index = name.get_slicec('/', 2);
  803. if (index == "connections") {
  804. Vector<int> conns = p_value;
  805. if (conns.size() % 4 == 0) {
  806. for (int i = 0; i < conns.size(); i += 4) {
  807. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  808. }
  809. }
  810. return true;
  811. }
  812. int id = index.to_int();
  813. String what = name.get_slicec('/', 3);
  814. if (what == "node") {
  815. add_node(type, p_value, Vector2(), id);
  816. return true;
  817. } else if (what == "position") {
  818. set_node_position(type, id, p_value);
  819. return true;
  820. } else if (what == "size") {
  821. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_size(p_value);
  822. return true;
  823. } else if (what == "input_ports") {
  824. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  825. return true;
  826. } else if (what == "output_ports") {
  827. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  828. return true;
  829. } else if (what == "expression") {
  830. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  831. return true;
  832. }
  833. }
  834. return false;
  835. }
  836. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  837. String name = p_name;
  838. if (name == "mode") {
  839. r_ret = get_mode();
  840. return true;
  841. } else if (name.begins_with("flags/")) {
  842. StringName flag = name.get_slicec('/', 1);
  843. r_ret = flags.has(flag);
  844. return true;
  845. } else if (name.begins_with("modes/")) {
  846. String mode = name.get_slicec('/', 1);
  847. if (modes.has(mode)) {
  848. r_ret = modes[mode];
  849. } else {
  850. r_ret = 0;
  851. }
  852. return true;
  853. } else if (name.begins_with("nodes/")) {
  854. String typestr = name.get_slicec('/', 1);
  855. Type type = TYPE_VERTEX;
  856. for (int i = 0; i < TYPE_MAX; i++) {
  857. if (typestr == type_string[i]) {
  858. type = Type(i);
  859. break;
  860. }
  861. }
  862. String index = name.get_slicec('/', 2);
  863. if (index == "connections") {
  864. Vector<int> conns;
  865. for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
  866. conns.push_back(E->get().from_node);
  867. conns.push_back(E->get().from_port);
  868. conns.push_back(E->get().to_node);
  869. conns.push_back(E->get().to_port);
  870. }
  871. r_ret = conns;
  872. return true;
  873. }
  874. int id = index.to_int();
  875. String what = name.get_slicec('/', 3);
  876. if (what == "node") {
  877. r_ret = get_node(type, id);
  878. return true;
  879. } else if (what == "position") {
  880. r_ret = get_node_position(type, id);
  881. return true;
  882. } else if (what == "size") {
  883. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_size();
  884. return true;
  885. } else if (what == "input_ports") {
  886. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  887. return true;
  888. } else if (what == "output_ports") {
  889. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  890. return true;
  891. } else if (what == "expression") {
  892. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  893. return true;
  894. }
  895. }
  896. return false;
  897. }
  898. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  899. //mode
  900. p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky"));
  901. //render modes
  902. Map<String, String> blend_mode_enums;
  903. Set<String> toggles;
  904. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  905. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  906. int idx = 0;
  907. bool in_enum = false;
  908. while (render_mode_enums[idx].string) {
  909. if (mode.begins_with(render_mode_enums[idx].string)) {
  910. String begin = render_mode_enums[idx].string;
  911. String option = mode.replace_first(begin + "_", "");
  912. if (!blend_mode_enums.has(begin)) {
  913. blend_mode_enums[begin] = option;
  914. } else {
  915. blend_mode_enums[begin] += "," + option;
  916. }
  917. in_enum = true;
  918. break;
  919. }
  920. idx++;
  921. }
  922. if (!in_enum) {
  923. toggles.insert(mode);
  924. }
  925. }
  926. for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) {
  927. p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get()));
  928. }
  929. for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
  930. p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
  931. }
  932. for (int i = 0; i < TYPE_MAX; i++) {
  933. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  934. String prop_name = "nodes/";
  935. prop_name += type_string[i];
  936. prop_name += "/" + itos(E->key());
  937. if (E->key() != NODE_ID_OUTPUT) {
  938. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
  939. }
  940. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  941. if (Object::cast_to<VisualShaderNodeGroupBase>(E->get().node.ptr()) != nullptr) {
  942. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  943. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  944. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  945. }
  946. if (Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()) != nullptr) {
  947. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  948. }
  949. }
  950. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  951. }
  952. }
  953. Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const {
  954. const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
  955. //check inputs recursively first
  956. int input_count = vsnode->get_input_port_count();
  957. for (int i = 0; i < input_count; i++) {
  958. ConnectionKey ck;
  959. ck.node = node;
  960. ck.port = i;
  961. if (input_connections.has(ck)) {
  962. int from_node = input_connections[ck]->get().from_node;
  963. if (processed.has(from_node)) {
  964. continue;
  965. }
  966. Error err = _write_node(type, global_code, global_code_per_node, global_code_per_func, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview, r_classes);
  967. if (err) {
  968. return err;
  969. }
  970. }
  971. }
  972. // then this node
  973. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
  974. for (int i = 0; i < params.size(); i++) {
  975. def_tex_params.push_back(params[i]);
  976. }
  977. Ref<VisualShaderNodeInput> input = vsnode;
  978. bool skip_global = input.is_valid() && for_preview;
  979. if (!skip_global) {
  980. Ref<VisualShaderNodeUniform> uniform = vsnode;
  981. if (!uniform.is_valid() || !uniform->is_global_code_generated()) {
  982. global_code += vsnode->generate_global(get_mode(), type, node);
  983. }
  984. String class_name = vsnode->get_class_name();
  985. if (class_name == "VisualShaderNodeCustom") {
  986. class_name = vsnode->get_script_instance()->get_script()->get_path();
  987. }
  988. if (!r_classes.has(class_name)) {
  989. global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
  990. for (int i = 0; i < TYPE_MAX; i++) {
  991. global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
  992. }
  993. r_classes.insert(class_name);
  994. }
  995. }
  996. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  997. processed.insert(node);
  998. return OK;
  999. }
  1000. code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  1001. Vector<String> input_vars;
  1002. input_vars.resize(vsnode->get_input_port_count());
  1003. String *inputs = input_vars.ptrw();
  1004. for (int i = 0; i < input_count; i++) {
  1005. ConnectionKey ck;
  1006. ck.node = node;
  1007. ck.port = i;
  1008. if (input_connections.has(ck)) {
  1009. //connected to something, use that output
  1010. int from_node = input_connections[ck]->get().from_node;
  1011. int from_port = input_connections[ck]->get().from_port;
  1012. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1013. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1014. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1015. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1016. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  1017. if (ptr->has_method("get_input_real_name")) {
  1018. inputs[i] = ptr->call("get_input_real_name");
  1019. } else if (ptr->has_method("get_uniform_name")) {
  1020. inputs[i] = ptr->call("get_uniform_name");
  1021. } else {
  1022. inputs[i] = "";
  1023. }
  1024. } else if (in_type == out_type) {
  1025. inputs[i] = src_var;
  1026. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1027. inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
  1028. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1029. inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
  1030. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1031. inputs[i] = "vec3(" + src_var + ")";
  1032. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1033. inputs[i] = "vec3(float(" + src_var + "))";
  1034. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1035. inputs[i] = "all(bvec3(" + src_var + "))";
  1036. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1037. inputs[i] = src_var + " > 0.0 ? true : false";
