visual_shader_nodes.cpp 251 KB

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