visual_shader_nodes.cpp 165 KB

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  1. /*************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_nodes.h"
  31. ////////////// Scalar(Float)
  32. String VisualShaderNodeFloatConstant::get_caption() const {
  33. return "ScalarFloat";
  34. }
  35. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  36. return 0;
  37. }
  38. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  39. return PORT_TYPE_SCALAR;
  40. }
  41. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  42. return String();
  43. }
  44. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  45. return 1;
  46. }
  47. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  48. return PORT_TYPE_SCALAR;
  49. }
  50. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  51. return ""; //no output port means the editor will be used as port
  52. }
  53. String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  54. return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  55. }
  56. void VisualShaderNodeFloatConstant::set_constant(float p_value) {
  57. constant = p_value;
  58. emit_changed();
  59. }
  60. float VisualShaderNodeFloatConstant::get_constant() const {
  61. return constant;
  62. }
  63. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  64. Vector<StringName> props;
  65. props.push_back("constant");
  66. return props;
  67. }
  68. void VisualShaderNodeFloatConstant::_bind_methods() {
  69. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeFloatConstant::set_constant);
  70. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  71. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  72. }
  73. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  74. }
  75. ////////////// Scalar(Int)
  76. String VisualShaderNodeIntConstant::get_caption() const {
  77. return "ScalarInt";
  78. }
  79. int VisualShaderNodeIntConstant::get_input_port_count() const {
  80. return 0;
  81. }
  82. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  83. return PORT_TYPE_SCALAR_INT;
  84. }
  85. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  86. return String();
  87. }
  88. int VisualShaderNodeIntConstant::get_output_port_count() const {
  89. return 1;
  90. }
  91. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  92. return PORT_TYPE_SCALAR_INT;
  93. }
  94. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  95. return ""; //no output port means the editor will be used as port
  96. }
  97. String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  98. return "\t" + p_output_vars[0] + " = " + itos(constant) + ";\n";
  99. }
  100. void VisualShaderNodeIntConstant::set_constant(int p_value) {
  101. constant = p_value;
  102. emit_changed();
  103. }
  104. int VisualShaderNodeIntConstant::get_constant() const {
  105. return constant;
  106. }
  107. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  108. Vector<StringName> props;
  109. props.push_back("constant");
  110. return props;
  111. }
  112. void VisualShaderNodeIntConstant::_bind_methods() {
  113. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeIntConstant::set_constant);
  114. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  115. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  116. }
  117. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  118. }
  119. ////////////// Boolean
  120. String VisualShaderNodeBooleanConstant::get_caption() const {
  121. return "Boolean";
  122. }
  123. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  124. return 0;
  125. }
  126. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  127. return PORT_TYPE_BOOLEAN;
  128. }
  129. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  130. return String();
  131. }
  132. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  133. return 1;
  134. }
  135. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  136. return PORT_TYPE_BOOLEAN;
  137. }
  138. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  139. return ""; //no output port means the editor will be used as port
  140. }
  141. String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  142. return "\t" + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  143. }
  144. void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
  145. constant = p_value;
  146. emit_changed();
  147. }
  148. bool VisualShaderNodeBooleanConstant::get_constant() const {
  149. return constant;
  150. }
  151. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  152. Vector<StringName> props;
  153. props.push_back("constant");
  154. return props;
  155. }
  156. void VisualShaderNodeBooleanConstant::_bind_methods() {
  157. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
  158. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  159. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  160. }
  161. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  162. }
  163. ////////////// Color
  164. String VisualShaderNodeColorConstant::get_caption() const {
  165. return "Color";
  166. }
  167. int VisualShaderNodeColorConstant::get_input_port_count() const {
  168. return 0;
  169. }
  170. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  171. return PORT_TYPE_VECTOR;
  172. }
  173. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  174. return String();
  175. }
  176. int VisualShaderNodeColorConstant::get_output_port_count() const {
  177. return 2;
  178. }
  179. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  180. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  181. }
  182. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  183. return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
  184. }
  185. String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  186. String code;
  187. code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
  188. code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
  189. return code;
  190. }
  191. void VisualShaderNodeColorConstant::set_constant(Color p_value) {
  192. constant = p_value;
  193. emit_changed();
  194. }
  195. Color VisualShaderNodeColorConstant::get_constant() const {
  196. return constant;
  197. }
  198. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  199. Vector<StringName> props;
  200. props.push_back("constant");
  201. return props;
  202. }
  203. void VisualShaderNodeColorConstant::_bind_methods() {
  204. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant);
  205. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  206. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  207. }
  208. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  209. }
  210. ////////////// Vector
  211. String VisualShaderNodeVec3Constant::get_caption() const {
  212. return "Vector";
  213. }
  214. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  215. return 0;
  216. }
  217. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  218. return PORT_TYPE_VECTOR;
  219. }
  220. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  221. return String();
  222. }
  223. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  224. return 1;
  225. }
  226. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  227. return PORT_TYPE_VECTOR;
  228. }
  229. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  230. return ""; //no output port means the editor will be used as port
  231. }
  232. String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  233. return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  234. }
  235. void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
  236. constant = p_value;
  237. emit_changed();
  238. }
  239. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  240. return constant;
  241. }
  242. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  243. Vector<StringName> props;
  244. props.push_back("constant");
  245. return props;
  246. }
  247. void VisualShaderNodeVec3Constant::_bind_methods() {
  248. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant);
  249. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  250. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  251. }
  252. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  253. }
  254. ////////////// Transform
  255. String VisualShaderNodeTransformConstant::get_caption() const {
  256. return "Transform";
  257. }
  258. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  259. return 0;
  260. }
  261. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  262. return PORT_TYPE_VECTOR;
  263. }
  264. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  265. return String();
  266. }
  267. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  268. return 1;
  269. }
  270. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  271. return PORT_TYPE_TRANSFORM;
  272. }
  273. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  274. return ""; //no output port means the editor will be used as port
  275. }
  276. String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  277. Transform t = constant;
  278. t.basis.transpose();
  279. String code = "\t" + p_output_vars[0] + " = mat4(";
  280. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  281. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  282. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  283. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  284. return code;
  285. }
  286. void VisualShaderNodeTransformConstant::set_constant(Transform p_value) {
  287. constant = p_value;
  288. emit_changed();
  289. }
  290. Transform VisualShaderNodeTransformConstant::get_constant() const {
  291. return constant;
  292. }
  293. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  294. Vector<StringName> props;
  295. props.push_back("constant");
  296. return props;
  297. }
  298. void VisualShaderNodeTransformConstant::_bind_methods() {
  299. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant);
  300. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  301. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant");
  302. }
  303. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  304. }
  305. ////////////// Texture
  306. String VisualShaderNodeTexture::get_caption() const {
  307. return "Texture2D";
  308. }
  309. int VisualShaderNodeTexture::get_input_port_count() const {
  310. return 3;
  311. }
  312. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  313. switch (p_port) {
  314. case 0:
  315. return PORT_TYPE_VECTOR;
  316. case 1:
  317. return PORT_TYPE_SCALAR;
  318. case 2:
  319. return PORT_TYPE_SAMPLER;
  320. default:
  321. return PORT_TYPE_SCALAR;
  322. }
  323. }
  324. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  325. switch (p_port) {
  326. case 0:
  327. return "uv";
  328. case 1:
  329. return "lod";
  330. case 2:
  331. return "sampler2D";
  332. default:
  333. return "";
  334. }
  335. }
  336. int VisualShaderNodeTexture::get_output_port_count() const {
  337. return 2;
  338. }
  339. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  340. if (p_port == 0 && source == SOURCE_DEPTH) {
  341. return PORT_TYPE_SCALAR;
  342. }
  343. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  344. }
  345. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  346. if (p_port == 0 && source == SOURCE_DEPTH) {
  347. return "depth";
  348. }
  349. return p_port == 0 ? "rgb" : "alpha";
  350. }
  351. String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
  352. if (p_port == 0) {
  353. return "default";
  354. }
  355. return "";
  356. }
  357. static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  358. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
  359. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  360. }
  361. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  362. VisualShader::DefaultTextureParam dtp;
  363. dtp.name = make_unique_id(p_type, p_id, "tex");
  364. dtp.param = texture;
  365. Vector<VisualShader::DefaultTextureParam> ret;
  366. ret.push_back(dtp);
  367. return ret;
  368. }
  369. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  370. if (source == SOURCE_TEXTURE) {
  371. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  372. switch (texture_type) {
  373. case TYPE_DATA:
  374. break;
  375. case TYPE_COLOR:
  376. u += " : hint_albedo";
  377. break;
  378. case TYPE_NORMALMAP:
  379. u += " : hint_normal";
  380. break;
  381. }
  382. return u + ";\n";
  383. }
  384. return String();
  385. }
  386. String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  387. String default_uv;
  388. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  389. default_uv = "UV.xy";
  390. } else {
  391. default_uv = "vec2(0.0)";
  392. }
  393. if (source == SOURCE_TEXTURE) {
  394. String id = make_unique_id(p_type, p_id, "tex");
  395. String code;
  396. if (p_input_vars[0] == String()) { // Use UV by default.
  397. if (p_input_vars[1] == String()) {
  398. code += "\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  399. } else {
  400. code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  401. }
  402. } else if (p_input_vars[1] == String()) {
  403. //no lod
  404. code += "\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  405. } else {
  406. code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  407. }
  408. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  409. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  410. return code;
  411. }
  412. if (source == SOURCE_PORT) {
  413. String id = p_input_vars[2];
  414. String code;
  415. code += "\t{\n";
  416. if (id == String()) {
  417. code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
  418. } else {
  419. if (p_input_vars[0] == String()) { // Use UV by default.
  420. if (p_input_vars[1] == String()) {
  421. code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  422. } else {
  423. code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  424. }
  425. } else if (p_input_vars[1] == String()) {
  426. //no lod
  427. code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  428. } else {
  429. code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  430. }
  431. code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  432. code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  433. }
  434. code += "\t}\n";
  435. return code;
  436. }
  437. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  438. String code = "\t{\n";
  439. if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
  440. if (p_input_vars[1] == String()) {
  441. code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
  442. } else {
  443. code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  444. }
  445. } else if (p_input_vars[1] == String()) {
  446. //no lod
  447. code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
  448. } else {
  449. code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  450. }
  451. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  452. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  453. code += "\t}\n";
  454. return code;
  455. }
  456. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  457. String code = "\t{\n";
  458. if (p_input_vars[0] == String()) { // Use UV by default.
  459. if (p_input_vars[1] == String()) {
  460. code += "\t\tvec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
  461. } else {
  462. code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  463. }
  464. } else if (p_input_vars[1] == String()) {
  465. //no lod
  466. code += "\t\tvec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
  467. } else {
  468. code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  469. }
  470. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  471. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  472. code += "\t}\n";
  473. return code;
  474. }
  475. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  476. String code = "\t{\n";
  477. if (p_input_vars[0] == String()) { // Use UV by default.
  478. if (p_input_vars[1] == String()) {
  479. code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
  480. } else {
  481. code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  482. }
  483. } else if (p_input_vars[1] == String()) {
  484. //no lod
  485. code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
  486. } else {
  487. code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  488. }
  489. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  490. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  491. code += "\t}\n";
  492. return code;
  493. }
  494. if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  495. {
  496. if (source == SOURCE_DEPTH) {
  497. String code;
  498. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  499. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  500. return code;
  501. }
  502. }
  503. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  504. String code = "\t{\n";
  505. if (p_input_vars[0] == String()) { // Use UV by default.
  506. if (p_input_vars[1] == String()) {
  507. code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
  508. } else {
  509. code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
  510. }
  511. } else if (p_input_vars[1] == String()) {
  512. //no lod
  513. code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
  514. } else {
  515. code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
  516. }
  517. code += "\t\t" + p_output_vars[0] + " = _depth;\n";
  518. code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
  519. code += "\t}\n";
  520. return code;
  521. } else if (source == SOURCE_DEPTH) {
  522. String code;
  523. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  524. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  525. return code;
  526. }
  527. //none
  528. String code;
  529. code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  530. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  531. return code;
  532. }
  533. void VisualShaderNodeTexture::set_source(Source p_source) {
  534. source = p_source;
  535. switch (source) {
  536. case SOURCE_TEXTURE:
  537. simple_decl = true;
  538. break;
  539. case SOURCE_SCREEN:
  540. simple_decl = false;
  541. break;
  542. case SOURCE_2D_TEXTURE:
  543. simple_decl = false;
  544. break;
  545. case SOURCE_2D_NORMAL:
  546. simple_decl = false;
  547. break;
  548. case SOURCE_DEPTH:
  549. simple_decl = false;
  550. break;
  551. case SOURCE_PORT:
  552. simple_decl = false;
  553. break;
  554. }
  555. emit_changed();
  556. emit_signal("editor_refresh_request");
  557. }
  558. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  559. return source;
  560. }
  561. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_value) {
  562. texture = p_value;
  563. emit_changed();
  564. }
  565. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  566. return texture;
  567. }
  568. void VisualShaderNodeTexture::set_texture_type(TextureType p_type) {
  569. texture_type = p_type;
  570. emit_changed();
  571. }
  572. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  573. return texture_type;
  574. }
  575. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  576. Vector<StringName> props;
  577. props.push_back("source");
  578. if (source == SOURCE_TEXTURE) {
  579. props.push_back("texture");
  580. props.push_back("texture_type");
  581. }
  582. return props;
  583. }
  584. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  585. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  586. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  587. }
  588. if (source == SOURCE_TEXTURE) {
  589. return String(); // all good
  590. }
  591. if (source == SOURCE_PORT) {
  592. return String(); // all good
  593. }
  594. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  595. return String(); // all good
  596. }
  597. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  598. return String(); // all good
  599. }
  600. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  601. return String(); // all good
  602. }
  603. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  604. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  605. return TTR("Invalid source for preview.");
  606. }
  607. return String(); // all good
  608. }
  609. return TTR("Invalid source for shader.");
  610. }
  611. void VisualShaderNodeTexture::_bind_methods() {
  612. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  613. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  614. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  615. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  616. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  617. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  618. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  619. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  620. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  621. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  622. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  623. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  624. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  625. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  626. BIND_ENUM_CONSTANT(SOURCE_PORT);
  627. BIND_ENUM_CONSTANT(TYPE_DATA);
  628. BIND_ENUM_CONSTANT(TYPE_COLOR);
  629. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  630. }
  631. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  632. }
  633. ////////////// Curve
  634. String VisualShaderNodeCurveTexture::get_caption() const {
  635. return "CurveTexture";
  636. }
  637. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  638. return 1;
  639. }
  640. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  641. return PORT_TYPE_SCALAR;
  642. }
  643. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  644. return String();
  645. }
  646. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  647. return 1;
  648. }
  649. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  650. return PORT_TYPE_SCALAR;
  651. }
  652. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  653. return String();
  654. }
  655. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  656. texture = p_texture;
  657. emit_changed();
  658. }
  659. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  660. return texture;
  661. }
  662. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  663. Vector<StringName> props;
  664. props.push_back("texture");
  665. return props;
  666. }
  667. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  668. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + ";\n";
  669. }
  670. 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 {
  671. if (p_input_vars[0] == String()) {
  672. return "\t" + p_output_vars[0] + " = 0.0;\n";
  673. }
  674. String id = make_unique_id(p_type, p_id, "curve");
  675. String code;
  676. code += "\t" + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ", 0.0)).r;\n";
  677. return code;
  678. }
  679. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  680. VisualShader::DefaultTextureParam dtp;
  681. dtp.name = make_unique_id(p_type, p_id, "curve");
  682. dtp.param = texture;
  683. Vector<VisualShader::DefaultTextureParam> ret;
  684. ret.push_back(dtp);
  685. return ret;
  686. }
  687. void VisualShaderNodeCurveTexture::_bind_methods() {
  688. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  689. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  690. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  691. }
  692. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  693. return true;
  694. }
  695. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  696. simple_decl = true;
  697. allow_v_resize = false;
  698. }
  699. ////////////// Sample3D
  700. int VisualShaderNodeSample3D::get_input_port_count() const {
  701. return 3;
  702. }
  703. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  704. switch (p_port) {
  705. case 0:
  706. return PORT_TYPE_VECTOR;
  707. case 1:
  708. return PORT_TYPE_SCALAR;
  709. case 2:
  710. return PORT_TYPE_SAMPLER;
  711. default:
  712. return PORT_TYPE_SCALAR;
  713. }
  714. }
  715. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  716. switch (p_port) {
  717. case 0:
  718. return "uvw";
  719. case 1:
  720. return "lod";
  721. default:
  722. return "";
  723. }
  724. }
  725. int VisualShaderNodeSample3D::get_output_port_count() const {
  726. return 2;
  727. }
  728. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  729. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  730. }
  731. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  732. return p_port == 0 ? "rgb" : "alpha";
  733. }
  734. String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
  735. if (p_port == 0) {
  736. return "default";
  737. }
  738. return "";
  739. }
  740. 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 {
  741. String default_uv;
  742. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  743. default_uv = "vec3(UV, 0.0)";
  744. } else {
  745. default_uv = "vec3(0.0)";
  746. }
  747. String code;
  748. if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
  749. String id;
  750. code += "\t{\n";
  751. if (source == SOURCE_TEXTURE) {
  752. id = make_unique_id(p_type, p_id, "tex3d");
  753. } else {
  754. id = p_input_vars[2];
  755. }
  756. if (id != String()) {
  757. if (p_input_vars[0] == String()) { // Use UV by default.