  1038. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1039. inputs[i] = src_var + " > 0 ? true : false";
  1040. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1041. inputs[i] = src_var + " ? 1.0 : 0.0";
  1042. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1043. inputs[i] = src_var + " ? 1 : 0";
  1044. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1045. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  1046. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1047. inputs[i] = "float(" + src_var + ")";
  1048. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1049. inputs[i] = "int(" + src_var + ")";
  1050. }
  1051. } else {
  1052. if (!vsnode->is_generate_input_var(i)) {
  1053. continue;
  1054. }
  1055. Variant defval = vsnode->get_input_port_default_value(i);
  1056. if (defval.get_type() == Variant::FLOAT) {
  1057. float val = defval;
  1058. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1059. code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  1060. } else if (defval.get_type() == Variant::INT) {
  1061. int val = defval;
  1062. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1063. code += "\tint " + inputs[i] + " = " + itos(val) + ";\n";
  1064. } else if (defval.get_type() == Variant::BOOL) {
  1065. bool val = defval;
  1066. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1067. code += "\tbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1068. } else if (defval.get_type() == Variant::VECTOR3) {
  1069. Vector3 val = defval;
  1070. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1071. code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1072. } else if (defval.get_type() == Variant::TRANSFORM) {
  1073. Transform val = defval;
  1074. val.basis.transpose();
  1075. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1076. Array values;
  1077. for (int j = 0; j < 3; j++) {
  1078. values.push_back(val.basis[j].x);
  1079. values.push_back(val.basis[j].y);
  1080. values.push_back(val.basis[j].z);
  1081. }
  1082. values.push_back(val.origin.x);
  1083. values.push_back(val.origin.y);
  1084. values.push_back(val.origin.z);
  1085. bool err = false;
  1086. code += "\tmat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
  1087. } else {
  1088. //will go empty, node is expected to know what it is doing at this point and handle it
  1089. }
  1090. }
  1091. }
  1092. int output_count = vsnode->get_output_port_count();
  1093. Vector<String> output_vars;
  1094. output_vars.resize(vsnode->get_output_port_count());
  1095. String *outputs = output_vars.ptrw();
  1096. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1097. for (int i = 0; i < output_count; i++) {
  1098. String var_name = "n_out" + itos(node) + "p" + itos(i);
  1099. switch (vsnode->get_output_port_type(i)) {
  1100. case VisualShaderNode::PORT_TYPE_SCALAR:
  1101. outputs[i] = "float " + var_name;
  1102. break;
  1103. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1104. outputs[i] = "int " + var_name;
  1105. break;
  1106. case VisualShaderNode::PORT_TYPE_VECTOR:
  1107. outputs[i] = "vec3 " + var_name;
  1108. break;
  1109. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1110. outputs[i] = "bool " + var_name;
  1111. break;
  1112. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1113. outputs[i] = "mat4 " + var_name;
  1114. break;
  1115. default: {
  1116. }
  1117. }
  1118. }
  1119. } else {
  1120. for (int i = 0; i < output_count; i++) {
  1121. outputs[i] = "n_out" + itos(node) + "p" + itos(i);
  1122. switch (vsnode->get_output_port_type(i)) {
  1123. case VisualShaderNode::PORT_TYPE_SCALAR:
  1124. code += String() + "\tfloat " + outputs[i] + ";\n";
  1125. break;
  1126. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1127. code += String() + "\tint " + outputs[i] + ";\n";
  1128. break;
  1129. case VisualShaderNode::PORT_TYPE_VECTOR:
  1130. code += String() + "\tvec3 " + outputs[i] + ";\n";
  1131. break;
  1132. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1133. code += String() + "\tbool " + outputs[i] + ";\n";
  1134. break;
  1135. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1136. code += String() + "\tmat4 " + outputs[i] + ";\n";
  1137. break;
  1138. default: {
  1139. }
  1140. }
  1141. }
  1142. }
  1143. code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
  1144. code += "\n"; //
  1145. processed.insert(node);
  1146. return OK;
  1147. }
  1148. void VisualShader::_update_shader() const {
  1149. if (!dirty) {
  1150. return;
  1151. }
  1152. dirty = false;
  1153. StringBuilder global_code;
  1154. StringBuilder global_code_per_node;
  1155. Map<Type, StringBuilder> global_code_per_func;
  1156. StringBuilder code;
  1157. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1158. Set<StringName> classes;
  1159. Map<int, int> insertion_pos;
  1160. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky" };
  1161. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1162. String render_mode;
  1163. {
  1164. //fill render mode enums
  1165. int idx = 0;
  1166. bool specular = false;
  1167. while (render_mode_enums[idx].string) {
  1168. if (shader_mode == render_mode_enums[idx].mode) {
  1169. if (shader_mode == Shader::MODE_SPATIAL) {
  1170. if (String(render_mode_enums[idx].string) == "specular") {
  1171. specular = true;
  1172. }
  1173. }
  1174. if (modes.has(render_mode_enums[idx].string) || specular) {
  1175. int which = 0;
  1176. if (modes.has(render_mode_enums[idx].string)) {
  1177. which = modes[render_mode_enums[idx].string];
  1178. }
  1179. int count = 0;
  1180. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  1181. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  1182. if (mode.begins_with(render_mode_enums[idx].string)) {
  1183. if (count == which) {
  1184. if (render_mode != String()) {
  1185. render_mode += ", ";
  1186. }
  1187. render_mode += mode;
  1188. break;
  1189. }
  1190. count++;
  1191. }
  1192. }
  1193. }
  1194. }
  1195. idx++;
  1196. }
  1197. //fill render mode flags
  1198. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  1199. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  1200. if (flags.has(mode)) {
  1201. if (render_mode != String()) {
  1202. render_mode += ", ";
  1203. }
  1204. render_mode += mode;
  1205. }
  1206. }
  1207. }
  1208. if (render_mode != String()) {
  1209. global_code += "render_mode " + render_mode + ";\n\n";
  1210. }
  1211. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "compute" };
  1212. String global_expressions;
  1213. Set<String> used_uniform_names;
  1214. List<VisualShaderNodeUniform *> uniforms;
  1215. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1216. if (!ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader_mode)).has(func_name[i])) {
  1217. continue;
  1218. }
  1219. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  1220. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  1221. if (global_expression.is_valid()) {
  1222. String expr = "";
  1223. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1224. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1225. expr = expr.replace("\n", "\n\t");
  1226. expr += "\n";
  1227. global_expressions += expr;
  1228. }
  1229. Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(E->get().node.ptr());
  1230. if (uniform_ref.is_valid()) {
  1231. used_uniform_names.insert(uniform_ref->get_uniform_name());
  1232. }
  1233. Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(E->get().node.ptr());
  1234. if (uniform.is_valid()) {
  1235. uniforms.push_back(uniform.ptr());
  1236. }
  1237. }
  1238. }
  1239. for (int i = 0; i < uniforms.size(); i++) {
  1240. VisualShaderNodeUniform *uniform = uniforms[i];
  1241. if (used_uniform_names.has(uniform->get_uniform_name())) {
  1242. global_code += uniform->generate_global(get_mode(), Type(i), -1);
  1243. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(true);
  1244. } else {
  1245. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(false);
  1246. }
  1247. }
  1248. for (int i = 0; i < TYPE_MAX; i++) {
  1249. if (!ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader_mode)).has(func_name[i])) {
  1250. continue;
  1251. }
  1252. //make it faster to go around through shader
  1253. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1254. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1255. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  1256. ConnectionKey from_key;
  1257. from_key.node = E->get().from_node;
  1258. from_key.port = E->get().from_port;
  1259. output_connections.insert(from_key, E);
  1260. ConnectionKey to_key;
  1261. to_key.node = E->get().to_node;
  1262. to_key.port = E->get().to_port;
  1263. input_connections.insert(to_key, E);
  1264. }
  1265. code += "\nvoid " + String(func_name[i]) + "() {\n";
  1266. Set<int> processed;
