visual_shader.cpp 204 KB

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  1. /**************************************************************************/
  2. /* visual_shader.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "visual_shader.h"
  31. #include "core/templates/rb_map.h"
  32. #include "core/variant/variant_utility.h"
  33. #include "servers/rendering/shader_types.h"
  34. #include "visual_shader_nodes.h"
  35. #include "visual_shader_particle_nodes.h"
  36. String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  37. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  38. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  39. }
  40. bool VisualShaderNode::is_simple_decl() const {
  41. return simple_decl;
  42. }
  43. int VisualShaderNode::get_default_input_port(PortType p_type) const {
  44. return 0;
  45. }
  46. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  47. port_preview = p_index;
  48. }
  49. int VisualShaderNode::get_output_port_for_preview() const {
  50. return port_preview;
  51. }
  52. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  53. Variant value = p_value;
  54. if (p_prev_value.get_type() != Variant::NIL) {
  55. switch (p_value.get_type()) {
  56. case Variant::FLOAT: {
  57. switch (p_prev_value.get_type()) {
  58. case Variant::INT: {
  59. value = (float)p_prev_value;
  60. } break;
  61. case Variant::FLOAT: {
  62. value = p_prev_value;
  63. } break;
  64. case Variant::VECTOR2: {
  65. Vector2 pv = p_prev_value;
  66. value = pv.x;
  67. } break;
  68. case Variant::VECTOR3: {
  69. Vector3 pv = p_prev_value;
  70. value = pv.x;
  71. } break;
  72. case Variant::QUATERNION: {
  73. Quaternion pv = p_prev_value;
  74. value = pv.x;
  75. } break;
  76. default:
  77. break;
  78. }
  79. } break;
  80. case Variant::INT: {
  81. switch (p_prev_value.get_type()) {
  82. case Variant::INT: {
  83. value = p_prev_value;
  84. } break;
  85. case Variant::FLOAT: {
  86. value = (int)p_prev_value;
  87. } break;
  88. case Variant::VECTOR2: {
  89. Vector2 pv = p_prev_value;
  90. value = (int)pv.x;
  91. } break;
  92. case Variant::VECTOR3: {
  93. Vector3 pv = p_prev_value;
  94. value = (int)pv.x;
  95. } break;
  96. case Variant::QUATERNION: {
  97. Quaternion pv = p_prev_value;
  98. value = (int)pv.x;
  99. } break;
  100. default:
  101. break;
  102. }
  103. } break;
  104. case Variant::VECTOR2: {
  105. switch (p_prev_value.get_type()) {
  106. case Variant::INT: {
  107. float pv = (float)(int)p_prev_value;
  108. value = Vector2(pv, pv);
  109. } break;
  110. case Variant::FLOAT: {
  111. float pv = p_prev_value;
  112. value = Vector2(pv, pv);
  113. } break;
  114. case Variant::VECTOR2: {
  115. value = p_prev_value;
  116. } break;
  117. case Variant::VECTOR3: {
  118. Vector3 pv = p_prev_value;
  119. value = Vector2(pv.x, pv.y);
  120. } break;
  121. case Variant::QUATERNION: {
  122. Quaternion pv = p_prev_value;
  123. value = Vector2(pv.x, pv.y);
  124. } break;
  125. default:
  126. break;
  127. }
  128. } break;
  129. case Variant::VECTOR3: {
  130. switch (p_prev_value.get_type()) {
  131. case Variant::INT: {
  132. float pv = (float)(int)p_prev_value;
  133. value = Vector3(pv, pv, pv);
  134. } break;
  135. case Variant::FLOAT: {
  136. float pv = p_prev_value;
  137. value = Vector3(pv, pv, pv);
  138. } break;
  139. case Variant::VECTOR2: {
  140. Vector2 pv = p_prev_value;
  141. value = Vector3(pv.x, pv.y, pv.y);
  142. } break;
  143. case Variant::VECTOR3: {
  144. value = p_prev_value;
  145. } break;
  146. case Variant::QUATERNION: {
  147. Quaternion pv = p_prev_value;
  148. value = Vector3(pv.x, pv.y, pv.z);
  149. } break;
  150. default:
  151. break;
  152. }
  153. } break;
  154. case Variant::QUATERNION: {