  758. if (p_input_vars[1] == String()) {
  759. code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  760. } else {
  761. code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  762. }
  763. } else if (p_input_vars[1] == String()) {
  764. //no lod
  765. code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  766. } else {
  767. code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  768. }
  769. } else {
  770. code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
  771. }
  772. code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  773. code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  774. code += "\t}\n";
  775. return code;
  776. }
  777. code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  778. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  779. return code;
  780. }
  781. void VisualShaderNodeSample3D::set_source(Source p_source) {
  782. source = p_source;
  783. emit_changed();
  784. emit_signal("editor_refresh_request");
  785. }
  786. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  787. return source;
  788. }
  789. void VisualShaderNodeSample3D::_bind_methods() {
  790. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  791. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  792. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  793. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  794. BIND_ENUM_CONSTANT(SOURCE_PORT);
  795. }
  796. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  797. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  798. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  799. }
  800. if (source == SOURCE_TEXTURE) {
  801. return String(); // all good
  802. }
  803. if (source == SOURCE_PORT) {
  804. return String(); // all good
  805. }
  806. return TTR("Invalid source for shader.");
  807. }
  808. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  809. simple_decl = false;
  810. }
  811. ////////////// Texture2DArray
  812. String VisualShaderNodeTexture2DArray::get_caption() const {
  813. return "Texture2DArray";
  814. }
  815. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  816. if (p_port == 2) {
  817. return "sampler2DArray";
  818. }
  819. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  820. }
  821. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  822. VisualShader::DefaultTextureParam dtp;
  823. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  824. dtp.param = texture;
  825. Vector<VisualShader::DefaultTextureParam> ret;
  826. ret.push_back(dtp);
  827. return ret;
  828. }
  829. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  830. if (source == SOURCE_TEXTURE) {
  831. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  832. }
  833. return String();
  834. }
  835. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_value) {
  836. texture = p_value;
  837. emit_changed();
  838. }
  839. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
  840. return texture;
  841. }
  842. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  843. Vector<StringName> props;
  844. props.push_back("source");
  845. if (source == SOURCE_TEXTURE) {
  846. props.push_back("texture_array");
  847. }
  848. return props;
  849. }
  850. void VisualShaderNodeTexture2DArray::_bind_methods() {
  851. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  852. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  853. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
  854. }
  855. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  856. }
  857. ////////////// Texture3D
  858. String VisualShaderNodeTexture3D::get_caption() const {
  859. return "Texture3D";
  860. }
  861. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  862. if (p_port == 2) {
  863. return "sampler3D";
  864. }
  865. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  866. }
  867. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  868. VisualShader::DefaultTextureParam dtp;
  869. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  870. dtp.param = texture;
  871. Vector<VisualShader::DefaultTextureParam> ret;
  872. ret.push_back(dtp);
  873. return ret;
  874. }
  875. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  876. if (source == SOURCE_TEXTURE) {
  877. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  878. }
  879. return String();
  880. }
  881. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_value) {
  882. texture = p_value;
  883. emit_changed();
  884. }
  885. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  886. return texture;
  887. }
  888. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  889. Vector<StringName> props;
  890. props.push_back("source");
  891. if (source == SOURCE_TEXTURE) {
  892. props.push_back("texture");
  893. }
  894. return props;
  895. }
  896. void VisualShaderNodeTexture3D::_bind_methods() {
  897. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  898. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  899. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  900. }
  901. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  902. }
  903. ////////////// Cubemap
  904. String VisualShaderNodeCubemap::get_caption() const {
  905. return "Cubemap";
  906. }
  907. int VisualShaderNodeCubemap::get_input_port_count() const {
  908. return 3;
  909. }
  910. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  911. switch (p_port) {
  912. case 0:
  913. return PORT_TYPE_VECTOR;
  914. case 1:
  915. return PORT_TYPE_SCALAR;
  916. case 2:
  917. return PORT_TYPE_SAMPLER;
  918. default:
  919. return PORT_TYPE_SCALAR;
  920. }
  921. }
  922. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  923. switch (p_port) {
  924. case 0:
  925. return "uv";
  926. case 1:
  927. return "lod";
  928. case 2:
  929. return "samplerCube";
  930. default:
  931. return "";
  932. }
  933. }
  934. int VisualShaderNodeCubemap::get_output_port_count() const {
  935. return 2;
  936. }
  937. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  938. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  939. }
  940. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  941. return p_port == 0 ? "rgb" : "alpha";
  942. }
  943. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  944. VisualShader::DefaultTextureParam dtp;
  945. dtp.name = make_unique_id(p_type, p_id, "cube");
  946. dtp.param = cube_map;
  947. Vector<VisualShader::DefaultTextureParam> ret;
  948. ret.push_back(dtp);
  949. return ret;
  950. }
  951. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  952. if (source == SOURCE_TEXTURE) {
  953. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  954. switch (texture_type) {
  955. case TYPE_DATA:
  956. break;
  957. case TYPE_COLOR:
  958. u += " : hint_albedo";
  959. break;
  960. case TYPE_NORMALMAP:
  961. u += " : hint_normal";
  962. break;
  963. }
  964. return u + ";\n";
  965. }
  966. return String();
  967. }
  968. 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 {
  969. String default_uv;
  970. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  971. default_uv = "vec3(UV, 0.0)";
  972. } else {
  973. default_uv = "vec3(0.0)";
  974. }
  975. String code;
  976. String id;
  977. if (source == SOURCE_TEXTURE) {
  978. id = make_unique_id(p_type, p_id, "cube");
  979. } else if (source == SOURCE_PORT) {
  980. id = p_input_vars[2];
  981. } else {
  982. return String();
  983. }
  984. code += "\t{\n";
  985. if (id == String()) {
  986. code += "\t\tvec4 " + id + "_read = vec4(0.0);\n";
  987. code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  988. code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  989. code += "\t}\n";
  990. return code;
  991. }
  992. if (p_input_vars[0] == String()) { // Use UV by default.
  993. if (p_input_vars[1] == String()) {
  994. code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  995. } else {
  996. code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
  997. }
  998. } else if (p_input_vars[1] == String()) {
  999. //no lod
  1000. code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1001. } else {
  1002. code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1003. }
  1004. code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  1005. code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  1006. code += "\t}\n";
  1007. return code;
  1008. }
  1009. String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
  1010. if (p_port == 0) {
  1011. return "default";
  1012. }
  1013. return "";
  1014. }
  1015. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1016. source = p_source;
  1017. emit_changed();
  1018. emit_signal("editor_refresh_request");
  1019. }
  1020. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1021. return source;
  1022. }
  1023. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_value) {
  1024. cube_map = p_value;
  1025. emit_changed();
  1026. }
  1027. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  1028. return cube_map;
  1029. }
  1030. void VisualShaderNodeCubemap::set_texture_type(TextureType p_type) {
  1031. texture_type = p_type;
  1032. emit_changed();
  1033. }
  1034. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1035. return texture_type;
  1036. }
  1037. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1038. Vector<StringName> props;
  1039. props.push_back("source");
  1040. if (source == SOURCE_TEXTURE) {
  1041. props.push_back("cube_map");
  1042. props.push_back("texture_type");
  1043. }
  1044. return props;
  1045. }
  1046. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1047. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1048. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1049. }
  1050. return String();
  1051. }
  1052. void VisualShaderNodeCubemap::_bind_methods() {
  1053. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1054. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1055. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1056. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1057. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1058. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1059. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1060. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  1061. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  1062. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1063. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1064. BIND_ENUM_CONSTANT(TYPE_DATA);
  1065. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1066. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  1067. }
  1068. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1069. simple_decl = false;
  1070. }
  1071. ////////////// Float Op
  1072. String VisualShaderNodeFloatOp::get_caption() const {
  1073. return "FloatOp";
  1074. }
  1075. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1076. return 2;
  1077. }
  1078. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1079. return PORT_TYPE_SCALAR;
  1080. }
  1081. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1082. return p_port == 0 ? "a" : "b";
  1083. }
  1084. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1085. return 1;
  1086. }
  1087. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1088. return PORT_TYPE_SCALAR;
  1089. }
  1090. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1091. return "op"; //no output port means the editor will be used as port
  1092. }
  1093. 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 {
  1094. String code = "\t" + p_output_vars[0] + " = ";
  1095. switch (op) {
  1096. case OP_ADD:
  1097. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1098. break;
  1099. case OP_SUB:
  1100. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1101. break;
  1102. case OP_MUL:
  1103. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1104. break;
  1105. case OP_DIV:
  1106. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1107. break;
  1108. case OP_MOD:
  1109. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1110. break;
  1111. case OP_POW:
  1112. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1113. break;
  1114. case OP_MAX:
  1115. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1116. break;
  1117. case OP_MIN:
  1118. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1119. break;
  1120. case OP_ATAN2:
  1121. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1122. break;
  1123. case OP_STEP:
  1124. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1125. break;
  1126. }
  1127. return code;
  1128. }
  1129. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1130. op = p_op;
  1131. emit_changed();
  1132. }
  1133. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1134. return op;
  1135. }
  1136. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1137. Vector<StringName> props;
  1138. props.push_back("operator");
  1139. return props;
  1140. }
  1141. void VisualShaderNodeFloatOp::_bind_methods() {
  1142. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1143. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1144. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
  1145. BIND_ENUM_CONSTANT(OP_ADD);
  1146. BIND_ENUM_CONSTANT(OP_SUB);
  1147. BIND_ENUM_CONSTANT(OP_MUL);
  1148. BIND_ENUM_CONSTANT(OP_DIV);
  1149. BIND_ENUM_CONSTANT(OP_MOD);
  1150. BIND_ENUM_CONSTANT(OP_POW);
  1151. BIND_ENUM_CONSTANT(OP_MAX);
  1152. BIND_ENUM_CONSTANT(OP_MIN);
  1153. BIND_ENUM_CONSTANT(OP_ATAN2);
  1154. BIND_ENUM_CONSTANT(OP_STEP);
  1155. }
  1156. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1157. set_input_port_default_value(0, 0.0);
  1158. set_input_port_default_value(1, 0.0);
  1159. }
  1160. ////////////// Integer Op
  1161. String VisualShaderNodeIntOp::get_caption() const {
  1162. return "IntOp";
  1163. }
  1164. int VisualShaderNodeIntOp::get_input_port_count() const {
  1165. return 2;
  1166. }
  1167. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1168. return PORT_TYPE_SCALAR_INT;
  1169. }
  1170. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1171. return p_port == 0 ? "a" : "b";
  1172. }
  1173. int VisualShaderNodeIntOp::get_output_port_count() const {
  1174. return 1;
  1175. }
  1176. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1177. return PORT_TYPE_SCALAR_INT;
  1178. }
  1179. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1180. return "op"; //no output port means the editor will be used as port
  1181. }
  1182. 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 {
  1183. String code = "\t" + p_output_vars[0] + " = ";
  1184. switch (op) {
  1185. case OP_ADD:
  1186. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1187. break;
  1188. case OP_SUB:
  1189. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1190. break;
  1191. case OP_MUL:
  1192. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1193. break;
  1194. case OP_DIV:
  1195. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1196. break;
  1197. case OP_MOD:
  1198. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1199. break;
  1200. case OP_MAX:
  1201. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1202. break;
  1203. case OP_MIN:
  1204. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1205. break;
  1206. }
  1207. return code;
  1208. }
  1209. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1210. op = p_op;
  1211. emit_changed();
  1212. }
  1213. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1214. return op;
  1215. }
  1216. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1217. Vector<StringName> props;
  1218. props.push_back("operator");
  1219. return props;
  1220. }
  1221. void VisualShaderNodeIntOp::_bind_methods() {
  1222. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1223. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1224. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Max,Min"), "set_operator", "get_operator");
  1225. BIND_ENUM_CONSTANT(OP_ADD);
  1226. BIND_ENUM_CONSTANT(OP_SUB);
  1227. BIND_ENUM_CONSTANT(OP_MUL);
  1228. BIND_ENUM_CONSTANT(OP_DIV);
  1229. BIND_ENUM_CONSTANT(OP_MOD);
  1230. BIND_ENUM_CONSTANT(OP_MAX);
  1231. BIND_ENUM_CONSTANT(OP_MIN);
  1232. }
  1233. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1234. set_input_port_default_value(0, 0);
  1235. set_input_port_default_value(1, 0);
  1236. }
  1237. ////////////// Vector Op
  1238. String VisualShaderNodeVectorOp::get_caption() const {
  1239. return "VectorOp";
  1240. }
  1241. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1242. return 2;
  1243. }
  1244. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
  1245. return PORT_TYPE_VECTOR;
  1246. }
  1247. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1248. return p_port == 0 ? "a" : "b";
  1249. }
  1250. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1251. return 1;
  1252. }
  1253. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
  1254. return PORT_TYPE_VECTOR;
  1255. }
  1256. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1257. return "op"; //no output port means the editor will be used as port
  1258. }
  1259. 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 {
  1260. String code = "\t" + p_output_vars[0] + " = ";
  1261. switch (op) {
  1262. case OP_ADD:
  1263. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1264. break;
  1265. case OP_SUB:
  1266. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1267. break;
  1268. case OP_MUL:
  1269. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1270. break;
  1271. case OP_DIV:
  1272. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1273. break;
  1274. case OP_MOD:
  1275. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1276. break;
  1277. case OP_POW:
  1278. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1279. break;
  1280. case OP_MAX:
  1281. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1282. break;
  1283. case OP_MIN:
  1284. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1285. break;
  1286. case OP_CROSS:
  1287. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1288. break;
  1289. case OP_ATAN2:
  1290. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1291. break;
  1292. case OP_REFLECT:
  1293. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1294. break;
  1295. case OP_STEP:
  1296. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1297. break;
  1298. }
  1299. return code;
  1300. }
  1301. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1302. op = p_op;
  1303. emit_changed();
  1304. }
  1305. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1306. return op;
  1307. }
  1308. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1309. Vector<StringName> props;
  1310. props.push_back("operator");
  1311. return props;
  1312. }
  1313. void VisualShaderNodeVectorOp::_bind_methods() {
  1314. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1315. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1316. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross,Atan2,Reflect,Step"), "set_operator", "get_operator");
  1317. BIND_ENUM_CONSTANT(OP_ADD);
  1318. BIND_ENUM_CONSTANT(OP_SUB);
  1319. BIND_ENUM_CONSTANT(OP_MUL);
  1320. BIND_ENUM_CONSTANT(OP_DIV);
  1321. BIND_ENUM_CONSTANT(OP_MOD);
  1322. BIND_ENUM_CONSTANT(OP_POW);
  1323. BIND_ENUM_CONSTANT(OP_MAX);
  1324. BIND_ENUM_CONSTANT(OP_MIN);
  1325. BIND_ENUM_CONSTANT(OP_CROSS);
  1326. BIND_ENUM_CONSTANT(OP_ATAN2);
  1327. BIND_ENUM_CONSTANT(OP_REFLECT);
  1328. BIND_ENUM_CONSTANT(OP_STEP);
  1329. }
  1330. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1331. set_input_port_default_value(0, Vector3());
  1332. set_input_port_default_value(1, Vector3());
  1333. }
  1334. ////////////// Color Op
  1335. String VisualShaderNodeColorOp::get_caption() const {
  1336. return "ColorOp";
  1337. }
  1338. int VisualShaderNodeColorOp::get_input_port_count() const {
  1339. return 2;
  1340. }
  1341. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1342. return PORT_TYPE_VECTOR;
  1343. }
  1344. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1345. return p_port == 0 ? "a" : "b";
  1346. }
  1347. int VisualShaderNodeColorOp::get_output_port_count() const {
  1348. return 1;
  1349. }
  1350. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1351. return PORT_TYPE_VECTOR;
  1352. }
  1353. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1354. return "op"; //no output port means the editor will be used as port
  1355. }
  1356. 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 {
  1357. String code;
  1358. static const char *axisn[3] = { "x", "y", "z" };
  1359. switch (op) {
  1360. case OP_SCREEN: {
  1361. code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1362. } break;
  1363. case OP_DIFFERENCE: {
  1364. code += "\t" + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1365. } break;
  1366. case OP_DARKEN: {
  1367. code += "\t" + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1368. } break;
  1369. case OP_LIGHTEN: {
  1370. code += "\t" + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1371. } break;
  1372. case OP_OVERLAY: {
  1373. for (int i = 0; i < 3; i++) {
  1374. code += "\t{\n";
  1375. code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1376. code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1377. code += "\t\tif (base < 0.5) {\n";
  1378. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1379. code += "\t\t} else {\n";
  1380. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1381. code += "\t\t}\n";
  1382. code += "\t}\n";
  1383. }
  1384. } break;
  1385. case OP_DODGE: {
  1386. code += "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1387. } break;
  1388. case OP_BURN: {
  1389. code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1390. } break;
  1391. case OP_SOFT_LIGHT: {
  1392. for (int i = 0; i < 3; i++) {
  1393. code += "\t{\n";
  1394. code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1395. code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1396. code += "\t\tif (base < 0.5) {\n";
  1397. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1398. code += "\t\t} else {\n";
  1399. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1400. code += "\t\t}\n";
  1401. code += "\t}\n";
  1402. }
  1403. } break;
  1404. case OP_HARD_LIGHT: {
  1405. for (int i = 0; i < 3; i++) {
  1406. code += "\t{\n";
  1407. code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1408. code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1409. code += "\t\tif (base < 0.5) {\n";
  1410. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1411. code += "\t\t} else {\n";
  1412. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1413. code += "\t\t}\n";
  1414. code += "\t}\n";
  1415. }
  1416. } break;
  1417. }
  1418. return code;
  1419. }
  1420. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1421. op = p_op;
  1422. switch (op) {
  1423. case OP_SCREEN:
  1424. simple_decl = true;
  1425. break;
  1426. case OP_DIFFERENCE:
  1427. simple_decl = true;
  1428. break;
  1429. case OP_DARKEN:
  1430. simple_decl = true;
  1431. break;
  1432. case OP_LIGHTEN:
  1433. simple_decl = true;
  1434. break;
  1435. case OP_OVERLAY:
  1436. simple_decl = false;
  1437. break;
  1438. case OP_DODGE:
  1439. simple_decl = true;
  1440. break;
  1441. case OP_BURN:
  1442. simple_decl = true;
  1443. break;
  1444. case OP_SOFT_LIGHT:
  1445. simple_decl = false;
  1446. break;
  1447. case OP_HARD_LIGHT:
  1448. simple_decl = false;
  1449. break;
  1450. }
  1451. emit_changed();
  1452. }
  1453. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1454. return op;
  1455. }
  1456. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  1457. Vector<StringName> props;
  1458. props.push_back("operator");
  1459. return props;
  1460. }
  1461. void VisualShaderNodeColorOp::_bind_methods() {
  1462. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  1463. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  1464. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator");
  1465. BIND_ENUM_CONSTANT(OP_SCREEN);
  1466. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  1467. BIND_ENUM_CONSTANT(OP_DARKEN);
  1468. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  1469. BIND_ENUM_CONSTANT(OP_OVERLAY);
  1470. BIND_ENUM_CONSTANT(OP_DODGE);
  1471. BIND_ENUM_CONSTANT(OP_BURN);
  1472. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  1473. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  1474. }
  1475. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  1476. set_input_port_default_value(0, Vector3());
  1477. set_input_port_default_value(1, Vector3());
  1478. }
  1479. ////////////// Transform Mult
  1480. String VisualShaderNodeTransformMult::get_caption() const {
  1481. return "TransformMult";
  1482. }
  1483. int VisualShaderNodeTransformMult::get_input_port_count() const {
  1484. return 2;
  1485. }
  1486. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
  1487. return PORT_TYPE_TRANSFORM;
  1488. }
  1489. String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
  1490. return p_port == 0 ? "a" : "b";
  1491. }
  1492. int VisualShaderNodeTransformMult::get_output_port_count() const {
  1493. return 1;
  1494. }
  1495. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
  1496. return PORT_TYPE_TRANSFORM;
  1497. }
  1498. String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
  1499. return "mult"; //no output port means the editor will be used as port
  1500. }
  1501. String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1502. if (op == OP_AxB) {
  1503. return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1504. } else if (op == OP_BxA) {
  1505. return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  1506. } else if (op == OP_AxB_COMP) {
  1507. return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1508. } else {
  1509. return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  1510. }
  1511. }
  1512. void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
  1513. op = p_op;
  1514. emit_changed();
  1515. }
  1516. VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
  1517. return op;
  1518. }
  1519. Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
  1520. Vector<StringName> props;
  1521. props.push_back("operator");
  1522. return props;
  1523. }
  1524. void VisualShaderNodeTransformMult::_bind_methods() {
  1525. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
  1526. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
  1527. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component)"), "set_operator", "get_operator");
  1528. BIND_ENUM_CONSTANT(OP_AxB);
  1529. BIND_ENUM_CONSTANT(OP_BxA);
  1530. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1531. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1532. }
  1533. VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
  1534. set_input_port_default_value(0, Transform());
  1535. set_input_port_default_value(1, Transform());
  1536. }
  1537. ////////////// TransformVec Mult
  1538. String VisualShaderNodeTransformVecMult::get_caption() const {
  1539. return "TransformVectorMult";
  1540. }
  1541. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1542. return 2;
  1543. }
  1544. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1545. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
  1546. }
  1547. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1548. return p_port == 0 ? "a" : "b";
  1549. }
  1550. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1551. return 1;
  1552. }
  1553. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1554. return PORT_TYPE_VECTOR;
  1555. }
  1556. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1557. return ""; //no output port means the editor will be used as port
  1558. }
  1559. 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 {
  1560. if (op == OP_AxB) {
  1561. return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  1562. } else if (op == OP_BxA) {
  1563. return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  1564. } else if (op == OP_3x3_AxB) {
  1565. return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  1566. } else {
  1567. return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  1568. }
  1569. }
  1570. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1571. op = p_op;
  1572. emit_changed();
  1573. }
  1574. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1575. return op;
  1576. }
  1577. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1578. Vector<StringName> props;
  1579. props.push_back("operator");
  1580. return props;
  1581. }
  1582. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1583. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1584. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1585. 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");
  1586. BIND_ENUM_CONSTANT(OP_AxB);
  1587. BIND_ENUM_CONSTANT(OP_BxA);
  1588. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1589. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1590. }
  1591. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1592. set_input_port_default_value(0, Transform());
  1593. set_input_port_default_value(1, Vector3());
  1594. }
  1595. ////////////// Float Func
  1596. String VisualShaderNodeFloatFunc::get_caption() const {
  1597. return "FloatFunc";
  1598. }
  1599. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  1600. return 1;
  1601. }
  1602. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  1603. return PORT_TYPE_SCALAR;
  1604. }
  1605. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  1606. return "";
  1607. }
  1608. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  1609. return 1;
  1610. }
  1611. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  1612. return PORT_TYPE_SCALAR;
  1613. }
  1614. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  1615. return ""; //no output port means the editor will be used as port
  1616. }
  1617. 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 {
  1618. static const char *scalar_func_id[FUNC_ONEMINUS + 1] = {
  1619. "sin($)",
  1620. "cos($)",
  1621. "tan($)",
  1622. "asin($)",
  1623. "acos($)",
  1624. "atan($)",
  1625. "sinh($)",
  1626. "cosh($)",
  1627. "tanh($)",
  1628. "log($)",
  1629. "exp($)",
  1630. "sqrt($)",
  1631. "abs($)",
  1632. "sign($)",
  1633. "floor($)",
  1634. "round($)",
  1635. "ceil($)",
  1636. "fract($)",
  1637. "min(max($, 0.0), 1.0)",
  1638. "-($)",
  1639. "acosh($)",
  1640. "asinh($)",
  1641. "atanh($)",
  1642. "degrees($)",
  1643. "exp2($)",
  1644. "inversesqrt($)",
  1645. "log2($)",
  1646. "radians($)",
  1647. "1.0 / ($)",
  1648. "roundEven($)",
  1649. "trunc($)",
  1650. "1.0 - $"
  1651. };
  1652. return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1653. }
  1654. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  1655. func = p_func;
  1656. emit_changed();
  1657. }
  1658. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  1659. return func;
  1660. }
  1661. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  1662. Vector<StringName> props;
  1663. props.push_back("function");
  1664. return props;
  1665. }
  1666. void VisualShaderNodeFloatFunc::_bind_methods() {
  1667. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  1668. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  1669. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  1670. BIND_ENUM_CONSTANT(FUNC_SIN);
  1671. BIND_ENUM_CONSTANT(FUNC_COS);
  1672. BIND_ENUM_CONSTANT(FUNC_TAN);
  1673. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1674. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1675. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1676. BIND_ENUM_CONSTANT(FUNC_SINH);
  1677. BIND_ENUM_CONSTANT(FUNC_COSH);
  1678. BIND_ENUM_CONSTANT(FUNC_TANH);
  1679. BIND_ENUM_CONSTANT(FUNC_LOG);
  1680. BIND_ENUM_CONSTANT(FUNC_EXP);
  1681. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1682. BIND_ENUM_CONSTANT(FUNC_ABS);
  1683. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1684. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1685. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1686. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1687. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1688. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1689. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1690. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1691. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1692. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1693. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1694. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1695. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1696. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1697. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1698. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1699. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1700. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1701. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1702. }
  1703. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  1704. set_input_port_default_value(0, 0.0);
  1705. }
  1706. ////////////// Int Func
  1707. String VisualShaderNodeIntFunc::get_caption() const {
  1708. return "IntFunc";
  1709. }
  1710. int VisualShaderNodeIntFunc::get_input_port_count() const {
  1711. if (func == FUNC_CLAMP) {
  1712. return 3;
  1713. }
  1714. return 1;
  1715. }
  1716. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  1717. return PORT_TYPE_SCALAR_INT;
  1718. }
  1719. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  1720. if (func == FUNC_CLAMP) {
  1721. if (p_port == 0) {
  1722. return "";
  1723. } else if (p_port == 1) {
  1724. return "min";
  1725. } else if (p_port == 2) {
  1726. return "max";
  1727. }
  1728. }
  1729. return "";
  1730. }
  1731. int VisualShaderNodeIntFunc::get_output_port_count() const {
  1732. return 1;
  1733. }
  1734. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  1735. return PORT_TYPE_SCALAR_INT;
  1736. }
  1737. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  1738. return ""; //no output port means the editor will be used as port
  1739. }
  1740. 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 {
  1741. if (func == FUNC_CLAMP) {
  1742. return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  1743. }
  1744. static const char *int_func_id[FUNC_SIGN + 1] = {
  1745. "abs($)",
  1746. "",
  1747. "-($)",
  1748. "sign($)"
  1749. };
  1750. return "\t" + p_output_vars[0] + " = " + String(int_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1751. }
  1752. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  1753. if (func != p_func) {
  1754. if (p_func == FUNC_CLAMP) {
  1755. set_input_port_default_value(1, 0);
  1756. set_input_port_default_value(2, 0);
  1757. }
  1758. }
  1759. func = p_func;
  1760. emit_changed();
  1761. }
  1762. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  1763. return func;
  1764. }
  1765. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  1766. Vector<StringName> props;
  1767. props.push_back("function");
  1768. return props;
  1769. }
  1770. void VisualShaderNodeIntFunc::_bind_methods() {
  1771. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  1772. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  1773. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Clamp,Negate,Sign"), "set_function", "get_function");
  1774. BIND_ENUM_CONSTANT(FUNC_ABS);
  1775. BIND_ENUM_CONSTANT(FUNC_CLAMP);
  1776. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1777. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1778. }
  1779. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  1780. set_input_port_default_value(0, 0);
  1781. }
  1782. ////////////// Vector Func
  1783. String VisualShaderNodeVectorFunc::get_caption() const {
  1784. return "VectorFunc";
  1785. }
  1786. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  1787. return 1;
  1788. }
  1789. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
  1790. return PORT_TYPE_VECTOR;
  1791. }
  1792. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  1793. return "";
  1794. }
  1795. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  1796. return 1;
  1797. }
  1798. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
  1799. return PORT_TYPE_VECTOR;
  1800. }
  1801. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  1802. return ""; //no output port means the editor will be used as port
  1803. }
  1804. 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 {