  1267. Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  1268. ERR_FAIL_COND(err != OK);
  1269. insertion_pos.insert(i, code.get_string_length());
  1270. code += "}\n";
  1271. }
  1272. //set code secretly
  1273. global_code += "\n\n";
  1274. String final_code = global_code;
  1275. final_code += global_code_per_node;
  1276. final_code += global_expressions;
  1277. String tcode = code;
  1278. for (int i = 0; i < TYPE_MAX; i++) {
  1279. if (!ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader_mode)).has(func_name[i])) {
  1280. continue;
  1281. }
  1282. tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]);
  1283. }
  1284. final_code += tcode;
  1285. const_cast<VisualShader *>(this)->set_code(final_code);
  1286. for (int i = 0; i < default_tex_params.size(); i++) {
  1287. const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
  1288. }
  1289. if (previous_code != final_code) {
  1290. const_cast<VisualShader *>(this)->emit_signal("changed");
  1291. }
  1292. previous_code = final_code;
  1293. }
  1294. void VisualShader::_queue_update() {
  1295. if (dirty) {
  1296. return;
  1297. }
  1298. dirty = true;
  1299. call_deferred("_update_shader");
  1300. }
  1301. void VisualShader::_input_type_changed(Type p_type, int p_id) {
  1302. //erase connections using this input, as type changed
  1303. Graph *g = &graph[p_type];
  1304. for (List<Connection>::Element *E = g->connections.front(); E;) {
  1305. List<Connection>::Element *N = E->next();
  1306. if (E->get().from_node == p_id) {
  1307. g->connections.erase(E);
  1308. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  1309. }
  1310. E = N;
  1311. }
  1312. }
  1313. void VisualShader::rebuild() {
  1314. dirty = true;
  1315. _update_shader();
  1316. }
  1317. void VisualShader::_bind_methods() {
  1318. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  1319. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  1320. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  1321. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  1322. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  1323. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  1324. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  1325. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  1326. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  1327. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  1328. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  1329. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  1330. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  1331. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  1332. ClassDB::bind_method(D_METHOD("set_version", "version"), &VisualShader::set_version);
  1333. ClassDB::bind_method(D_METHOD("get_version"), &VisualShader::get_version);
  1334. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  1335. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  1336. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  1337. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
  1338. ADD_PROPERTY(PropertyInfo(Variant::STRING, "version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_version", "get_version");
  1339. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  1340. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  1341. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  1342. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  1343. BIND_ENUM_CONSTANT(TYPE_COMPUTE);
  1344. BIND_ENUM_CONSTANT(TYPE_MAX);
  1345. BIND_CONSTANT(NODE_ID_INVALID);
  1346. BIND_CONSTANT(NODE_ID_OUTPUT);
  1347. }
  1348. VisualShader::VisualShader() {
  1349. for (int i = 0; i < TYPE_MAX; i++) {
  1350. Ref<VisualShaderNodeOutput> output;
  1351. output.instance();
  1352. output->shader_type = Type(i);
  1353. output->shader_mode = shader_mode;
  1354. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  1355. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  1356. }
  1357. }
  1358. ///////////////////////////////////////////////////////////
  1359. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  1360. // Spatial, Vertex
  1361. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1362. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1363. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1364. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1365. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1366. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1367. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1368. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1369. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1370. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1371. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
  1372. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1373. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1374. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1375. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1376. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1377. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
  1378. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1379. // Spatial, Fragment
  1380. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1381. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1382. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1383. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1384. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1385. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1386. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1387. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1388. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1389. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1390. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1391. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1392. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
  1393. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1394. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1395. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1396. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1397. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1398. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1399. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1400. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1401. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  1402. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1403. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
  1404. // Spatial, Light
  1405. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1406. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1407. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1408. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
  1409. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
  1410. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" },
  1411. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1412. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1413. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1414. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1415. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1416. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1417. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1418. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1419. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1420. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1421. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1422. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1423. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1424. // Canvas Item, Vertex
  1425. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1426. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1427. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1428. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1429. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1430. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1431. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1432. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1433. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" },
  1434. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1435. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1436. // Canvas Item, Fragment
  1437. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1438. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1439. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1440. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1441. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1442. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1443. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
