visual_shader_nodes.cpp 156 KB

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