  1805. static const char *vec_func_id[FUNC_ONEMINUS + 1] = {
  1806. "normalize($)",
  1807. "max(min($, vec3(1.0)), vec3(0.0))",
  1808. "-($)",
  1809. "1.0 / ($)",
  1810. "",
  1811. "",
  1812. "abs($)",
  1813. "acos($)",
  1814. "acosh($)",
  1815. "asin($)",
  1816. "asinh($)",
  1817. "atan($)",
  1818. "atanh($)",
  1819. "ceil($)",
  1820. "cos($)",
  1821. "cosh($)",
  1822. "degrees($)",
  1823. "exp($)",
  1824. "exp2($)",
  1825. "floor($)",
  1826. "fract($)",
  1827. "inversesqrt($)",
  1828. "log($)",
  1829. "log2($)",
  1830. "radians($)",
  1831. "round($)",
  1832. "roundEven($)",
  1833. "sign($)",
  1834. "sin($)",
  1835. "sinh($)",
  1836. "sqrt($)",
  1837. "tan($)",
  1838. "tanh($)",
  1839. "trunc($)",
  1840. "vec3(1.0, 1.0, 1.0) - $"
  1841. };
  1842. String code;
  1843. if (func == FUNC_RGB2HSV) {
  1844. code += "\t{\n";
  1845. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1846. code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  1847. code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  1848. code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  1849. code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
  1850. code += "\t\tfloat e = 1.0e-10;\n";
  1851. code += "\t\t" + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  1852. code += "\t}\n";
  1853. } else if (func == FUNC_HSV2RGB) {
  1854. code += "\t{\n";
  1855. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1856. code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  1857. code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  1858. code += "\t\t" + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  1859. code += "\t}\n";
  1860. } else {
  1861. code += "\t" + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1862. }
  1863. return code;
  1864. }
  1865. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  1866. func = p_func;
  1867. if (func == FUNC_RGB2HSV) {
  1868. simple_decl = false;
  1869. } else if (func == FUNC_HSV2RGB) {
  1870. simple_decl = false;
  1871. } else {
  1872. simple_decl = true;
  1873. }
  1874. emit_changed();
  1875. }
  1876. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  1877. return func;
  1878. }
  1879. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  1880. Vector<StringName> props;
  1881. props.push_back("function");
  1882. return props;
  1883. }
  1884. void VisualShaderNodeVectorFunc::_bind_methods() {
  1885. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  1886. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  1887. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  1888. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  1889. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1890. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1891. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1892. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  1893. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  1894. BIND_ENUM_CONSTANT(FUNC_ABS);
  1895. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1896. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1897. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1898. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1899. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1900. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1901. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1902. BIND_ENUM_CONSTANT(FUNC_COS);
  1903. BIND_ENUM_CONSTANT(FUNC_COSH);
  1904. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1905. BIND_ENUM_CONSTANT(FUNC_EXP);
  1906. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1907. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1908. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1909. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1910. BIND_ENUM_CONSTANT(FUNC_LOG);
  1911. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1912. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1913. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1914. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1915. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1916. BIND_ENUM_CONSTANT(FUNC_SIN);
  1917. BIND_ENUM_CONSTANT(FUNC_SINH);
  1918. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1919. BIND_ENUM_CONSTANT(FUNC_TAN);
  1920. BIND_ENUM_CONSTANT(FUNC_TANH);
  1921. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1922. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1923. }
  1924. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  1925. set_input_port_default_value(0, Vector3());
  1926. }
  1927. ////////////// ColorFunc
  1928. String VisualShaderNodeColorFunc::get_caption() const {
  1929. return "ColorFunc";
  1930. }
  1931. int VisualShaderNodeColorFunc::get_input_port_count() const {
  1932. return 1;
  1933. }
  1934. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  1935. return PORT_TYPE_VECTOR;
  1936. }
  1937. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  1938. return "";
  1939. }
  1940. int VisualShaderNodeColorFunc::get_output_port_count() const {
  1941. return 1;
  1942. }
  1943. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  1944. return PORT_TYPE_VECTOR;
  1945. }
  1946. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  1947. return "";
  1948. }
  1949. 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 {
  1950. String code;
  1951. switch (func) {
  1952. case FUNC_GRAYSCALE:
  1953. code += "\t{\n";
  1954. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1955. code += "\t\tfloat max1 = max(c.r, c.g);\n";
  1956. code += "\t\tfloat max2 = max(max1, c.b);\n";
  1957. code += "\t\tfloat max3 = max(max1, max2);\n";
  1958. code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
  1959. code += "\t}\n";
  1960. break;
  1961. case FUNC_SEPIA:
  1962. code += "\t{\n";
  1963. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1964. code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  1965. code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  1966. code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  1967. code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
  1968. code += "\t}\n";
  1969. break;
  1970. }
  1971. return code;
  1972. }
  1973. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  1974. func = p_func;
  1975. emit_changed();
  1976. }
  1977. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  1978. return func;
  1979. }
  1980. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  1981. Vector<StringName> props;
  1982. props.push_back("function");
  1983. return props;
  1984. }
  1985. void VisualShaderNodeColorFunc::_bind_methods() {
  1986. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  1987. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  1988. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  1989. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  1990. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  1991. }
  1992. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  1993. simple_decl = false;
  1994. set_input_port_default_value(0, Vector3());
  1995. }
  1996. ////////////// Transform Func
  1997. String VisualShaderNodeTransformFunc::get_caption() const {
  1998. return "TransformFunc";
  1999. }
  2000. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2001. return 1;
  2002. }
  2003. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2004. return PORT_TYPE_TRANSFORM;
  2005. }
  2006. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2007. return "";
  2008. }
  2009. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2010. return 1;
  2011. }
  2012. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2013. return PORT_TYPE_TRANSFORM;
  2014. }
  2015. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2016. return "";
  2017. }
  2018. 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 {
  2019. static const char *funcs[FUNC_TRANSPOSE + 1] = {
  2020. "inverse($)",
  2021. "transpose($)"
  2022. };
  2023. String code;
  2024. code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2025. return code;
  2026. }
  2027. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2028. func = p_func;
  2029. emit_changed();
  2030. }
  2031. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2032. return func;
  2033. }
  2034. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2035. Vector<StringName> props;
  2036. props.push_back("function");
  2037. return props;
  2038. }
  2039. void VisualShaderNodeTransformFunc::_bind_methods() {
  2040. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2041. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2042. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2043. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2044. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2045. }
  2046. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2047. set_input_port_default_value(0, Transform());
  2048. }
  2049. ////////////// Dot Product
  2050. String VisualShaderNodeDotProduct::get_caption() const {
  2051. return "DotProduct";
  2052. }
  2053. int VisualShaderNodeDotProduct::get_input_port_count() const {
  2054. return 2;
  2055. }
  2056. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  2057. return PORT_TYPE_VECTOR;
  2058. }
  2059. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  2060. return p_port == 0 ? "a" : "b";
  2061. }
  2062. int VisualShaderNodeDotProduct::get_output_port_count() const {
  2063. return 1;
  2064. }
  2065. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  2066. return PORT_TYPE_SCALAR;
  2067. }
  2068. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  2069. return "dot";
  2070. }
  2071. 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 {
  2072. return "\t" + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2073. }
  2074. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  2075. set_input_port_default_value(0, Vector3());
  2076. set_input_port_default_value(1, Vector3());
  2077. }
  2078. ////////////// Vector Len
  2079. String VisualShaderNodeVectorLen::get_caption() const {
  2080. return "VectorLen";
  2081. }
  2082. int VisualShaderNodeVectorLen::get_input_port_count() const {
  2083. return 1;
  2084. }
  2085. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
  2086. return PORT_TYPE_VECTOR;
  2087. }
  2088. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  2089. return "";
  2090. }
  2091. int VisualShaderNodeVectorLen::get_output_port_count() const {
  2092. return 1;
  2093. }
  2094. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  2095. return PORT_TYPE_SCALAR;
  2096. }
  2097. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  2098. return "length";
  2099. }
  2100. 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 {
  2101. return "\t" + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  2102. }
  2103. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  2104. set_input_port_default_value(0, Vector3());
  2105. }
  2106. ////////////// Determinant
  2107. String VisualShaderNodeDeterminant::get_caption() const {
  2108. return "Determinant";
  2109. }
  2110. int VisualShaderNodeDeterminant::get_input_port_count() const {
  2111. return 1;
  2112. }
  2113. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  2114. return PORT_TYPE_TRANSFORM;
  2115. }
  2116. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  2117. return "";
  2118. }
  2119. int VisualShaderNodeDeterminant::get_output_port_count() const {
  2120. return 1;
  2121. }
  2122. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  2123. return PORT_TYPE_SCALAR;
  2124. }
  2125. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  2126. return "";
  2127. }
  2128. 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 {
  2129. return "\t" + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  2130. }
  2131. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  2132. set_input_port_default_value(0, Transform());
  2133. }
  2134. ////////////// Scalar Derivative Function
  2135. String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
  2136. return "ScalarDerivativeFunc";
  2137. }
  2138. int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
  2139. return 1;
  2140. }
  2141. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
  2142. return PORT_TYPE_SCALAR;
  2143. }
  2144. String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
  2145. return "";
  2146. }
  2147. int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
  2148. return 1;
  2149. }
  2150. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
  2151. return PORT_TYPE_SCALAR;
  2152. }
  2153. String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
  2154. return "";
  2155. }
  2156. String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2157. static const char *funcs[FUNC_Y + 1] = {
  2158. "fwidth($)",
  2159. "dFdx($)",
  2160. "dFdy($)"
  2161. };
  2162. String code;
  2163. code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2164. return code;
  2165. }
  2166. void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
  2167. func = p_func;
  2168. emit_changed();
  2169. }
  2170. VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
  2171. return func;
  2172. }
  2173. Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
  2174. Vector<StringName> props;
  2175. props.push_back("function");
  2176. return props;
  2177. }
  2178. void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
  2179. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
  2180. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
  2181. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2182. BIND_ENUM_CONSTANT(FUNC_SUM);
  2183. BIND_ENUM_CONSTANT(FUNC_X);
  2184. BIND_ENUM_CONSTANT(FUNC_Y);
  2185. }
  2186. VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
  2187. set_input_port_default_value(0, 0.0);
  2188. }
  2189. ////////////// Vector Derivative Function
  2190. String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
  2191. return "VectorDerivativeFunc";
  2192. }
  2193. int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
  2194. return 1;
  2195. }
  2196. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
  2197. return PORT_TYPE_VECTOR;
  2198. }
  2199. String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
  2200. return "";
  2201. }
  2202. int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
  2203. return 1;
  2204. }
  2205. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
  2206. return PORT_TYPE_VECTOR;
  2207. }
  2208. String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
  2209. return "";
  2210. }
  2211. String VisualShaderNodeVectorDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2212. static const char *funcs[FUNC_Y + 1] = {
  2213. "fwidth($)",
  2214. "dFdx($)",
  2215. "dFdy($)"
  2216. };
  2217. String code;
  2218. code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2219. return code;
  2220. }
  2221. void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
  2222. func = p_func;
  2223. emit_changed();
  2224. }
  2225. VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
  2226. return func;
  2227. }
  2228. Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
  2229. Vector<StringName> props;
  2230. props.push_back("function");
  2231. return props;
  2232. }
  2233. void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
  2234. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
  2235. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
  2236. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2237. BIND_ENUM_CONSTANT(FUNC_SUM);
  2238. BIND_ENUM_CONSTANT(FUNC_X);
  2239. BIND_ENUM_CONSTANT(FUNC_Y);
  2240. }
  2241. VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
  2242. set_input_port_default_value(0, Vector3());
  2243. }
  2244. ////////////// Scalar Clamp
  2245. String VisualShaderNodeScalarClamp::get_caption() const {
  2246. return "ScalarClamp";
  2247. }
  2248. int VisualShaderNodeScalarClamp::get_input_port_count() const {
  2249. return 3;
  2250. }
  2251. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const {
  2252. return PORT_TYPE_SCALAR;
  2253. }
  2254. String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const {
  2255. if (p_port == 0) {
  2256. return "";
  2257. } else if (p_port == 1) {
  2258. return "min";
  2259. } else if (p_port == 2) {
  2260. return "max";
  2261. }
  2262. return "";
  2263. }
  2264. int VisualShaderNodeScalarClamp::get_output_port_count() const {
  2265. return 1;
  2266. }
  2267. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const {
  2268. return PORT_TYPE_SCALAR;
  2269. }
  2270. String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
  2271. return "";
  2272. }
  2273. String VisualShaderNodeScalarClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2274. return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2275. }
  2276. VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() {
  2277. set_input_port_default_value(0, 0.0);
  2278. set_input_port_default_value(1, 0.0);
  2279. set_input_port_default_value(2, 1.0);
  2280. }
  2281. ////////////// Vector Clamp
  2282. String VisualShaderNodeVectorClamp::get_caption() const {
  2283. return "VectorClamp";
  2284. }
  2285. int VisualShaderNodeVectorClamp::get_input_port_count() const {
  2286. return 3;
  2287. }
  2288. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_input_port_type(int p_port) const {
  2289. return PORT_TYPE_VECTOR;
  2290. }
  2291. String VisualShaderNodeVectorClamp::get_input_port_name(int p_port) const {
  2292. if (p_port == 0) {
  2293. return "";
  2294. } else if (p_port == 1) {
  2295. return "min";
  2296. } else if (p_port == 2) {
  2297. return "max";
  2298. }
  2299. return "";
  2300. }
  2301. int VisualShaderNodeVectorClamp::get_output_port_count() const {
  2302. return 1;
  2303. }
  2304. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const {
  2305. return PORT_TYPE_VECTOR;
  2306. }
  2307. String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
  2308. return "";
  2309. }
  2310. String VisualShaderNodeVectorClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2311. return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2312. }
  2313. VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