  1444. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1445. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1446. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1447. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1448. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  1449. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1450. // Canvas Item, Light
  1451. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1452. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1453. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1454. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1455. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1456. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC, 0.0)" },
  1457. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
  1458. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
  1459. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT_COLOR.a" },
  1460. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV, 0.0)" },
  1461. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
  1462. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_COLOR.a" },
  1463. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_vec", "vec3(SHADOW_VEC, 0.0)" },
  1464. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1465. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1466. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1467. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1468. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1469. // Particles, Compute
  1470. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1471. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1472. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1473. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1474. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1475. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1476. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1477. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1478. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1479. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1480. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1481. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1482. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1483. // Sky, Fragment
  1484. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  1485. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  1486. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  1487. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" },
  1488. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" },
  1489. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
  1490. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" },
  1491. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" },
  1492. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  1493. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  1494. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" },
  1495. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" },
  1496. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  1497. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  1498. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" },
  1499. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" },
  1500. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  1501. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  1502. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" },
  1503. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" },
  1504. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  1505. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  1506. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" },
  1507. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
  1508. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
  1509. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  1510. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1511. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "sky_coords", "vec3(SKY_COORDS, 0.0)" },
  1512. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1513. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1514. };
  1515. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  1516. // Spatial, Fragment
  1517. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1518. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
  1519. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
  1520. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1521. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
  1522. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1523. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1524. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1525. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
  1526. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1527. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" },
  1528. // Spatial, Light
  1529. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1530. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1531. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  1532. // Canvas Item, Vertex
  1533. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1534. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1535. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1536. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1537. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1538. // Canvas Item, Fragment
  1539. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1540. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1541. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1542. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1543. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1544. // Canvas Item, Light
  1545. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1546. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1547. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1548. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1549. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1550. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1551. // Particles, Vertex
  1552. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1553. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1554. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0, 0.0, 1.0)" },
  1555. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1556. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1557. };
  1558. int VisualShaderNodeInput::get_input_port_count() const {
  1559. return 0;
  1560. }
  1561. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  1562. return PORT_TYPE_SCALAR;
  1563. }
  1564. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  1565. return "";
  1566. }
  1567. int VisualShaderNodeInput::get_output_port_count() const {
  1568. return 1;
  1569. }
  1570. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  1571. return get_input_type_by_name(input_name);
  1572. }
  1573. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  1574. return "";
  1575. }
  1576. String VisualShaderNodeInput::get_caption() const {
  1577. return "Input";
  1578. }
  1579. String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1580. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  1581. return "";
  1582. }
  1583. if (p_for_preview) {
  1584. int idx = 0;
  1585. String code;
  1586. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  1587. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  1588. code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  1589. break;
  1590. }
  1591. idx++;
  1592. }
  1593. if (code == String()) {
  1594. switch (get_output_port_type(0)) {
  1595. case PORT_TYPE_SCALAR: {
  1596. code = "\t" + p_output_vars[0] + " = 0.0;\n";
  1597. } break;
  1598. case PORT_TYPE_SCALAR_INT: {
  1599. code = "\t" + p_output_vars[0] + " = 0;\n";
  1600. } break;
  1601. case PORT_TYPE_VECTOR: {
  1602. code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  1603. } break;
  1604. case PORT_TYPE_TRANSFORM: {
  1605. code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
  1606. } break;
  1607. case PORT_TYPE_BOOLEAN: {
  1608. code = "\t" + p_output_vars[0] + " = false;\n";
  1609. } break;
  1610. default: //default (none found) is scalar
  1611. break;
  1612. }
  1613. }
  1614. return code;
  1615. } else {
  1616. int idx = 0;
  1617. String code;
  1618. while (ports[idx].mode != Shader::MODE_MAX) {
  1619. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1620. code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  1621. break;
  1622. }
  1623. idx++;
  1624. }
  1625. if (code == String()) {
  1626. code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  1627. }
  1628. return code;
  1629. }
  1630. }
  1631. void VisualShaderNodeInput::set_input_name(String p_name) {
  1632. PortType prev_type = get_input_type_by_name(input_name);
  1633. input_name = p_name;