  155. switch (p_prev_value.get_type()) {
  156. case Variant::INT: {
  157. float pv = (float)(int)p_prev_value;
  158. value = Quaternion(pv, pv, pv, pv);
  159. } break;
  160. case Variant::FLOAT: {
  161. float pv = p_prev_value;
  162. value = Quaternion(pv, pv, pv, pv);
  163. } break;
  164. case Variant::VECTOR2: {
  165. Vector2 pv = p_prev_value;
  166. value = Quaternion(pv.x, pv.y, pv.y, pv.y);
  167. } break;
  168. case Variant::VECTOR3: {
  169. Vector3 pv = p_prev_value;
  170. value = Quaternion(pv.x, pv.y, pv.z, pv.z);
  171. } break;
  172. case Variant::QUATERNION: {
  173. value = p_prev_value;
  174. } break;
  175. default:
  176. break;
  177. }
  178. } break;
  179. default:
  180. break;
  181. }
  182. }
  183. default_input_values[p_port] = value;
  184. emit_changed();
  185. }
  186. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  187. if (default_input_values.has(p_port)) {
  188. return default_input_values[p_port];
  189. }
  190. return Variant();
  191. }
  192. void VisualShaderNode::remove_input_port_default_value(int p_port) {
  193. if (default_input_values.has(p_port)) {
  194. default_input_values.erase(p_port);
  195. emit_changed();
  196. }
  197. }
  198. void VisualShaderNode::clear_default_input_values() {
  199. if (!default_input_values.is_empty()) {
  200. default_input_values.clear();
  201. emit_changed();
  202. }
  203. }
  204. bool VisualShaderNode::is_port_separator(int p_index) const {
  205. return false;
  206. }
  207. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  208. if (connected_output_ports.has(p_port)) {
  209. return connected_output_ports[p_port] > 0;
  210. }
  211. return false;
  212. }
  213. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  214. if (p_connected) {
  215. connected_output_ports[p_port]++;
  216. } else {
  217. connected_output_ports[p_port]--;
  218. }
  219. }
  220. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  221. if (connected_input_ports.has(p_port)) {
  222. return connected_input_ports[p_port];
  223. }
  224. return false;
  225. }
  226. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  227. connected_input_ports[p_port] = p_connected;
  228. }
  229. bool VisualShaderNode::is_any_port_connected() const {
  230. for (const KeyValue<int, bool> &E : connected_input_ports) {
  231. if (E.value) {
  232. return true;
  233. }
  234. }
  235. for (const KeyValue<int, int> &E : connected_output_ports) {
  236. if (E.value > 0) {
  237. return true;
  238. }
  239. }
  240. return false;
  241. }
  242. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  243. return true;
  244. }
  245. bool VisualShaderNode::is_output_port_expandable(int p_port) const {
  246. VisualShaderNode::PortType port = get_output_port_type(p_port);
  247. if (get_output_port_count() == 1 && (port == PORT_TYPE_VECTOR_2D || port == PORT_TYPE_VECTOR_3D || port == PORT_TYPE_VECTOR_4D)) {
  248. return true;
  249. }
  250. return false;
  251. }
  252. bool VisualShaderNode::has_output_port_preview(int p_port) const {
  253. return true;
  254. }
  255. void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) {
  256. for (int i = 0; i < p_values.size(); i++) {
  257. expanded_output_ports[p_values[i]] = true;
  258. }
  259. emit_changed();
  260. }
  261. Array VisualShaderNode::_get_output_ports_expanded() const {
  262. Array arr;
  263. for (int i = 0; i < get_output_port_count(); i++) {
  264. if (_is_output_port_expanded(i)) {
  265. arr.push_back(i);
  266. }
  267. }
  268. return arr;
  269. }
  270. void VisualShaderNode::_set_output_port_expanded(int p_port, bool p_expanded) {
  271. expanded_output_ports[p_port] = p_expanded;
  272. emit_changed();
  273. }
  274. bool VisualShaderNode::_is_output_port_expanded(int p_port) const {