  2314. set_input_port_default_value(0, Vector3(0, 0, 0));
  2315. set_input_port_default_value(1, Vector3(0, 0, 0));
  2316. set_input_port_default_value(2, Vector3(1, 1, 1));
  2317. }
  2318. ////////////// FaceForward
  2319. String VisualShaderNodeFaceForward::get_caption() const {
  2320. return "FaceForward";
  2321. }
  2322. int VisualShaderNodeFaceForward::get_input_port_count() const {
  2323. return 3;
  2324. }
  2325. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
  2326. return PORT_TYPE_VECTOR;
  2327. }
  2328. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  2329. switch (p_port) {
  2330. case 0:
  2331. return "N";
  2332. case 1:
  2333. return "I";
  2334. case 2:
  2335. return "Nref";
  2336. default:
  2337. return "";
  2338. }
  2339. }
  2340. int VisualShaderNodeFaceForward::get_output_port_count() const {
  2341. return 1;
  2342. }
  2343. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
  2344. return PORT_TYPE_VECTOR;
  2345. }
  2346. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  2347. return "";
  2348. }
  2349. 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 {
  2350. return "\t" + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2351. }
  2352. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  2353. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2354. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2355. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2356. }
  2357. ////////////// Outer Product
  2358. String VisualShaderNodeOuterProduct::get_caption() const {
  2359. return "OuterProduct";
  2360. }
  2361. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  2362. return 2;
  2363. }
  2364. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  2365. return PORT_TYPE_VECTOR;
  2366. }
  2367. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  2368. switch (p_port) {
  2369. case 0:
  2370. return "c";
  2371. case 1:
  2372. return "r";
  2373. default:
  2374. return "";
  2375. }
  2376. }
  2377. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  2378. return 1;
  2379. }
  2380. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  2381. return PORT_TYPE_TRANSFORM;
  2382. }
  2383. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  2384. return "";
  2385. }
  2386. 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 {
  2387. return "\t" + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  2388. }
  2389. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  2390. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2391. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2392. }
  2393. ////////////// Vector-Scalar Step
  2394. String VisualShaderNodeVectorScalarStep::get_caption() const {
  2395. return "VectorScalarStep";
  2396. }
  2397. int VisualShaderNodeVectorScalarStep::get_input_port_count() const {
  2398. return 2;
  2399. }
  2400. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const {
  2401. if (p_port == 0) {
  2402. return PORT_TYPE_SCALAR;
  2403. }
  2404. return PORT_TYPE_VECTOR;
  2405. }
  2406. String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const {
  2407. if (p_port == 0) {
  2408. return "edge";
  2409. } else if (p_port == 1) {
  2410. return "x";
  2411. }
  2412. return "";
  2413. }
  2414. int VisualShaderNodeVectorScalarStep::get_output_port_count() const {
  2415. return 1;
  2416. }
  2417. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const {
  2418. return PORT_TYPE_VECTOR;
  2419. }
  2420. String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const {
  2421. return "";
  2422. }
  2423. String VisualShaderNodeVectorScalarStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2424. return "\t" + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2425. }
  2426. VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
  2427. set_input_port_default_value(0, 0.0);
  2428. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2429. }
  2430. ////////////// Scalar SmoothStep
  2431. String VisualShaderNodeScalarSmoothStep::get_caption() const {
  2432. return "ScalarSmoothStep";
  2433. }
  2434. int VisualShaderNodeScalarSmoothStep::get_input_port_count() const {
  2435. return 3;
  2436. }
  2437. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const {
  2438. return PORT_TYPE_SCALAR;
  2439. }
  2440. String VisualShaderNodeScalarSmoothStep::get_input_port_name(int p_port) const {
  2441. if (p_port == 0) {
  2442. return "edge0";
  2443. } else if (p_port == 1) {
  2444. return "edge1";
  2445. } else if (p_port == 2) {
  2446. return "x";
  2447. }
  2448. return "";
  2449. }
  2450. int VisualShaderNodeScalarSmoothStep::get_output_port_count() const {
  2451. return 1;
  2452. }
  2453. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const {
  2454. return PORT_TYPE_SCALAR;
  2455. }
  2456. String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const {
  2457. return "";
  2458. }
  2459. String VisualShaderNodeScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2460. return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2461. }
  2462. VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
  2463. set_input_port_default_value(0, 0.0);
  2464. set_input_port_default_value(1, 0.0);
  2465. set_input_port_default_value(2, 0.0);
  2466. }
  2467. ////////////// Vector SmoothStep
  2468. String VisualShaderNodeVectorSmoothStep::get_caption() const {
  2469. return "VectorSmoothStep";
  2470. }
  2471. int VisualShaderNodeVectorSmoothStep::get_input_port_count() const {
  2472. return 3;
  2473. }
  2474. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const {
  2475. return PORT_TYPE_VECTOR;
  2476. }
  2477. String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const {
  2478. if (p_port == 0) {
  2479. return "edge0";
  2480. } else if (p_port == 1) {
  2481. return "edge1";
  2482. } else if (p_port == 2) {
  2483. return "x";
  2484. }
  2485. return "";
  2486. }
  2487. int VisualShaderNodeVectorSmoothStep::get_output_port_count() const {
  2488. return 1;
  2489. }
  2490. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const {
  2491. return PORT_TYPE_VECTOR;
  2492. }
  2493. String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const {
  2494. return "";
  2495. }
  2496. String VisualShaderNodeVectorSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2497. return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2498. }
  2499. VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
  2500. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2501. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2502. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2503. }
  2504. ////////////// Vector-Scalar SmoothStep
  2505. String VisualShaderNodeVectorScalarSmoothStep::get_caption() const {
  2506. return "VectorScalarSmoothStep";
  2507. }
  2508. int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const {
  2509. return 3;
  2510. }
  2511. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const {
  2512. if (p_port == 0) {
  2513. return PORT_TYPE_SCALAR;
  2514. } else if (p_port == 1) {
  2515. return PORT_TYPE_SCALAR;
  2516. }
  2517. return PORT_TYPE_VECTOR;
  2518. }
  2519. String VisualShaderNodeVectorScalarSmoothStep::get_input_port_name(int p_port) const {
  2520. if (p_port == 0) {
  2521. return "edge0";
  2522. } else if (p_port == 1) {
  2523. return "edge1";
  2524. } else if (p_port == 2) {
  2525. return "x";
  2526. }
  2527. return "";
  2528. }
  2529. int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const {
  2530. return 1;
  2531. }
  2532. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const {
  2533. return PORT_TYPE_VECTOR;
  2534. }
  2535. String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const {
  2536. return "";
  2537. }
  2538. String VisualShaderNodeVectorScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2539. return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2540. }
  2541. VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
  2542. set_input_port_default_value(0, 0.0);
  2543. set_input_port_default_value(1, 0.0);
  2544. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2545. }
  2546. ////////////// Distance
  2547. String VisualShaderNodeVectorDistance::get_caption() const {
  2548. return "Distance";
  2549. }
  2550. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  2551. return 2;
  2552. }
  2553. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
  2554. return PORT_TYPE_VECTOR;
  2555. }
  2556. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  2557. if (p_port == 0) {
  2558. return "p0";
  2559. } else if (p_port == 1) {
  2560. return "p1";
  2561. }
  2562. return "";
  2563. }
  2564. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  2565. return 1;
  2566. }
  2567. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  2568. return PORT_TYPE_SCALAR;
  2569. }
  2570. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  2571. return "";
  2572. }
  2573. 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 {
  2574. return "\t" + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2575. }
  2576. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  2577. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2578. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2579. }
  2580. ////////////// Refract Vector
  2581. String VisualShaderNodeVectorRefract::get_caption() const {
  2582. return "Refract";
  2583. }
  2584. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  2585. return 3;
  2586. }
  2587. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  2588. if (p_port == 2) {
  2589. return PORT_TYPE_SCALAR;
  2590. }
  2591. return PORT_TYPE_VECTOR;
  2592. }
  2593. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  2594. if (p_port == 0) {
  2595. return "I";
  2596. } else if (p_port == 1) {
  2597. return "N";
  2598. } else if (p_port == 2) {
  2599. return "eta";
  2600. }
  2601. return "";
  2602. }
  2603. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  2604. return 1;
  2605. }
  2606. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  2607. return PORT_TYPE_VECTOR;
  2608. }
  2609. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  2610. return "";
  2611. }
  2612. 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 {
  2613. return "\t" + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2614. }
  2615. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  2616. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2617. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2618. set_input_port_default_value(2, 0.0);
  2619. }
  2620. ////////////// Scalar Mix
  2621. String VisualShaderNodeScalarInterp::get_caption() const {
  2622. return "ScalarMix";
  2623. }
  2624. int VisualShaderNodeScalarInterp::get_input_port_count() const {
  2625. return 3;
  2626. }
  2627. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const {
  2628. return PORT_TYPE_SCALAR;
  2629. }
  2630. String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const {
  2631. if (p_port == 0) {
  2632. return "a";
  2633. } else if (p_port == 1) {
  2634. return "b";
  2635. } else {
  2636. return "weight";
  2637. }
  2638. }
  2639. int VisualShaderNodeScalarInterp::get_output_port_count() const {
  2640. return 1;
  2641. }
  2642. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const {
  2643. return PORT_TYPE_SCALAR;
  2644. }
  2645. String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
  2646. return "mix";
  2647. }
  2648. String VisualShaderNodeScalarInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2649. return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2650. }
  2651. VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
  2652. set_input_port_default_value(0, 0.0);
  2653. set_input_port_default_value(1, 1.0);
  2654. set_input_port_default_value(2, 0.5);
  2655. }
  2656. ////////////// Vector Mix
  2657. String VisualShaderNodeVectorInterp::get_caption() const {
  2658. return "VectorMix";
  2659. }
  2660. int VisualShaderNodeVectorInterp::get_input_port_count() const {
  2661. return 3;
  2662. }
  2663. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const {
  2664. return PORT_TYPE_VECTOR;
  2665. }
  2666. String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const {
  2667. if (p_port == 0) {
  2668. return "a";
  2669. } else if (p_port == 1) {
  2670. return "b";
  2671. } else {
  2672. return "weight";
  2673. }
  2674. }
  2675. int VisualShaderNodeVectorInterp::get_output_port_count() const {
  2676. return 1;
  2677. }
  2678. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const {
  2679. return PORT_TYPE_VECTOR;
  2680. }
  2681. String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
  2682. return "mix";
  2683. }
  2684. String VisualShaderNodeVectorInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2685. return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2686. }
  2687. VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
  2688. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2689. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2690. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5));
  2691. }
  2692. ////////////// Vector Mix (by scalar)
  2693. String VisualShaderNodeVectorScalarMix::get_caption() const {
  2694. return "VectorScalarMix";
  2695. }
  2696. int VisualShaderNodeVectorScalarMix::get_input_port_count() const {
  2697. return 3;
  2698. }
  2699. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_input_port_type(int p_port) const {
  2700. if (p_port == 2) {
  2701. return PORT_TYPE_SCALAR;
  2702. }
  2703. return PORT_TYPE_VECTOR;
  2704. }
  2705. String VisualShaderNodeVectorScalarMix::get_input_port_name(int p_port) const {
  2706. if (p_port == 0) {
  2707. return "a";
  2708. } else if (p_port == 1) {
  2709. return "b";
  2710. } else {
  2711. return "weight";
  2712. }
  2713. }
  2714. int VisualShaderNodeVectorScalarMix::get_output_port_count() const {
  2715. return 1;
  2716. }
  2717. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_output_port_type(int p_port) const {
  2718. return PORT_TYPE_VECTOR;
  2719. }
  2720. String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const {
  2721. return "mix";
  2722. }
  2723. String VisualShaderNodeVectorScalarMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2724. return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2725. }
  2726. VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() {
  2727. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2728. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2729. set_input_port_default_value(2, 0.5);
  2730. }
  2731. ////////////// Vector Compose
  2732. String VisualShaderNodeVectorCompose::get_caption() const {
  2733. return "VectorCompose";
  2734. }
  2735. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  2736. return 3;
  2737. }
  2738. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  2739. return PORT_TYPE_SCALAR;
  2740. }
  2741. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  2742. if (p_port == 0) {
  2743. return "x";
  2744. } else if (p_port == 1) {
  2745. return "y";
  2746. } else {
  2747. return "z";
  2748. }
  2749. }
  2750. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  2751. return 1;
  2752. }
  2753. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
  2754. return PORT_TYPE_VECTOR;
  2755. }
  2756. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  2757. return "vec";
  2758. }
  2759. 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 {
  2760. return "\t" + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2761. }
  2762. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  2763. set_input_port_default_value(0, 0.0);
  2764. set_input_port_default_value(1, 0.0);
  2765. set_input_port_default_value(2, 0.0);
  2766. }
  2767. ////////////// Transform Compose
  2768. String VisualShaderNodeTransformCompose::get_caption() const {
  2769. return "TransformCompose";
  2770. }
  2771. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  2772. return 4;
  2773. }
  2774. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  2775. return PORT_TYPE_VECTOR;
  2776. }
  2777. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  2778. if (p_port == 0) {
  2779. return "x";
  2780. } else if (p_port == 1) {
  2781. return "y";
  2782. } else if (p_port == 2) {
  2783. return "z";
  2784. } else {
  2785. return "origin";
  2786. }
  2787. }
  2788. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  2789. return 1;
  2790. }
  2791. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  2792. return PORT_TYPE_TRANSFORM;
  2793. }
  2794. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  2795. return "xform";
  2796. }
  2797. 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 {
  2798. return "\t" + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
  2799. }
  2800. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  2801. set_input_port_default_value(0, Vector3());
  2802. set_input_port_default_value(1, Vector3());
  2803. set_input_port_default_value(2, Vector3());
  2804. set_input_port_default_value(3, Vector3());
  2805. }
  2806. ////////////// Vector Decompose
  2807. String VisualShaderNodeVectorDecompose::get_caption() const {
  2808. return "VectorDecompose";
  2809. }
  2810. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  2811. return 1;
  2812. }
  2813. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
  2814. return PORT_TYPE_VECTOR;
  2815. }
  2816. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  2817. return "vec";
  2818. }
  2819. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  2820. return 3;
  2821. }
  2822. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  2823. return PORT_TYPE_SCALAR;
  2824. }
  2825. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  2826. if (p_port == 0) {
  2827. return "x";
  2828. } else if (p_port == 1) {
  2829. return "y";
  2830. } else {
  2831. return "z";
  2832. }
  2833. }
  2834. 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 {
  2835. String code;
  2836. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  2837. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  2838. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  2839. return code;
  2840. }