  1634. emit_changed();
  1635. if (get_input_type_by_name(input_name) != prev_type) {
  1636. emit_signal("input_type_changed");
  1637. }
  1638. }
  1639. String VisualShaderNodeInput::get_input_name() const {
  1640. return input_name;
  1641. }
  1642. String VisualShaderNodeInput::get_input_real_name() const {
  1643. int idx = 0;
  1644. while (ports[idx].mode != Shader::MODE_MAX) {
  1645. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1646. return String(ports[idx].string);
  1647. }
  1648. idx++;
  1649. }
  1650. return "";
  1651. }
  1652. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  1653. int idx = 0;
  1654. while (ports[idx].mode != Shader::MODE_MAX) {
  1655. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  1656. return ports[idx].type;
  1657. }
  1658. idx++;
  1659. }
  1660. return PORT_TYPE_SCALAR;
  1661. }
  1662. int VisualShaderNodeInput::get_input_index_count() const {
  1663. int idx = 0;
  1664. int count = 0;
  1665. while (ports[idx].mode != Shader::MODE_MAX) {
  1666. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1667. count++;
  1668. }
  1669. idx++;
  1670. }
  1671. return count;
  1672. }
  1673. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  1674. int idx = 0;
  1675. int count = 0;
  1676. while (ports[idx].mode != Shader::MODE_MAX) {
  1677. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1678. if (count == p_index) {
  1679. return ports[idx].type;
  1680. }
  1681. count++;
  1682. }
  1683. idx++;
  1684. }
  1685. return PORT_TYPE_SCALAR;
  1686. }
  1687. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  1688. int idx = 0;
  1689. int count = 0;
  1690. while (ports[idx].mode != Shader::MODE_MAX) {
  1691. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1692. if (count == p_index) {
  1693. return ports[idx].name;
  1694. }
  1695. count++;
  1696. }
  1697. idx++;
  1698. }
  1699. return "";
  1700. }
  1701. void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
  1702. if (property.name == "input_name") {
  1703. String port_list;
  1704. int idx = 0;
  1705. while (ports[idx].mode != Shader::MODE_MAX) {
  1706. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1707. if (port_list != String()) {
  1708. port_list += ",";
  1709. }
  1710. port_list += ports[idx].name;
  1711. }
  1712. idx++;
  1713. }
  1714. if (port_list == "") {
  1715. port_list = TTR("None");
  1716. }
  1717. property.hint_string = port_list;
  1718. }
  1719. }
  1720. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  1721. Vector<StringName> props;
  1722. props.push_back("input_name");
  1723. return props;
  1724. }
  1725. void VisualShaderNodeInput::_bind_methods() {
  1726. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  1727. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  1728. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  1729. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  1730. ADD_SIGNAL(MethodInfo("input_type_changed"));
  1731. }
  1732. VisualShaderNodeInput::VisualShaderNodeInput() {
  1733. }
  1734. ////////////// UniformRef
  1735. List<VisualShaderNodeUniformRef::Uniform> uniforms;
  1736. void VisualShaderNodeUniformRef::add_uniform(const String &p_name, UniformType p_type) {
  1737. uniforms.push_back({ p_name, p_type });
  1738. }
  1739. void VisualShaderNodeUniformRef::clear_uniforms() {
  1740. uniforms.clear();
  1741. }
  1742. String VisualShaderNodeUniformRef::get_caption() const {
  1743. return "UniformRef";
  1744. }
  1745. int VisualShaderNodeUniformRef::get_input_port_count() const {
  1746. return 0;
  1747. }
  1748. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_input_port_type(int p_port) const {
  1749. return PortType::PORT_TYPE_SCALAR;
  1750. }
  1751. String VisualShaderNodeUniformRef::get_input_port_name(int p_port) const {
  1752. return "";
  1753. }
  1754. int VisualShaderNodeUniformRef::get_output_port_count() const {
  1755. if (uniform_name == "[None]") {
  1756. return 0;
  1757. }
  1758. switch (uniform_type) {
  1759. case UniformType::UNIFORM_TYPE_FLOAT:
  1760. return 1;
  1761. case UniformType::UNIFORM_TYPE_INT:
  1762. return 1;
  1763. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1764. return 1;
  1765. case UniformType::UNIFORM_TYPE_VECTOR:
  1766. return 1;
  1767. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1768. return 1;
  1769. case UniformType::UNIFORM_TYPE_COLOR:
  1770. return 2;
  1771. case UniformType::UNIFORM_TYPE_SAMPLER:
  1772. return 1;
  1773. default:
  1774. break;
  1775. }
  1776. return 0;
  1777. }
  1778. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port_type(int p_port) const {
  1779. switch (uniform_type) {
  1780. case UniformType::UNIFORM_TYPE_FLOAT:
  1781. return PortType::PORT_TYPE_SCALAR;
  1782. case UniformType::UNIFORM_TYPE_INT:
  1783. return PortType::PORT_TYPE_SCALAR_INT;
  1784. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1785. return PortType::PORT_TYPE_BOOLEAN;
  1786. case UniformType::UNIFORM_TYPE_VECTOR:
  1787. return PortType::PORT_TYPE_VECTOR;
  1788. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1789. return PortType::PORT_TYPE_TRANSFORM;
  1790. case UniformType::UNIFORM_TYPE_COLOR:
  1791. if (p_port == 0) {
  1792. return PortType::PORT_TYPE_VECTOR;
  1793. } else if (p_port == 1) {
  1794. return PORT_TYPE_SCALAR;
  1795. }
  1796. break;
  1797. case UniformType::UNIFORM_TYPE_SAMPLER:
  1798. return PortType::PORT_TYPE_SAMPLER;
  1799. default:
  1800. break;
  1801. }
  1802. return PORT_TYPE_SCALAR;
  1803. }
  1804. String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
  1805. switch (uniform_type) {
  1806. case UniformType::UNIFORM_TYPE_FLOAT:
  1807. return "";
  1808. case UniformType::UNIFORM_TYPE_INT:
  1809. return "";
  1810. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1811. return "";
  1812. case UniformType::UNIFORM_TYPE_VECTOR:
  1813. return "";
  1814. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1815. return "";
  1816. case UniformType::UNIFORM_TYPE_COLOR:
  1817. if (p_port == 0) {
  1818. return "rgb";
  1819. } else if (p_port == 1) {
  1820. return "alpha";
  1821. }
  1822. break;
  1823. case UniformType::UNIFORM_TYPE_SAMPLER:
  1824. return "";
  1825. break;
  1826. default:
  1827. break;
  1828. }
  1829. return "";
  1830. }
  1831. void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) {
  1832. uniform_name = p_name;
  1833. if (p_name != "[None]") {
  1834. uniform_type = get_uniform_type_by_name(p_name);
  1835. } else {
  1836. uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
  1837. }
  1838. emit_changed();
  1839. }
  1840. String VisualShaderNodeUniformRef::get_uniform_name() const {
  1841. return uniform_name;
  1842. }
  1843. int VisualShaderNodeUniformRef::get_uniforms_count() const {
  1844. return uniforms.size();
  1845. }
  1846. String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const {
  1847. if (p_idx >= 0 && p_idx < uniforms.size()) {
  1848. return uniforms[p_idx].name;
  1849. }
  1850. return "";
  1851. }
  1852. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const {
  1853. for (int i = 0; i < uniforms.size(); i++) {
  1854. if (uniforms[i].name == p_name) {
  1855. return uniforms[i].type;
  1856. }
  1857. }
  1858. return UniformType::UNIFORM_TYPE_FLOAT;
  1859. }
  1860. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const {
  1861. if (p_idx >= 0 && p_idx < uniforms.size()) {
  1862. return uniforms[p_idx].type;
  1863. }
  1864. return UniformType::UNIFORM_TYPE_FLOAT;
  1865. }
  1866. String VisualShaderNodeUniformRef::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 {
  1867. switch (uniform_type) {
  1868. case UniformType::UNIFORM_TYPE_FLOAT:
  1869. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1870. case UniformType::UNIFORM_TYPE_INT:
  1871. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1872. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1873. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1874. case UniformType::UNIFORM_TYPE_VECTOR:
  1875. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1876. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1877. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1878. case UniformType::UNIFORM_TYPE_COLOR: {
  1879. String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  1880. code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  1881. return code;
  1882. } break;
  1883. case UniformType::UNIFORM_TYPE_SAMPLER:
  1884. break;
  1885. default:
  1886. break;
  1887. }
  1888. return "";
  1889. }
  1890. void VisualShaderNodeUniformRef::_bind_methods() {
  1891. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniformRef::set_uniform_name);
  1892. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniformRef::get_uniform_name);
  1893. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name", PROPERTY_HINT_ENUM, ""), "set_uniform_name", "get_uniform_name");