  275. if (expanded_output_ports.has(p_port)) {
  276. return expanded_output_ports[p_port];
  277. }
  278. return false;
  279. }
  280. int VisualShaderNode::get_expanded_output_port_count() const {
  281. int count = get_output_port_count();
  282. int count2 = count;
  283. for (int i = 0; i < count; i++) {
  284. if (is_output_port_expandable(i) && _is_output_port_expanded(i)) {
  285. switch (get_output_port_type(i)) {
  286. case PORT_TYPE_VECTOR_2D: {
  287. count2 += 2;
  288. } break;
  289. case PORT_TYPE_VECTOR_3D: {
  290. count2 += 3;
  291. } break;
  292. case PORT_TYPE_VECTOR_4D: {
  293. count2 += 4;
  294. } break;
  295. default:
  296. break;
  297. }
  298. }
  299. }
  300. return count2;
  301. }
  302. bool VisualShaderNode::is_code_generated() const {
  303. return true;
  304. }
  305. bool VisualShaderNode::is_show_prop_names() const {
  306. return false;
  307. }
  308. bool VisualShaderNode::is_use_prop_slots() const {
  309. return false;
  310. }
  311. bool VisualShaderNode::is_disabled() const {
  312. return disabled;
  313. }
  314. void VisualShaderNode::set_disabled(bool p_disabled) {
  315. disabled = p_disabled;
  316. }
  317. bool VisualShaderNode::is_deletable() const {
  318. return closable;
  319. }
  320. void VisualShaderNode::set_deletable(bool p_closable) {
  321. closable = p_closable;
  322. }
  323. void VisualShaderNode::set_frame(int p_node) {
  324. linked_parent_graph_frame = p_node;
  325. }
  326. int VisualShaderNode::get_frame() const {
  327. return linked_parent_graph_frame;
  328. }
  329. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  330. return Vector<VisualShader::DefaultTextureParam>();
  331. }
  332. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  333. return String();
  334. }
  335. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  336. return String();
  337. }
  338. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  339. return String();
  340. }
  341. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  342. return Vector<StringName>();
  343. }
  344. HashMap<StringName, String> VisualShaderNode::get_editable_properties_names() const {
  345. return HashMap<StringName, String>();
  346. }
  347. Array VisualShaderNode::get_default_input_values() const {
  348. Array ret;
  349. for (const KeyValue<int, Variant> &E : default_input_values) {
  350. ret.push_back(E.key);
  351. ret.push_back(E.value);
  352. }
  353. return ret;
  354. }
  355. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  356. if (p_values.size() % 2 == 0) {
  357. for (int i = 0; i < p_values.size(); i += 2) {
  358. default_input_values[p_values[i + 0]] = p_values[i + 1];
  359. }
  360. }
  361. emit_changed();
  362. }
  363. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  364. return String();
  365. }
  366. VisualShaderNode::Category VisualShaderNode::get_category() const {
  367. return CATEGORY_NONE;
  368. }
  369. bool VisualShaderNode::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  370. return false;
  371. }
  372. void VisualShaderNode::_bind_methods() {
  373. ClassDB::bind_method(D_METHOD("get_default_input_port", "type"), &VisualShaderNode::get_default_input_port);
  374. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  375. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  376. ClassDB::bind_method(D_METHOD("_set_output_port_expanded", "port"), &VisualShaderNode::_set_output_port_expanded);
  377. ClassDB::bind_method(D_METHOD("_is_output_port_expanded"), &VisualShaderNode::_is_output_port_expanded);
  378. ClassDB::bind_method(D_METHOD("_set_output_ports_expanded", "values"), &VisualShaderNode::_set_output_ports_expanded);
  379. ClassDB::bind_method(D_METHOD("_get_output_ports_expanded"), &VisualShaderNode::_get_output_ports_expanded);