  2841. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  2842. set_input_port_default_value(0, Vector3());
  2843. }
  2844. ////////////// Transform Decompose
  2845. String VisualShaderNodeTransformDecompose::get_caption() const {
  2846. return "TransformDecompose";
  2847. }
  2848. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  2849. return 1;
  2850. }
  2851. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  2852. return PORT_TYPE_TRANSFORM;
  2853. }
  2854. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  2855. return "xform";
  2856. }
  2857. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  2858. return 4;
  2859. }
  2860. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  2861. return PORT_TYPE_VECTOR;
  2862. }
  2863. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  2864. if (p_port == 0) {
  2865. return "x";
  2866. } else if (p_port == 1) {
  2867. return "y";
  2868. } else if (p_port == 2) {
  2869. return "z";
  2870. } else {
  2871. return "origin";
  2872. }
  2873. }
  2874. 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 {
  2875. String code;
  2876. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  2877. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  2878. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  2879. code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  2880. return code;
  2881. }
  2882. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  2883. set_input_port_default_value(0, Transform());
  2884. }
  2885. ////////////// Float Uniform
  2886. String VisualShaderNodeFloatUniform::get_caption() const {
  2887. return "FloatUniform";
  2888. }
  2889. int VisualShaderNodeFloatUniform::get_input_port_count() const {
  2890. return 0;
  2891. }
  2892. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
  2893. return PORT_TYPE_SCALAR;
  2894. }
  2895. String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
  2896. return String();
  2897. }
  2898. int VisualShaderNodeFloatUniform::get_output_port_count() const {
  2899. return 1;
  2900. }
  2901. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
  2902. return PORT_TYPE_SCALAR;
  2903. }
  2904. String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
  2905. return ""; //no output port means the editor will be used as port
  2906. }
  2907. String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2908. String code = "";
  2909. if (hint == HINT_RANGE) {
  2910. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  2911. } else if (hint == HINT_RANGE_STEP) {
  2912. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  2913. } else {
  2914. code += _get_qual_str() + "uniform float " + get_uniform_name();
  2915. }
  2916. if (default_value_enabled) {
  2917. code += " = " + rtos(default_value);
  2918. }
  2919. code += ";\n";
  2920. return code;
  2921. }
  2922. String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2923. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2924. }
  2925. bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
  2926. return true;
  2927. }
  2928. bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
  2929. return true;
  2930. }
  2931. void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
  2932. hint = p_hint;
  2933. emit_changed();
  2934. }
  2935. VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
  2936. return hint;
  2937. }
  2938. void VisualShaderNodeFloatUniform::set_min(float p_value) {
  2939. hint_range_min = p_value;
  2940. emit_changed();
  2941. }
  2942. float VisualShaderNodeFloatUniform::get_min() const {
  2943. return hint_range_min;
  2944. }
  2945. void VisualShaderNodeFloatUniform::set_max(float p_value) {
  2946. hint_range_max = p_value;
  2947. emit_changed();
  2948. }
  2949. float VisualShaderNodeFloatUniform::get_max() const {
  2950. return hint_range_max;
  2951. }
  2952. void VisualShaderNodeFloatUniform::set_step(float p_value) {
  2953. hint_range_step = p_value;
  2954. emit_changed();
  2955. }
  2956. float VisualShaderNodeFloatUniform::get_step() const {
  2957. return hint_range_step;
  2958. }
  2959. void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
  2960. default_value_enabled = p_enabled;
  2961. emit_changed();
  2962. }
  2963. bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
  2964. return default_value_enabled;
  2965. }
  2966. void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
  2967. default_value = p_value;
  2968. emit_changed();
  2969. }
  2970. float VisualShaderNodeFloatUniform::get_default_value() const {
  2971. return default_value;
  2972. }
  2973. void VisualShaderNodeFloatUniform::_bind_methods() {
  2974. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
  2975. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
  2976. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
  2977. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
  2978. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
  2979. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
  2980. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
  2981. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
  2982. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
  2983. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
  2984. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
  2985. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
  2986. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  2987. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  2988. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  2989. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  2990. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  2991. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  2992. BIND_ENUM_CONSTANT(HINT_NONE);
  2993. BIND_ENUM_CONSTANT(HINT_RANGE);
  2994. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  2995. }
  2996. bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
  2997. return true; // all qualifiers are supported
  2998. }
  2999. Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
  3000. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3001. props.push_back("hint");
  3002. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  3003. props.push_back("min");
  3004. props.push_back("max");
  3005. }
  3006. if (hint == HINT_RANGE_STEP) {
  3007. props.push_back("step");
  3008. }
  3009. props.push_back("default_value_enabled");
  3010. if (default_value_enabled) {
  3011. props.push_back("default_value");
  3012. }
  3013. return props;
  3014. }
  3015. VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
  3016. }
  3017. ////////////// Integer Uniform
  3018. String VisualShaderNodeIntUniform::get_caption() const {
  3019. return "IntUniform";
  3020. }
  3021. int VisualShaderNodeIntUniform::get_input_port_count() const {
  3022. return 0;
  3023. }
  3024. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
  3025. return PORT_TYPE_SCALAR_INT;
  3026. }
  3027. String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
  3028. return String();
  3029. }
  3030. int VisualShaderNodeIntUniform::get_output_port_count() const {
  3031. return 1;
  3032. }
  3033. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
  3034. return PORT_TYPE_SCALAR_INT;
  3035. }
  3036. String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
  3037. return ""; //no output port means the editor will be used as port
  3038. }
  3039. String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3040. String code = "";
  3041. if (hint == HINT_RANGE) {
  3042. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  3043. } else if (hint == HINT_RANGE_STEP) {
  3044. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  3045. } else {
  3046. code += _get_qual_str() + "uniform int " + get_uniform_name();
  3047. }
  3048. if (default_value_enabled) {
  3049. code += " = " + itos(default_value);
  3050. }
  3051. code += ";\n";
  3052. return code;
  3053. }
  3054. String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3055. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3056. }
  3057. bool VisualShaderNodeIntUniform::is_show_prop_names() const {
  3058. return true;
  3059. }
  3060. bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
  3061. return true;
  3062. }
  3063. void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
  3064. hint = p_hint;
  3065. emit_changed();
  3066. }
  3067. VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
  3068. return hint;
  3069. }
  3070. void VisualShaderNodeIntUniform::set_min(int p_value) {
  3071. hint_range_min = p_value;
  3072. emit_changed();
  3073. }
  3074. int VisualShaderNodeIntUniform::get_min() const {
  3075. return hint_range_min;
  3076. }
  3077. void VisualShaderNodeIntUniform::set_max(int p_value) {
  3078. hint_range_max = p_value;
  3079. emit_changed();
  3080. }
  3081. int VisualShaderNodeIntUniform::get_max() const {
  3082. return hint_range_max;
  3083. }
  3084. void VisualShaderNodeIntUniform::set_step(int p_value) {
  3085. hint_range_step = p_value;
  3086. emit_changed();
  3087. }
  3088. int VisualShaderNodeIntUniform::get_step() const {
  3089. return hint_range_step;
  3090. }
  3091. void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_enabled) {
  3092. default_value_enabled = p_enabled;
  3093. emit_changed();
  3094. }
  3095. bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
  3096. return default_value_enabled;
  3097. }
  3098. void VisualShaderNodeIntUniform::set_default_value(int p_value) {
  3099. default_value = p_value;
  3100. emit_changed();
  3101. }
  3102. int VisualShaderNodeIntUniform::get_default_value() const {
  3103. return default_value;
  3104. }
  3105. void VisualShaderNodeIntUniform::_bind_methods() {
  3106. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
  3107. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
  3108. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
  3109. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
  3110. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
  3111. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
  3112. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
  3113. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
  3114. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
  3115. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
  3116. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
  3117. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
  3118. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  3119. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  3120. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  3121. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  3122. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3123. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  3124. BIND_ENUM_CONSTANT(HINT_NONE);
  3125. BIND_ENUM_CONSTANT(HINT_RANGE);
  3126. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  3127. }
  3128. bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
  3129. return true; // all qualifiers are supported
  3130. }
  3131. Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
  3132. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3133. props.push_back("hint");
  3134. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  3135. props.push_back("min");
  3136. props.push_back("max");
  3137. }
  3138. if (hint == HINT_RANGE_STEP) {
  3139. props.push_back("step");
  3140. }
  3141. props.push_back("default_value_enabled");
  3142. if (default_value_enabled) {
  3143. props.push_back("default_value");
  3144. }
  3145. return props;
  3146. }
  3147. VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
  3148. }
  3149. ////////////// Boolean Uniform
  3150. String VisualShaderNodeBooleanUniform::get_caption() const {
  3151. return "BooleanUniform";
  3152. }
  3153. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  3154. return 0;
  3155. }
  3156. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  3157. return PORT_TYPE_BOOLEAN;
  3158. }
  3159. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  3160. return String();
  3161. }
  3162. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  3163. return 1;
  3164. }
  3165. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  3166. return PORT_TYPE_BOOLEAN;
  3167. }
  3168. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  3169. return ""; //no output port means the editor will be used as port
  3170. }
  3171. void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_enabled) {
  3172. default_value_enabled = p_enabled;
  3173. emit_changed();
  3174. }
  3175. bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
  3176. return default_value_enabled;
  3177. }
  3178. void VisualShaderNodeBooleanUniform::set_default_value(bool p_value) {
  3179. default_value = p_value;
  3180. emit_changed();
  3181. }
  3182. bool VisualShaderNodeBooleanUniform::get_default_value() const {
  3183. return default_value;
  3184. }
  3185. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3186. String code = _get_qual_str() + "uniform bool " + get_uniform_name();
  3187. if (default_value_enabled) {
  3188. if (default_value) {
  3189. code += " = true";
  3190. } else {
  3191. code += " = false";
  3192. }
  3193. }
  3194. code += ";\n";
  3195. return code;
  3196. }
  3197. String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3198. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3199. }
  3200. bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
  3201. return true;
  3202. }
  3203. bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
  3204. return true;
  3205. }
  3206. void VisualShaderNodeBooleanUniform::_bind_methods() {
  3207. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
  3208. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
  3209. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
  3210. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
  3211. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3212. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  3213. }
  3214. bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
  3215. return true; // all qualifiers are supported
  3216. }
  3217. Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
  3218. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3219. props.push_back("default_value_enabled");
  3220. if (default_value_enabled) {
  3221. props.push_back("default_value");
  3222. }
  3223. return props;
  3224. }
  3225. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  3226. }
  3227. ////////////// Color Uniform
  3228. String VisualShaderNodeColorUniform::get_caption() const {
  3229. return "ColorUniform";
  3230. }
  3231. int VisualShaderNodeColorUniform::get_input_port_count() const {
  3232. return 0;
  3233. }
  3234. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  3235. return PORT_TYPE_VECTOR;
  3236. }
  3237. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  3238. return String();
  3239. }
  3240. int VisualShaderNodeColorUniform::get_output_port_count() const {
  3241. return 2;
  3242. }
  3243. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  3244. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  3245. }
  3246. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  3247. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  3248. }
  3249. void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
  3250. default_value_enabled = p_enabled;
  3251. emit_changed();
  3252. }
  3253. bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
  3254. return default_value_enabled;
  3255. }
  3256. void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
  3257. default_value = p_value;
  3258. emit_changed();
  3259. }
  3260. Color VisualShaderNodeColorUniform::get_default_value() const {
  3261. return default_value;
  3262. }
  3263. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3264. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
  3265. if (default_value_enabled) {
  3266. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  3267. }
  3268. code += ";\n";
  3269. return code;
  3270. }
  3271. String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3272. String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  3273. code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  3274. return code;
  3275. }
  3276. bool VisualShaderNodeColorUniform::is_show_prop_names() const {
  3277. return true;
  3278. }
  3279. void VisualShaderNodeColorUniform::_bind_methods() {
  3280. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
  3281. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
  3282. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
  3283. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
  3284. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3285. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  3286. }
  3287. bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
  3288. return true; // all qualifiers are supported
  3289. }
  3290. Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
  3291. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3292. props.push_back("default_value_enabled");
  3293. if (default_value_enabled) {
  3294. props.push_back("default_value");
  3295. }
  3296. return props;
  3297. }
  3298. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  3299. }
  3300. ////////////// Vector Uniform
  3301. String VisualShaderNodeVec3Uniform::get_caption() const {
  3302. return "VectorUniform";
  3303. }
  3304. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  3305. return 0;
  3306. }
  3307. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  3308. return PORT_TYPE_VECTOR;
  3309. }
  3310. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  3311. return String();
  3312. }
  3313. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  3314. return 1;
  3315. }
  3316. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  3317. return PORT_TYPE_VECTOR;
  3318. }
  3319. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  3320. return ""; //no output port means the editor will be used as port
  3321. }
  3322. void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
  3323. default_value_enabled = p_enabled;
  3324. emit_changed();
  3325. }