  1894. }
  1895. Vector<StringName> VisualShaderNodeUniformRef::get_editable_properties() const {
  1896. Vector<StringName> props;
  1897. props.push_back("uniform_name");
  1898. return props;
  1899. }
  1900. VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() {
  1901. }
  1902. ////////////////////////////////////////////
  1903. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  1904. // Spatial, Vertex
  1905. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1906. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1907. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1908. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1909. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1910. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
  1911. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1912. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1913. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1914. // Spatial, Fragment
  1915. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1916. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  1917. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  1918. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1919. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
  1920. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
  1921. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
  1922. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1923. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1924. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1925. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
  1926. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
  1927. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
  1928. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
  1929. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
  1930. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
  1931. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
  1932. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1933. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" },
  1934. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
  1935. // Spatial, Light
  1936. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1937. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1938. // Canvas Item, Vertex
  1939. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
  1940. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1941. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1942. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1943. // Canvas Item, Fragment
  1944. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1945. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1946. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1947. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1948. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1949. // Canvas Item, Light
  1950. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
  1951. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
  1952. // Particles, Compute
  1953. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1954. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1955. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1956. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1957. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1958. { Shader::MODE_PARTICLES, VisualShader::TYPE_COMPUTE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1959. // Sky, Fragment
  1960. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" },
  1961. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  1962. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1963. };
  1964. int VisualShaderNodeOutput::get_input_port_count() const {
  1965. int idx = 0;
  1966. int count = 0;
  1967. while (ports[idx].mode != Shader::MODE_MAX) {
  1968. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1969. count++;
  1970. }
  1971. idx++;
  1972. }
  1973. return count;
  1974. }
  1975. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  1976. int idx = 0;
  1977. int count = 0;
  1978. while (ports[idx].mode != Shader::MODE_MAX) {
  1979. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1980. if (count == p_port) {
  1981. return ports[idx].type;
  1982. }
  1983. count++;
  1984. }
  1985. idx++;
  1986. }
  1987. return PORT_TYPE_SCALAR;
  1988. }
  1989. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  1990. int idx = 0;
  1991. int count = 0;
  1992. while (ports[idx].mode != Shader::MODE_MAX) {
  1993. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1994. if (count == p_port) {
  1995. return String(ports[idx].name).capitalize();
  1996. }
  1997. count++;
  1998. }
  1999. idx++;
  2000. }
  2001. return String();
  2002. }
  2003. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  2004. return Variant();
  2005. }
  2006. int VisualShaderNodeOutput::get_output_port_count() const {
  2007. return 0;
  2008. }
  2009. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  2010. return PORT_TYPE_SCALAR;
  2011. }
  2012. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  2013. return String();
  2014. }
  2015. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  2016. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  2017. String name = get_input_port_name(p_index);
  2018. return (name == "Normal" || name == "Rim" || name == "Alpha Scissor");
  2019. }
  2020. return false;
  2021. }
  2022. String VisualShaderNodeOutput::get_caption() const {
  2023. return "Output";
  2024. }
  2025. String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2026. int idx = 0;
  2027. int count = 0;
  2028. String code;
  2029. while (ports[idx].mode != Shader::MODE_MAX) {
  2030. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2031. if (p_input_vars[count] != String()) {
  2032. String s = ports[idx].string;
  2033. if (s.find(":") != -1) {
  2034. code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  2035. } else {
  2036. code += "\t" + s + " = " + p_input_vars[count] + ";\n";
  2037. }
  2038. }
  2039. count++;
  2040. }
  2041. idx++;
  2042. }
  2043. return code;
  2044. }
  2045. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  2046. }
  2047. ///////////////////////////
  2048. void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
  2049. uniform_name = p_name;
  2050. emit_signal("name_changed");
  2051. emit_changed();
  2052. }
  2053. String VisualShaderNodeUniform::get_uniform_name() const {
  2054. return uniform_name;
  2055. }
  2056. void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) {
  2057. qualifier = p_qual;
  2058. emit_changed();
  2059. }
  2060. VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const {
  2061. return qualifier;
  2062. }
  2063. void VisualShaderNodeUniform::set_global_code_generated(bool p_enabled) {
  2064. global_code_generated = p_enabled;
  2065. }
  2066. bool VisualShaderNodeUniform::is_global_code_generated() const {
  2067. return global_code_generated;
  2068. }
  2069. void VisualShaderNodeUniform::_bind_methods() {
  2070. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
  2071. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
  2072. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier);
  2073. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier);
  2074. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name");
  2075. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  2076. BIND_ENUM_CONSTANT(QUAL_NONE);
  2077. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  2078. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  2079. }
  2080. String VisualShaderNodeUniform::_get_qual_str() const {
  2081. if (is_qualifier_supported(qualifier)) {
  2082. switch (qualifier) {
  2083. case QUAL_NONE:
  2084. break;
  2085. case QUAL_GLOBAL:
  2086. return "global ";
  2087. case QUAL_INSTANCE:
  2088. return "instance ";
  2089. }
  2090. }
  2091. return String();
  2092. }
  2093. String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  2094. List<String> keyword_list;
  2095. ShaderLanguage::get_keyword_list(&keyword_list);
  2096. if (keyword_list.find(uniform_name)) {
  2097. return TTR("Uniform name cannot be equal to a shader keyword. Choose another name.");
  2098. }
  2099. if (!is_qualifier_supported(qualifier)) {
  2100. return "This uniform type does not support that qualifier.";
  2101. }
  2102. return String();
  2103. }
  2104. Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const {
  2105. Vector<StringName> props;
  2106. props.push_back("qualifier");
  2107. return props;
  2108. }
  2109. VisualShaderNodeUniform::VisualShaderNodeUniform() {
  2110. }
  2111. ////////////// GroupBase
  2112. String VisualShaderNodeGroupBase::get_caption() const {
  2113. return "Group";
  2114. }