  380. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value", "prev_value"), &VisualShaderNode::set_input_port_default_value, DEFVAL(Variant()));
  381. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  382. ClassDB::bind_method(D_METHOD("remove_input_port_default_value", "port"), &VisualShaderNode::remove_input_port_default_value);
  383. ClassDB::bind_method(D_METHOD("clear_default_input_values"), &VisualShaderNode::clear_default_input_values);
  384. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  385. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  386. ClassDB::bind_method(D_METHOD("set_frame", "frame"), &VisualShaderNode::set_frame);
  387. ClassDB::bind_method(D_METHOD("get_frame"), &VisualShaderNode::get_frame);
  388. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  389. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  390. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded", "_get_output_ports_expanded");
  391. ADD_PROPERTY(PropertyInfo(Variant::INT, "linked_parent_graph_frame", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_frame", "get_frame");
  392. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  393. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  394. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_UINT);
  395. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
  396. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
  397. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D);
  398. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  399. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  400. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  401. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  402. }
  403. VisualShaderNode::VisualShaderNode() {
  404. }
  405. /////////////////////////////////////////////////////////
  406. void VisualShaderNodeCustom::update_property_default_values() {
  407. int prop_count;
  408. if (GDVIRTUAL_CALL(_get_property_count, prop_count)) {
  409. for (int i = 0; i < prop_count; i++) {
  410. int selected = 0;
  411. if (GDVIRTUAL_CALL(_get_property_default_index, i, selected)) {
  412. dp_selected_cache[i] = selected;
  413. }
  414. }
  415. }
  416. }
  417. void VisualShaderNodeCustom::update_input_port_default_values() {
  418. int input_port_count;
  419. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  420. for (int i = 0; i < input_port_count; i++) {
  421. Variant value;
  422. if (GDVIRTUAL_CALL(_get_input_port_default_value, i, value)) {
  423. default_input_values[i] = value;
  424. }
  425. }
  426. }
  427. }
  428. void VisualShaderNodeCustom::update_ports() {
  429. {
  430. dp_props.clear();
  431. int prop_count;
  432. if (GDVIRTUAL_CALL(_get_property_count, prop_count)) {
  433. for (int i = 0; i < prop_count; i++) {
  434. DropDownListProperty prop;
  435. if (!GDVIRTUAL_CALL(_get_property_name, i, prop.name)) {
  436. prop.name = "prop";
  437. }
  438. if (!GDVIRTUAL_CALL(_get_property_options, i, prop.options)) {
  439. prop.options.push_back("Default");
  440. }
  441. dp_props.push_back(prop);
  442. }
  443. }
  444. }
  445. {
  446. Vector<String> vprops = properties.split(";", false);
  447. for (int i = 0; i < vprops.size(); i++) {
  448. Vector<String> arr = vprops[i].split(",", false);
  449. ERR_FAIL_COND(arr.size() != 2);
  450. ERR_FAIL_COND(!arr[0].is_valid_int());
  451. ERR_FAIL_COND(!arr[1].is_valid_int());
  452. int index = arr[0].to_int();
  453. int selected = arr[1].to_int();
  454. dp_selected_cache[index] = selected;
  455. }
  456. }
  457. {
  458. input_ports.clear();
  459. int input_port_count;
  460. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  461. for (int i = 0; i < input_port_count; i++) {