  3326. bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
  3327. return default_value_enabled;
  3328. }
  3329. void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
  3330. default_value = p_value;
  3331. emit_changed();
  3332. }
  3333. Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
  3334. return default_value;
  3335. }
  3336. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3337. String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
  3338. if (default_value_enabled) {
  3339. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  3340. }
  3341. code += ";\n";
  3342. return code;
  3343. }
  3344. String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3345. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3346. }
  3347. void VisualShaderNodeVec3Uniform::_bind_methods() {
  3348. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
  3349. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
  3350. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
  3351. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
  3352. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3353. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  3354. }
  3355. bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
  3356. return true;
  3357. }
  3358. bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
  3359. return true;
  3360. }
  3361. bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
  3362. return true; // all qualifiers are supported
  3363. }
  3364. Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
  3365. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3366. props.push_back("default_value_enabled");
  3367. if (default_value_enabled) {
  3368. props.push_back("default_value");
  3369. }
  3370. return props;
  3371. }
  3372. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  3373. }
  3374. ////////////// Transform Uniform
  3375. String VisualShaderNodeTransformUniform::get_caption() const {
  3376. return "TransformUniform";
  3377. }
  3378. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  3379. return 0;
  3380. }
  3381. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  3382. return PORT_TYPE_VECTOR;
  3383. }
  3384. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  3385. return String();
  3386. }
  3387. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  3388. return 1;
  3389. }
  3390. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  3391. return PORT_TYPE_TRANSFORM;
  3392. }
  3393. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  3394. return ""; //no output port means the editor will be used as port
  3395. }
  3396. void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
  3397. default_value_enabled = p_enabled;
  3398. emit_changed();
  3399. }
  3400. bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
  3401. return default_value_enabled;
  3402. }
  3403. void VisualShaderNodeTransformUniform::set_default_value(const Transform &p_value) {
  3404. default_value = p_value;
  3405. emit_changed();
  3406. }
  3407. Transform VisualShaderNodeTransformUniform::get_default_value() const {
  3408. return default_value;
  3409. }
  3410. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3411. String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
  3412. if (default_value_enabled) {
  3413. Vector3 row0 = default_value.basis.get_row(0);
  3414. Vector3 row1 = default_value.basis.get_row(1);
  3415. Vector3 row2 = default_value.basis.get_row(2);
  3416. Vector3 origin = default_value.origin;
  3417. 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) + ")";
  3418. }
  3419. code += ";\n";
  3420. return code;
  3421. }
  3422. String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3423. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3424. }
  3425. void VisualShaderNodeTransformUniform::_bind_methods() {
  3426. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
  3427. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
  3428. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
  3429. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
  3430. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3431. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "default_value"), "set_default_value", "get_default_value");
  3432. }
  3433. bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
  3434. return true;
  3435. }
  3436. bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
  3437. return true;
  3438. }
  3439. bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
  3440. return true; // all qualifiers are supported
  3441. }
  3442. Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
  3443. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3444. props.push_back("default_value_enabled");
  3445. if (default_value_enabled) {
  3446. props.push_back("default_value");
  3447. }
  3448. return props;
  3449. }
  3450. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  3451. }
  3452. ////////////// Texture Uniform
  3453. String VisualShaderNodeTextureUniform::get_caption() const {
  3454. return "TextureUniform";
  3455. }
  3456. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  3457. return 2;
  3458. }
  3459. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  3460. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  3461. }
  3462. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  3463. return p_port == 0 ? "uv" : "lod";
  3464. }
  3465. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  3466. return 3;
  3467. }
  3468. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  3469. switch (p_port) {
  3470. case 0:
  3471. return PORT_TYPE_VECTOR;
  3472. case 1:
  3473. return PORT_TYPE_SCALAR;
  3474. case 2:
  3475. return PORT_TYPE_SAMPLER;
  3476. default:
  3477. return PORT_TYPE_SCALAR;
  3478. }
  3479. }
  3480. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  3481. switch (p_port) {
  3482. case 0:
  3483. return "rgb";
  3484. case 1:
  3485. return "alpha";
  3486. case 2:
  3487. return "sampler2D";
  3488. default:
  3489. return "";
  3490. }
  3491. }
  3492. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3493. String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
  3494. switch (texture_type) {
  3495. case TYPE_DATA:
  3496. if (color_default == COLOR_DEFAULT_BLACK) {
  3497. code += " : hint_black;\n";
  3498. } else {
  3499. code += ";\n";
  3500. }
  3501. break;
  3502. case TYPE_COLOR:
  3503. if (color_default == COLOR_DEFAULT_BLACK) {
  3504. code += " : hint_black_albedo;\n";
  3505. } else {
  3506. code += " : hint_albedo;\n";
  3507. }
  3508. break;
  3509. case TYPE_NORMALMAP:
  3510. code += " : hint_normal;\n";
  3511. break;
  3512. case TYPE_ANISO:
  3513. code += " : hint_aniso;\n";
  3514. break;
  3515. }
  3516. return code;
  3517. }
  3518. bool VisualShaderNodeTextureUniform::is_code_generated() const {
  3519. return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
  3520. }
  3521. String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3522. String default_uv;
  3523. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  3524. default_uv = "UV.xy";
  3525. } else {
  3526. default_uv = "vec2(0.0)";
  3527. }
  3528. String id = get_uniform_name();
  3529. String code = "\t{\n";
  3530. if (p_input_vars[0] == String()) { // Use UV by default.
  3531. if (p_input_vars[1] == String()) {
  3532. code += "\t\tvec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
  3533. } else {
  3534. code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  3535. }
  3536. } else if (p_input_vars[1] == String()) {
  3537. //no lod
  3538. code += "\t\tvec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  3539. } else {
  3540. code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  3541. }
  3542. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  3543. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  3544. code += "\t}\n";
  3545. return code;
  3546. }
  3547. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) {
  3548. texture_type = p_type;
  3549. emit_changed();
  3550. }
  3551. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  3552. return texture_type;
  3553. }
  3554. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
  3555. color_default = p_default;
  3556. emit_changed();
  3557. }
  3558. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  3559. return color_default;
  3560. }
  3561. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  3562. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3563. props.push_back("texture_type");
  3564. props.push_back("color_default");
  3565. return props;
  3566. }
  3567. void VisualShaderNodeTextureUniform::_bind_methods() {
  3568. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  3569. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  3570. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  3571. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  3572. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type");
  3573. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
  3574. BIND_ENUM_CONSTANT(TYPE_DATA);
  3575. BIND_ENUM_CONSTANT(TYPE_COLOR);
  3576. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  3577. BIND_ENUM_CONSTANT(TYPE_ANISO);
  3578. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  3579. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  3580. }
  3581. String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
  3582. if (p_port == 0) {
  3583. return "default";
  3584. }
  3585. return "";
  3586. }
  3587. bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
  3588. switch (p_qual) {
  3589. case Qualifier::QUAL_NONE:
  3590. return true;
  3591. case Qualifier::QUAL_GLOBAL:
  3592. return true;
  3593. case Qualifier::QUAL_INSTANCE:
  3594. return false;
  3595. }
  3596. return false;
  3597. }
  3598. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  3599. simple_decl = false;
  3600. }
  3601. ////////////// Texture Uniform (Triplanar)
  3602. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  3603. return "TextureUniformTriplanar";
  3604. }
  3605. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  3606. return 2;
  3607. }
  3608. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  3609. if (p_port == 0) {
  3610. return PORT_TYPE_VECTOR;
  3611. } else if (p_port == 1) {
  3612. return PORT_TYPE_VECTOR;
  3613. }
  3614. return PORT_TYPE_SCALAR;
  3615. }
  3616. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  3617. if (p_port == 0) {
  3618. return "weights";
  3619. } else if (p_port == 1) {
  3620. return "pos";
  3621. }
  3622. return "";
  3623. }
  3624. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3625. String code;
  3626. code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
  3627. code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  3628. code += "\t\tvec4 samp = vec4(0.0);\n";
  3629. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  3630. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  3631. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  3632. code += "\t\treturn samp;\n";
  3633. code += "\t}\n";
  3634. code += "\n";
  3635. code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  3636. code += "\tuniform vec3 triplanar_offset;\n";
  3637. code += "\tuniform float triplanar_sharpness = 0.5;\n";
  3638. code += "\n";
  3639. code += "\tvarying vec3 triplanar_power_normal;\n";
  3640. code += "\tvarying vec3 triplanar_pos;\n";
  3641. return code;
  3642. }
  3643. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3644. String code;
  3645. if (p_type == VisualShader::TYPE_VERTEX) {
  3646. code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n";
  3647. code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  3648. code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  3649. code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  3650. code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  3651. }
  3652. return code;
  3653. }
  3654. String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3655. String id = get_uniform_name();
  3656. String code = "\t{\n";
  3657. if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
  3658. code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  3659. } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
  3660. code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  3661. } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
  3662. code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  3663. } else {
  3664. code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3665. }
  3666. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  3667. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  3668. code += "\t}\n";
  3669. return code;
  3670. }
  3671. String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
  3672. if (p_port == 0) {
  3673. return "default";
  3674. } else if (p_port == 1) {
  3675. return "default";
  3676. }
  3677. return "";
  3678. }
  3679. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  3680. }
  3681. ////////////// Texture2DArray Uniform
  3682. String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
  3683. return "Texture2DArrayUniform";
  3684. }
  3685. int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
  3686. return 1;
  3687. }
  3688. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
  3689. return PORT_TYPE_SAMPLER;
  3690. }
  3691. String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
  3692. return "sampler2DArray";
  3693. }
  3694. int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
  3695. return 0;
  3696. }
  3697. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
  3698. return PORT_TYPE_SCALAR;
  3699. }
  3700. String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
  3701. return "";
  3702. }
  3703. String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
  3704. return "";
  3705. }
  3706. String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3707. String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
  3708. switch (texture_type) {
  3709. case TYPE_DATA:
  3710. if (color_default == COLOR_DEFAULT_BLACK)
  3711. code += " : hint_black;\n";
  3712. else
  3713. code += ";\n";
  3714. break;
  3715. case TYPE_COLOR:
  3716. if (color_default == COLOR_DEFAULT_BLACK)
  3717. code += " : hint_black_albedo;\n";
  3718. else
  3719. code += " : hint_albedo;\n";
  3720. break;
  3721. case TYPE_NORMALMAP:
  3722. code += " : hint_normal;\n";
  3723. break;
  3724. case TYPE_ANISO:
  3725. code += " : hint_aniso;\n";
  3726. break;
  3727. }
  3728. return code;
  3729. }
  3730. String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3731. return String();
  3732. }
  3733. VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
  3734. }
  3735. ////////////// Texture3D Uniform
  3736. String VisualShaderNodeTexture3DUniform::get_caption() const {
  3737. return "Texture3DUniform";
  3738. }
  3739. int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
  3740. return 1;
  3741. }
  3742. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
  3743. return PORT_TYPE_SAMPLER;
  3744. }
  3745. String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
  3746. return "sampler3D";
  3747. }
  3748. int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
  3749. return 0;
  3750. }
  3751. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
  3752. return PORT_TYPE_SCALAR;
  3753. }
  3754. String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
  3755. return "";
  3756. }
  3757. String VisualShaderNodeTexture3DUniform::get_input_port_default_hint(int p_port) const {
  3758. return "";
  3759. }
  3760. String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3761. String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
  3762. switch (texture_type) {
  3763. case TYPE_DATA:
  3764. if (color_default == COLOR_DEFAULT_BLACK)
  3765. code += " : hint_black;\n";
  3766. else
  3767. code += ";\n";
  3768. break;
  3769. case TYPE_COLOR:
  3770. if (color_default == COLOR_DEFAULT_BLACK)
  3771. code += " : hint_black_albedo;\n";
  3772. else
  3773. code += " : hint_albedo;\n";
  3774. break;
  3775. case TYPE_NORMALMAP:
  3776. code += " : hint_normal;\n";
  3777. break;
  3778. case TYPE_ANISO:
  3779. code += " : hint_aniso;\n";
  3780. break;
  3781. }
  3782. return code;
  3783. }
  3784. String VisualShaderNodeTexture3DUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3785. return String();
  3786. }
  3787. VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
  3788. }
  3789. ////////////// Cubemap Uniform
  3790. String VisualShaderNodeCubemapUniform::get_caption() const {
  3791. return "CubemapUniform";
  3792. }
  3793. int VisualShaderNodeCubemapUniform::get_output_port_count() const {
  3794. return 1;
  3795. }
  3796. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
  3797. return PORT_TYPE_SAMPLER;
  3798. }
  3799. String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
  3800. return "samplerCube";
  3801. }
  3802. int VisualShaderNodeCubemapUniform::get_input_port_count() const {
  3803. return 0;
  3804. }
  3805. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
  3806. return PORT_TYPE_SCALAR;
  3807. }
  3808. String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
  3809. return "";
  3810. }
  3811. String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const {
  3812. return "";
  3813. }
  3814. String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3815. String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
  3816. switch (texture_type) {
  3817. case TYPE_DATA:
  3818. if (color_default == COLOR_DEFAULT_BLACK) {
  3819. code += " : hint_black;\n";
  3820. } else {
  3821. code += ";\n";
  3822. }
  3823. break;
  3824. case TYPE_COLOR:
  3825. if (color_default == COLOR_DEFAULT_BLACK) {
  3826. code += " : hint_black_albedo;\n";
  3827. } else {
  3828. code += " : hint_albedo;\n";
  3829. }
  3830. break;
  3831. case TYPE_NORMALMAP:
  3832. code += " : hint_normal;\n";
  3833. break;
  3834. case TYPE_ANISO:
  3835. code += " : hint_aniso;\n";
  3836. break;
  3837. }
  3838. return code;
  3839. }
  3840. String VisualShaderNodeCubemapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3841. return String();
  3842. }
  3843. VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