  2115. void VisualShaderNodeGroupBase::set_size(const Vector2 &p_size) {
  2116. size = p_size;
  2117. }
  2118. Vector2 VisualShaderNodeGroupBase::get_size() const {
  2119. return size;
  2120. }
  2121. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  2122. if (inputs == p_inputs) {
  2123. return;
  2124. }
  2125. clear_input_ports();
  2126. inputs = p_inputs;
  2127. Vector<String> input_strings = inputs.split(";", false);
  2128. int input_port_count = input_strings.size();
  2129. for (int i = 0; i < input_port_count; i++) {
  2130. Vector<String> arr = input_strings[i].split(",");
  2131. ERR_FAIL_COND(arr.size() != 3);
  2132. int port_idx = arr[0].to_int();
  2133. int port_type = arr[1].to_int();
  2134. String port_name = arr[2];
  2135. Port port;
  2136. port.type = (PortType)port_type;
  2137. port.name = port_name;
  2138. input_ports[port_idx] = port;
  2139. }
  2140. }
  2141. String VisualShaderNodeGroupBase::get_inputs() const {
  2142. return inputs;
  2143. }
  2144. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  2145. if (outputs == p_outputs) {
  2146. return;
  2147. }
  2148. clear_output_ports();
  2149. outputs = p_outputs;
  2150. Vector<String> output_strings = outputs.split(";", false);
  2151. int output_port_count = output_strings.size();
  2152. for (int i = 0; i < output_port_count; i++) {
  2153. Vector<String> arr = output_strings[i].split(",");
  2154. ERR_FAIL_COND(arr.size() != 3);
  2155. int port_idx = arr[0].to_int();
  2156. int port_type = arr[1].to_int();
  2157. String port_name = arr[2];
  2158. Port port;
  2159. port.type = (PortType)port_type;
  2160. port.name = port_name;
  2161. output_ports[port_idx] = port;
  2162. }
  2163. }
  2164. String VisualShaderNodeGroupBase::get_outputs() const {
  2165. return outputs;
  2166. }
  2167. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  2168. if (!p_name.is_valid_identifier()) {
  2169. return false;
  2170. }
  2171. for (int i = 0; i < get_input_port_count(); i++) {
  2172. if (get_input_port_name(i) == p_name) {
  2173. return false;
  2174. }
  2175. }
  2176. for (int i = 0; i < get_output_port_count(); i++) {
  2177. if (get_output_port_name(i) == p_name) {
  2178. return false;
  2179. }
  2180. }
  2181. return true;
  2182. }
  2183. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  2184. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  2185. Vector<String> inputs_strings = inputs.split(";", false);
  2186. int index = 0;
  2187. if (p_id < inputs_strings.size()) {
  2188. for (int i = 0; i < inputs_strings.size(); i++) {
  2189. if (i == p_id) {
  2190. inputs = inputs.insert(index, str);
  2191. break;
  2192. }
  2193. index += inputs_strings[i].size();
  2194. }
  2195. } else {
  2196. inputs += str;
  2197. }
  2198. inputs_strings = inputs.split(";", false);
  2199. index = 0;
  2200. for (int i = 0; i < inputs_strings.size(); i++) {
  2201. int count = 0;
  2202. for (int j = 0; j < inputs_strings[i].size(); j++) {
  2203. if (inputs_strings[i][j] == ',') {
  2204. break;
  2205. }
  2206. count++;
  2207. }
  2208. inputs.erase(index, count);
  2209. inputs = inputs.insert(index, itos(i));
  2210. index += inputs_strings[i].size();
  2211. }
  2212. _apply_port_changes();
  2213. }
  2214. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  2215. ERR_FAIL_COND(!has_input_port(p_id));
  2216. Vector<String> inputs_strings = inputs.split(";", false);
  2217. int count = 0;
  2218. int index = 0;
  2219. for (int i = 0; i < inputs_strings.size(); i++) {
  2220. Vector<String> arr = inputs_strings[i].split(",");
  2221. if (arr[0].to_int() == p_id) {
  2222. count = inputs_strings[i].size();
  2223. break;
  2224. }
  2225. index += inputs_strings[i].size();
  2226. }
  2227. inputs.erase(index, count);
  2228. inputs_strings = inputs.split(";", false);
  2229. for (int i = p_id; i < inputs_strings.size(); i++) {
  2230. inputs = inputs.replace_first(inputs_strings[i].split(",")[0], itos(i));
  2231. }
  2232. _apply_port_changes();
  2233. }
  2234. int VisualShaderNodeGroupBase::get_input_port_count() const {
  2235. return input_ports.size();
  2236. }
  2237. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  2238. return input_ports.has(p_id);
  2239. }
  2240. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  2241. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  2242. Vector<String> outputs_strings = outputs.split(";", false);
  2243. int index = 0;
  2244. if (p_id < outputs_strings.size()) {
  2245. for (int i = 0; i < outputs_strings.size(); i++) {
  2246. if (i == p_id) {
  2247. outputs = outputs.insert(index, str);
  2248. break;
  2249. }
  2250. index += outputs_strings[i].size();
  2251. }
  2252. } else {
  2253. outputs += str;
  2254. }
  2255. outputs_strings = outputs.split(";", false);
  2256. index = 0;
  2257. for (int i = 0; i < outputs_strings.size(); i++) {
  2258. int count = 0;
  2259. for (int j = 0; j < outputs_strings[i].size(); j++) {
  2260. if (outputs_strings[i][j] == ',') {
  2261. break;
  2262. }
  2263. count++;
  2264. }
  2265. outputs.erase(index, count);
  2266. outputs = outputs.insert(index, itos(i));
  2267. index += outputs_strings[i].size();
  2268. }
  2269. _apply_port_changes();
  2270. }
  2271. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  2272. ERR_FAIL_COND(!has_output_port(p_id));
  2273. Vector<String> outputs_strings = outputs.split(";", false);
  2274. int count = 0;
  2275. int index = 0;
  2276. for (int i = 0; i < outputs_strings.size(); i++) {
  2277. Vector<String> arr = outputs_strings[i].split(",");
  2278. if (arr[0].to_int() == p_id) {
  2279. count = outputs_strings[i].size();
  2280. break;
  2281. }
  2282. index += outputs_strings[i].size();
  2283. }
  2284. outputs.erase(index, count);
  2285. outputs_strings = outputs.split(";", false);
  2286. for (int i = p_id; i < outputs_strings.size(); i++) {
  2287. outputs = outputs.replace_first(outputs_strings[i].split(",")[0], itos(i));
  2288. }
  2289. _apply_port_changes();
  2290. }
  2291. int VisualShaderNodeGroupBase::get_output_port_count() const {
  2292. return output_ports.size();
  2293. }
  2294. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  2295. return output_ports.has(p_id);
  2296. }
  2297. void VisualShaderNodeGroupBase::clear_input_ports() {
  2298. input_ports.clear();
  2299. }
  2300. void VisualShaderNodeGroupBase::clear_output_ports() {
  2301. output_ports.clear();
  2302. }
  2303. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  2304. ERR_FAIL_COND(!has_input_port(p_id));
  2305. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  2306. if (input_ports[p_id].type == p_type) {
  2307. return;
  2308. }
  2309. Vector<String> inputs_strings = inputs.split(";", false);
  2310. int count = 0;
  2311. int index = 0;
  2312. for (int i = 0; i < inputs_strings.size(); i++) {
  2313. Vector<String> arr = inputs_strings[i].split(",");
  2314. ERR_FAIL_COND(arr.size() != 3);
  2315. if (arr[0].to_int() == p_id) {
  2316. index += arr[0].size();
  2317. count = arr[1].size() - 1;
  2318. break;
  2319. }
  2320. index += inputs_strings[i].size();
  2321. }
  2322. inputs.erase(index, count);
  2323. inputs = inputs.insert(index, itos(p_type));
  2324. _apply_port_changes();
  2325. }
  2326. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  2327. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  2328. return input_ports[p_id].type;
  2329. }
  2330. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  2331. ERR_FAIL_COND(!has_input_port(p_id));
  2332. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2333. if (input_ports[p_id].name == p_name) {
  2334. return;
  2335. }
  2336. Vector<String> inputs_strings = inputs.split(";", false);
  2337. int count = 0;
  2338. int index = 0;
  2339. for (int i = 0; i < inputs_strings.size(); i++) {
  2340. Vector<String> arr = inputs_strings[i].split(",");
  2341. ERR_FAIL_COND(arr.size() != 3);
  2342. if (arr[0].to_int() == p_id) {
  2343. index += arr[0].size() + arr[1].size();
  2344. count = arr[2].size() - 1;
  2345. break;
  2346. }
  2347. index += inputs_strings[i].size();
  2348. }
  2349. inputs.erase(index, count);
  2350. inputs = inputs.insert(index, p_name);
  2351. _apply_port_changes();
  2352. }
  2353. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  2354. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  2355. return input_ports[p_id].name;
  2356. }
  2357. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  2358. ERR_FAIL_COND(!has_output_port(p_id));
  2359. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  2360. if (output_ports[p_id].type == p_type) {
  2361. return;
  2362. }
  2363. Vector<String> output_strings = outputs.split(";", false);
  2364. int count = 0;
  2365. int index = 0;
  2366. for (int i = 0; i < output_strings.size(); i++) {
  2367. Vector<String> arr = output_strings[i].split(",");