  462. Port port;
  463. if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) {
  464. port.name = "in" + itos(i);
  465. }
  466. PortType port_type;
  467. if (GDVIRTUAL_CALL(_get_input_port_type, i, port_type)) {
  468. port.type = (int)port_type;
  469. } else {
  470. port.type = (int)PortType::PORT_TYPE_SCALAR;
  471. }
  472. input_ports.push_back(port);
  473. }
  474. }
  475. }
  476. {
  477. output_ports.clear();
  478. int output_port_count;
  479. if (GDVIRTUAL_CALL(_get_output_port_count, output_port_count)) {
  480. for (int i = 0; i < output_port_count; i++) {
  481. Port port;
  482. if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) {
  483. port.name = "out" + itos(i);
  484. }
  485. PortType port_type;
  486. if (GDVIRTUAL_CALL(_get_output_port_type, i, port_type)) {
  487. port.type = (int)port_type;
  488. } else {
  489. port.type = (int)PortType::PORT_TYPE_SCALAR;
  490. }
  491. output_ports.push_back(port);
  492. }
  493. }
  494. }
  495. }
  496. void VisualShaderNodeCustom::update_properties() {
  497. properties = "";
  498. for (const KeyValue<int, int> &p : dp_selected_cache) {
  499. if (p.value != 0) {
  500. properties += itos(p.key) + "," + itos(p.value) + ";";
  501. }
  502. }
  503. }
  504. String VisualShaderNodeCustom::get_caption() const {
  505. String ret = "Unnamed";
  506. GDVIRTUAL_CALL(_get_name, ret);
  507. return ret;
  508. }
  509. int VisualShaderNodeCustom::get_input_port_count() const {
  510. return input_ports.size();
  511. }
  512. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  513. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  514. return (PortType)input_ports.get(p_port).type;
  515. }
  516. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  517. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  518. return input_ports.get(p_port).name;
  519. }
  520. int VisualShaderNodeCustom::get_default_input_port(PortType p_type) const {
  521. int ret = 0;
  522. GDVIRTUAL_CALL(_get_default_input_port, p_type, ret);
  523. return ret;
  524. }
  525. int VisualShaderNodeCustom::get_output_port_count() const {
  526. return output_ports.size();
  527. }
  528. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  529. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  530. return (PortType)output_ports.get(p_port).type;
  531. }
  532. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  533. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  534. return output_ports.get(p_port).name;
  535. }
  536. String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  537. ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
  538. TypedArray<String> input_vars;
  539. for (int i = 0; i < get_input_port_count(); i++) {
  540. input_vars.push_back(p_input_vars[i]);
  541. }
  542. TypedArray<String> output_vars;
  543. for (int i = 0; i < get_output_port_count(); i++) {
  544. output_vars.push_back(p_output_vars[i]);
  545. }
  546. String _code;
  547. GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code);
  548. if (_is_valid_code(_code)) {
  549. String code = " {\n";
  550. bool nend = _code.ends_with("\n");
  551. _code = _code.insert(0, " ");
  552. _code = _code.replace("\n", "\n ");
  553. code += _code;
  554. if (!nend) {
  555. code += "\n }";
  556. } else {
  557. code.remove_at(code.size() - 1);
  558. code += "}";
  559. }
  560. code += "\n";
  561. return code;
  562. }
  563. return String();
  564. }
  565. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  566. String _code;
  567. if (GDVIRTUAL_CALL(_get_global_code, p_mode, _code)) {
  568. if (_is_valid_code(_code)) {
  569. String code = "// " + get_caption() + "\n";
  570. code += _code;
  571. code += "\n";
  572. return code;
  573. }
  574. }