  3844. }
  3845. ////////////// If
  3846. String VisualShaderNodeIf::get_caption() const {
  3847. return "If";
  3848. }
  3849. int VisualShaderNodeIf::get_input_port_count() const {
  3850. return 6;
  3851. }
  3852. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  3853. if (p_port == 0 || p_port == 1 || p_port == 2) {
  3854. return PORT_TYPE_SCALAR;
  3855. }
  3856. return PORT_TYPE_VECTOR;
  3857. }
  3858. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  3859. switch (p_port) {
  3860. case 0:
  3861. return "a";
  3862. case 1:
  3863. return "b";
  3864. case 2:
  3865. return "tolerance";
  3866. case 3:
  3867. return "a == b";
  3868. case 4:
  3869. return "a > b";
  3870. case 5:
  3871. return "a < b";
  3872. default:
  3873. return "";
  3874. }
  3875. }
  3876. int VisualShaderNodeIf::get_output_port_count() const {
  3877. return 1;
  3878. }
  3879. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  3880. return PORT_TYPE_VECTOR;
  3881. }
  3882. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  3883. return "result";
  3884. }
  3885. 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 {
  3886. String code;
  3887. code += "\tif(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  3888. code += "\t{\n";
  3889. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  3890. code += "\t}\n";
  3891. code += "\telse if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  3892. code += "\t{\n";
  3893. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  3894. code += "\t}\n";
  3895. code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  3896. code += "\t{\n";
  3897. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  3898. code += "\t}\n";
  3899. return code;
  3900. }
  3901. VisualShaderNodeIf::VisualShaderNodeIf() {
  3902. simple_decl = false;
  3903. set_input_port_default_value(0, 0.0);
  3904. set_input_port_default_value(1, 0.0);
  3905. set_input_port_default_value(2, CMP_EPSILON);
  3906. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  3907. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  3908. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  3909. }
  3910. ////////////// Switch
  3911. String VisualShaderNodeSwitch::get_caption() const {
  3912. return "VectorSwitch";
  3913. }
  3914. int VisualShaderNodeSwitch::get_input_port_count() const {
  3915. return 3;
  3916. }
  3917. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  3918. if (p_port == 0) {
  3919. return PORT_TYPE_BOOLEAN;
  3920. }
  3921. return PORT_TYPE_VECTOR;
  3922. }
  3923. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  3924. switch (p_port) {
  3925. case 0:
  3926. return "value";
  3927. case 1:
  3928. return "true";
  3929. case 2:
  3930. return "false";
  3931. default:
  3932. return "";
  3933. }
  3934. }
  3935. int VisualShaderNodeSwitch::get_output_port_count() const {
  3936. return 1;
  3937. }
  3938. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  3939. return PORT_TYPE_VECTOR;
  3940. }
  3941. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  3942. return "result";
  3943. }
  3944. 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 {
  3945. String code;
  3946. code += "\tif(" + p_input_vars[0] + ")\n";
  3947. code += "\t{\n";
  3948. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  3949. code += "\t}\n";
  3950. code += "\telse\n";
  3951. code += "\t{\n";
  3952. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  3953. code += "\t}\n";
  3954. return code;
  3955. }
  3956. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  3957. simple_decl = false;
  3958. set_input_port_default_value(0, false);
  3959. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  3960. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  3961. }
  3962. ////////////// Switch(scalar)
  3963. String VisualShaderNodeScalarSwitch::get_caption() const {
  3964. return "ScalarSwitch";
  3965. }
  3966. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_input_port_type(int p_port) const {
  3967. if (p_port == 0) {
  3968. return PORT_TYPE_BOOLEAN;
  3969. }
  3970. return PORT_TYPE_SCALAR;
  3971. }
  3972. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_output_port_type(int p_port) const {
  3973. return PORT_TYPE_SCALAR;
  3974. }
  3975. VisualShaderNodeScalarSwitch::VisualShaderNodeScalarSwitch() {
  3976. set_input_port_default_value(0, false);
  3977. set_input_port_default_value(1, 1.0);
  3978. set_input_port_default_value(2, 0.0);
  3979. }
  3980. ////////////// Fresnel
  3981. String VisualShaderNodeFresnel::get_caption() const {
  3982. return "Fresnel";
  3983. }
  3984. int VisualShaderNodeFresnel::get_input_port_count() const {
  3985. return 4;
  3986. }
  3987. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  3988. switch (p_port) {
  3989. case 0:
  3990. return PORT_TYPE_VECTOR;
  3991. case 1:
  3992. return PORT_TYPE_VECTOR;
  3993. case 2:
  3994. return PORT_TYPE_BOOLEAN;
  3995. case 3:
  3996. return PORT_TYPE_SCALAR;
  3997. default:
  3998. return PORT_TYPE_VECTOR;
  3999. }
  4000. }
  4001. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  4002. switch (p_port) {
  4003. case 0:
  4004. return "normal";
  4005. case 1:
  4006. return "view";
  4007. case 2:
  4008. return "invert";
  4009. case 3:
  4010. return "power";
  4011. default:
  4012. return "";
  4013. }
  4014. }
  4015. int VisualShaderNodeFresnel::get_output_port_count() const {
  4016. return 1;
  4017. }
  4018. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  4019. return PORT_TYPE_SCALAR;
  4020. }
  4021. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  4022. return "result";
  4023. }
  4024. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  4025. if (p_port == 2) {
  4026. return false;
  4027. }
  4028. return true;
  4029. }
  4030. 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 {
  4031. String normal;
  4032. String view;
  4033. if (p_input_vars[0] == String()) {
  4034. normal = "NORMAL";
  4035. } else {
  4036. normal = p_input_vars[0];
  4037. }
  4038. if (p_input_vars[1] == String()) {
  4039. view = "VIEW";
  4040. } else {
  4041. view = p_input_vars[1];
  4042. }
  4043. if (is_input_port_connected(2)) {
  4044. return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
  4045. } else {
  4046. if (get_input_port_default_value(2)) {
  4047. return "\t" + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  4048. } else {
  4049. return "\t" + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  4050. }
  4051. }
  4052. }
  4053. String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
  4054. if (p_port == 0) {
  4055. return "default";
  4056. } else if (p_port == 1) {
  4057. return "default";
  4058. }
  4059. return "";
  4060. }
  4061. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  4062. set_input_port_default_value(2, false);
  4063. set_input_port_default_value(3, 1.0);
  4064. }
  4065. ////////////// Is
  4066. String VisualShaderNodeIs::get_caption() const {
  4067. return "Is";
  4068. }
  4069. int VisualShaderNodeIs::get_input_port_count() const {
  4070. return 1;
  4071. }
  4072. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  4073. return PORT_TYPE_SCALAR;
  4074. }
  4075. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  4076. return "";
  4077. }
  4078. int VisualShaderNodeIs::get_output_port_count() const {
  4079. return 1;
  4080. }
  4081. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  4082. return PORT_TYPE_BOOLEAN;
  4083. }
  4084. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  4085. return "";
  4086. }
  4087. 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 {
  4088. static const char *funcs[FUNC_IS_NAN + 1] = {
  4089. "isinf($)",
  4090. "isnan($)"
  4091. };
  4092. String code;
  4093. code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  4094. return code;
  4095. }
  4096. void VisualShaderNodeIs::set_function(Function p_func) {
  4097. func = p_func;
  4098. emit_changed();
  4099. }
  4100. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  4101. return func;
  4102. }
  4103. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  4104. Vector<StringName> props;
  4105. props.push_back("function");
  4106. return props;
  4107. }
  4108. void VisualShaderNodeIs::_bind_methods() {
  4109. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  4110. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  4111. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  4112. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  4113. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  4114. }
  4115. VisualShaderNodeIs::VisualShaderNodeIs() {
  4116. set_input_port_default_value(0, 0.0);
  4117. }
  4118. ////////////// Compare
  4119. String VisualShaderNodeCompare::get_caption() const {
  4120. return "Compare";
  4121. }
  4122. int VisualShaderNodeCompare::get_input_port_count() const {
  4123. if (ctype == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  4124. return 3;
  4125. }
  4126. return 2;
  4127. }
  4128. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  4129. if (p_port == 2) {
  4130. return PORT_TYPE_SCALAR;
  4131. }
  4132. switch (ctype) {
  4133. case CTYPE_SCALAR:
  4134. return PORT_TYPE_SCALAR;
  4135. case CTYPE_SCALAR_INT:
  4136. return PORT_TYPE_SCALAR_INT;
  4137. case CTYPE_VECTOR:
  4138. return PORT_TYPE_VECTOR;
  4139. case CTYPE_BOOLEAN:
  4140. return PORT_TYPE_BOOLEAN;
  4141. case CTYPE_TRANSFORM:
  4142. return PORT_TYPE_TRANSFORM;
  4143. }
  4144. return PORT_TYPE_VECTOR;
  4145. }
  4146. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  4147. if (p_port == 0) {
  4148. return "a";
  4149. } else if (p_port == 1) {
  4150. return "b";
  4151. } else if (p_port == 2) {
  4152. return "tolerance";
  4153. }
  4154. return "";
  4155. }
  4156. int VisualShaderNodeCompare::get_output_port_count() const {
  4157. return 1;
  4158. }
  4159. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  4160. return PORT_TYPE_BOOLEAN;
  4161. }
  4162. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  4163. if (p_port == 0) {
  4164. return "result";
  4165. }
  4166. return "";
  4167. }
  4168. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  4169. if (ctype == CTYPE_BOOLEAN || ctype == CTYPE_TRANSFORM) {
  4170. if (func > FUNC_NOT_EQUAL) {
  4171. return TTR("Invalid comparison function for that type.");
  4172. }
  4173. }
  4174. return "";
  4175. }
  4176. 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 {
  4177. static const char *ops[FUNC_LESS_THAN_EQUAL + 1] = {
  4178. "==",
  4179. "!=",
  4180. ">",
  4181. ">=",
  4182. "<",
  4183. "<=",
  4184. };
  4185. static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = {
  4186. "equal($)",
  4187. "notEqual($)",
  4188. "greaterThan($)",
  4189. "greaterThanEqual($)",
  4190. "lessThan($)",
  4191. "lessThanEqual($)",
  4192. };
  4193. static const char *conds[COND_ANY + 1] = {
  4194. "all($)",
  4195. "any($)",
  4196. };
  4197. String code;
  4198. switch (ctype) {
  4199. case CTYPE_SCALAR:
  4200. if (func == FUNC_EQUAL) {
  4201. code += "\t" + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  4202. } else if (func == FUNC_NOT_EQUAL) {
  4203. code += "\t" + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  4204. } else {
  4205. code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  4206. }
  4207. break;
  4208. case CTYPE_SCALAR_INT:
  4209. code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  4210. break;
  4211. case CTYPE_VECTOR:
  4212. code += "\t{\n";
  4213. code += "\t\tbvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  4214. code += "\t\t" + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n";
  4215. code += "\t}\n";
  4216. break;
  4217. case CTYPE_BOOLEAN:
  4218. if (func > FUNC_NOT_EQUAL) {
  4219. return "\t" + p_output_vars[0] + " = false;\n";
  4220. }
  4221. code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  4222. break;
  4223. case CTYPE_TRANSFORM:
  4224. if (func > FUNC_NOT_EQUAL) {
  4225. return "\t" + p_output_vars[0] + " = false;\n";
  4226. }
  4227. code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  4228. break;
  4229. default:
  4230. break;
  4231. }
  4232. return code;
  4233. }
  4234. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) {
  4235. ctype = p_type;
  4236. switch (ctype) {
  4237. case CTYPE_SCALAR:
  4238. set_input_port_default_value(0, 0.0);
  4239. set_input_port_default_value(1, 0.0);
  4240. simple_decl = true;
  4241. break;
  4242. case CTYPE_SCALAR_INT:
  4243. set_input_port_default_value(0, 0);
  4244. set_input_port_default_value(1, 0);
  4245. simple_decl = true;
  4246. break;
  4247. case CTYPE_VECTOR:
  4248. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4249. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  4250. simple_decl = false;
  4251. break;
  4252. case CTYPE_BOOLEAN:
  4253. set_input_port_default_value(0, false);
  4254. set_input_port_default_value(1, false);
  4255. simple_decl = true;
  4256. break;
  4257. case CTYPE_TRANSFORM:
  4258. set_input_port_default_value(0, Transform());
  4259. set_input_port_default_value(1, Transform());
  4260. simple_decl = true;
  4261. break;
  4262. }
  4263. emit_changed();
  4264. }
  4265. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  4266. return ctype;
  4267. }
  4268. void VisualShaderNodeCompare::set_function(Function p_func) {
  4269. func = p_func;
  4270. emit_changed();
  4271. }
  4272. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  4273. return func;
  4274. }
  4275. void VisualShaderNodeCompare::set_condition(Condition p_cond) {
  4276. condition = p_cond;
  4277. emit_changed();
  4278. }
  4279. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  4280. return condition;
  4281. }
  4282. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  4283. Vector<StringName> props;
  4284. props.push_back("type");
  4285. props.push_back("function");
  4286. if (ctype == CTYPE_VECTOR) {
  4287. props.push_back("condition");
  4288. }
  4289. return props;
  4290. }
  4291. void VisualShaderNodeCompare::_bind_methods() {
  4292. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  4293. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  4294. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  4295. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  4296. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  4297. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  4298. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  4299. 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");
  4300. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  4301. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  4302. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  4303. BIND_ENUM_CONSTANT(CTYPE_VECTOR);
  4304. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  4305. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  4306. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  4307. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  4308. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  4309. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  4310. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  4311. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  4312. BIND_ENUM_CONSTANT(COND_ALL);
  4313. BIND_ENUM_CONSTANT(COND_ANY);
  4314. }
  4315. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  4316. set_input_port_default_value(0, 0.0);
  4317. set_input_port_default_value(1, 0.0);
  4318. set_input_port_default_value(2, CMP_EPSILON);
  4319. }
  4320. ////////////// Fma
  4321. String VisualShaderNodeMultiplyAdd::get_caption() const {
  4322. return "MultiplyAdd";
  4323. }
  4324. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  4325. return 3;
  4326. }
  4327. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  4328. if (op_type == OP_TYPE_SCALAR) {
  4329. return PORT_TYPE_SCALAR;
  4330. }
  4331. return PORT_TYPE_VECTOR;
  4332. }
  4333. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  4334. if (p_port == 0) {
  4335. return "a";
  4336. } else if (p_port == 1) {
  4337. return "b(*)";
  4338. } else if (p_port == 2) {
  4339. return "c(+)";
  4340. }
  4341. return "";
  4342. }
  4343. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  4344. return 1;
  4345. }
  4346. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  4347. if (op_type == OP_TYPE_SCALAR) {
  4348. return PORT_TYPE_SCALAR;
  4349. } else {
  4350. return PORT_TYPE_VECTOR;
  4351. }
  4352. }
  4353. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  4354. return "";
  4355. }
  4356. 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 {
  4357. return "\t" + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  4358. }
  4359. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  4360. ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
  4361. if (p_op_type != op_type) {
  4362. if (p_op_type == OP_TYPE_SCALAR) {
  4363. set_input_port_default_value(0, 0.0);
  4364. set_input_port_default_value(1, 0.0);
  4365. set_input_port_default_value(2, 0.0);
  4366. } else {
  4367. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4368. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  4369. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  4370. }
  4371. }
  4372. op_type = p_op_type;
  4373. emit_changed();
  4374. }
  4375. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  4376. return op_type;
  4377. }
  4378. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  4379. Vector<StringName> props;
  4380. props.push_back("op_type");
  4381. return props;
  4382. }
  4383. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  4384. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  4385. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  4386. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type");
  4387. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  4388. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  4389. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  4390. }
  4391. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  4392. set_input_port_default_value(0, 0.0);
  4393. set_input_port_default_value(1, 0.0);
  4394. set_input_port_default_value(2, 0.0);
  4395. }