  2368. ERR_FAIL_COND(arr.size() != 3);
  2369. if (arr[0].to_int() == p_id) {
  2370. index += arr[0].size();
  2371. count = arr[1].size() - 1;
  2372. break;
  2373. }
  2374. index += output_strings[i].size();
  2375. }
  2376. outputs.erase(index, count);
  2377. outputs = outputs.insert(index, itos(p_type));
  2378. _apply_port_changes();
  2379. }
  2380. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  2381. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  2382. return output_ports[p_id].type;
  2383. }
  2384. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  2385. ERR_FAIL_COND(!has_output_port(p_id));
  2386. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2387. if (output_ports[p_id].name == p_name) {
  2388. return;
  2389. }
  2390. Vector<String> output_strings = outputs.split(";", false);
  2391. int count = 0;
  2392. int index = 0;
  2393. for (int i = 0; i < output_strings.size(); i++) {
  2394. Vector<String> arr = output_strings[i].split(",");
  2395. ERR_FAIL_COND(arr.size() != 3);
  2396. if (arr[0].to_int() == p_id) {
  2397. index += arr[0].size() + arr[1].size();
  2398. count = arr[2].size() - 1;
  2399. break;
  2400. }
  2401. index += output_strings[i].size();
  2402. }
  2403. outputs.erase(index, count);
  2404. outputs = outputs.insert(index, p_name);
  2405. _apply_port_changes();
  2406. }
  2407. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  2408. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  2409. return output_ports[p_id].name;
  2410. }
  2411. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  2412. return input_ports.size();
  2413. }
  2414. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  2415. return output_ports.size();
  2416. }
  2417. void VisualShaderNodeGroupBase::set_control(Control *p_control, int p_index) {
  2418. controls[p_index] = p_control;
  2419. }
  2420. Control *VisualShaderNodeGroupBase::get_control(int p_index) {
  2421. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  2422. return controls[p_index];
  2423. }
  2424. void VisualShaderNodeGroupBase::_apply_port_changes() {
  2425. Vector<String> inputs_strings = inputs.split(";", false);
  2426. Vector<String> outputs_strings = outputs.split(";", false);
  2427. clear_input_ports();
  2428. clear_output_ports();
  2429. for (int i = 0; i < inputs_strings.size(); i++) {
  2430. Vector<String> arr = inputs_strings[i].split(",");
  2431. ERR_FAIL_COND(arr.size() != 3);
  2432. Port port;
  2433. port.type = (PortType)arr[1].to_int();
  2434. port.name = arr[2];
  2435. input_ports[i] = port;
  2436. }
  2437. for (int i = 0; i < outputs_strings.size(); i++) {
  2438. Vector<String> arr = outputs_strings[i].split(",");
  2439. ERR_FAIL_COND(arr.size() != 3);
  2440. Port port;
  2441. port.type = (PortType)arr[1].to_int();
  2442. port.name = arr[2];
  2443. output_ports[i] = port;
  2444. }
  2445. }
  2446. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  2447. editable = p_enabled;
  2448. }
  2449. bool VisualShaderNodeGroupBase::is_editable() const {
  2450. return editable;
  2451. }
  2452. void VisualShaderNodeGroupBase::_bind_methods() {
  2453. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeGroupBase::set_size);
  2454. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeGroupBase::get_size);
  2455. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  2456. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  2457. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  2458. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  2459. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  2460. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  2461. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  2462. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  2463. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  2464. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  2465. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  2466. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  2467. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  2468. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  2469. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  2470. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  2471. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  2472. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  2473. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  2474. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  2475. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  2476. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  2477. }
  2478. String VisualShaderNodeGroupBase::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2479. return "";
  2480. }
  2481. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  2482. simple_decl = false;
  2483. }
  2484. ////////////// Expression
  2485. String VisualShaderNodeExpression::get_caption() const {
  2486. return "Expression";
  2487. }
  2488. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  2489. expression = p_expression;
  2490. }
  2491. String VisualShaderNodeExpression::get_expression() const {
  2492. return expression;
  2493. }
  2494. String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2495. String _expression = expression;
  2496. _expression = _expression.insert(0, "\n");
  2497. _expression = _expression.replace("\n", "\n\t\t");
  2498. static Vector<String> pre_symbols;
  2499. if (pre_symbols.empty()) {
  2500. pre_symbols.push_back("\t");
  2501. pre_symbols.push_back(",");
  2502. pre_symbols.push_back(";");
  2503. pre_symbols.push_back("{");
  2504. pre_symbols.push_back("[");
  2505. pre_symbols.push_back("]");
  2506. pre_symbols.push_back("(");
  2507. pre_symbols.push_back(" ");
  2508. pre_symbols.push_back("-");
  2509. pre_symbols.push_back("*");
  2510. pre_symbols.push_back("/");
  2511. pre_symbols.push_back("+");
  2512. pre_symbols.push_back("=");
  2513. pre_symbols.push_back("&");
  2514. pre_symbols.push_back("|");
  2515. pre_symbols.push_back("!");
  2516. }
  2517. static Vector<String> post_symbols;
  2518. if (post_symbols.empty()) {
  2519. post_symbols.push_back("\t");
  2520. post_symbols.push_back("\n");
  2521. post_symbols.push_back(",");
  2522. post_symbols.push_back(";");
  2523. post_symbols.push_back("}");
  2524. post_symbols.push_back("[");
  2525. post_symbols.push_back("]");
  2526. post_symbols.push_back(")");
  2527. post_symbols.push_back(" ");
  2528. post_symbols.push_back(".");
  2529. post_symbols.push_back("-");
  2530. post_symbols.push_back("*");
  2531. post_symbols.push_back("/");
  2532. post_symbols.push_back("+");
  2533. post_symbols.push_back("=");
  2534. post_symbols.push_back("&");
  2535. post_symbols.push_back("|");
  2536. post_symbols.push_back("!");
  2537. }
  2538. for (int i = 0; i < get_input_port_count(); i++) {
  2539. for (int j = 0; j < pre_symbols.size(); j++) {
  2540. for (int k = 0; k < post_symbols.size(); k++) {
  2541. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  2542. }
  2543. }
  2544. }
  2545. for (int i = 0; i < get_output_port_count(); i++) {
  2546. for (int j = 0; j < pre_symbols.size(); j++) {
  2547. for (int k = 0; k < post_symbols.size(); k++) {
  2548. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  2549. }
  2550. }
  2551. }
  2552. String output_initializer;
  2553. for (int i = 0; i < get_output_port_count(); i++) {
  2554. int port_type = get_output_port_type(i);
  2555. String tk = "";
  2556. switch (port_type) {
  2557. case PORT_TYPE_SCALAR:
  2558. tk = "0.0";
  2559. break;
  2560. case PORT_TYPE_SCALAR_INT:
  2561. tk = "0";
  2562. break;
  2563. case PORT_TYPE_VECTOR:
  2564. tk = "vec3(0.0, 0.0, 0.0)";
  2565. break;
  2566. case PORT_TYPE_BOOLEAN:
  2567. tk = "false";
  2568. break;
  2569. case PORT_TYPE_TRANSFORM:
  2570. tk = "mat4(1.0)";
  2571. break;
  2572. default:
  2573. continue;
  2574. }
  2575. output_initializer += "\t" + p_output_vars[i] + " = " + tk + ";\n";
  2576. }
  2577. String code;
  2578. code += output_initializer;
  2579. code += "\t{";
  2580. code += _expression;
  2581. code += "\n\t}\n";
  2582. return code;
  2583. }
  2584. void VisualShaderNodeExpression::_bind_methods() {
  2585. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  2586. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  2587. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  2588. }
  2589. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  2590. set_editable(true);
  2591. }
  2592. ////////////// Global Expression
  2593. String VisualShaderNodeGlobalExpression::get_caption() const {
  2594. return "GlobalExpression";
  2595. }
  2596. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2597. return expression;
  2598. }
  2599. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  2600. set_editable(false);
  2601. }