  575. return String();
  576. }
  577. String VisualShaderNodeCustom::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  578. String _code;
  579. if (GDVIRTUAL_CALL(_get_func_code, p_mode, p_type, _code)) {
  580. if (_is_valid_code(_code)) {
  581. bool nend = _code.ends_with("\n");
  582. String code = "// " + get_caption() + "\n";
  583. code += " {\n";
  584. _code = _code.insert(0, " ");
  585. _code = _code.replace("\n", "\n ");
  586. code += _code;
  587. if (!nend) {
  588. code += "\n }";
  589. } else {
  590. code.remove_at(code.size() - 1);
  591. code += "}";
  592. }
  593. code += "\n";
  594. return code;
  595. }
  596. }
  597. return String();
  598. }
  599. bool VisualShaderNodeCustom::is_available(Shader::Mode p_mode, VisualShader::Type p_type) const {
  600. bool ret = true;
  601. GDVIRTUAL_CALL(_is_available, p_mode, p_type, ret);
  602. return ret;
  603. }
  604. void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  605. if (!is_initialized) {
  606. VisualShaderNode::set_input_port_default_value(p_port, p_value, p_prev_value);
  607. }
  608. }
  609. void VisualShaderNodeCustom::set_default_input_values(const Array &p_values) {
  610. if (!is_initialized) {
  611. VisualShaderNode::set_default_input_values(p_values);
  612. }
  613. }
  614. void VisualShaderNodeCustom::remove_input_port_default_value(int p_port) {
  615. if (!is_initialized) {
  616. VisualShaderNode::remove_input_port_default_value(p_port);
  617. }
  618. }
  619. void VisualShaderNodeCustom::clear_default_input_values() {
  620. if (!is_initialized) {
  621. VisualShaderNode::clear_default_input_values();
  622. }
  623. }
  624. void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Variant &p_value) {
  625. VisualShaderNode::set_input_port_default_value(p_port, p_value);
  626. }
  627. bool VisualShaderNodeCustom::_is_valid_code(const String &p_code) const {
  628. if (p_code.is_empty() || p_code == "null") {
  629. return false;
  630. }
  631. return true;
  632. }
  633. bool VisualShaderNodeCustom::_is_initialized() {
  634. return is_initialized;
  635. }
  636. void VisualShaderNodeCustom::_set_initialized(bool p_enabled) {
  637. is_initialized = p_enabled;
  638. }
  639. void VisualShaderNodeCustom::_set_properties(const String &p_properties) {
  640. properties = p_properties;
  641. }
  642. String VisualShaderNodeCustom::_get_properties() const {
  643. return properties;
  644. }
  645. String VisualShaderNodeCustom::_get_name() const {
  646. String ret;
  647. GDVIRTUAL_CALL(_get_name, ret);
  648. return ret;
  649. }
  650. String VisualShaderNodeCustom::_get_description() const {
  651. String ret;
  652. GDVIRTUAL_CALL(_get_description, ret);
  653. return ret;
  654. }
  655. String VisualShaderNodeCustom::_get_category() const {
  656. String ret;
  657. GDVIRTUAL_CALL(_get_category, ret);
  658. return ret;
  659. }
  660. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::_get_return_icon_type() const {
  661. PortType ret = PORT_TYPE_SCALAR;
  662. GDVIRTUAL_CALL(_get_return_icon_type, ret);
  663. return ret;
  664. }
  665. bool VisualShaderNodeCustom::_is_highend() const {
  666. bool ret = false;
  667. GDVIRTUAL_CALL(_is_highend, ret);
  668. return ret;
  669. }
  670. void VisualShaderNodeCustom::_set_option_index(int p_option, int p_value) {
  671. dp_selected_cache[p_option] = p_value;
  672. update_properties();
  673. update_ports();
  674. update_input_port_default_values();
  675. emit_changed();
  676. }
  677. int VisualShaderNodeCustom::get_option_index(int p_option) const {
  678. if (!dp_selected_cache.has(p_option)) {
  679. return 0;
  680. }
  681. return dp_selected_cache[p_option];
  682. }
  683. void VisualShaderNodeCustom::_bind_methods() {
  684. GDVIRTUAL_BIND(_get_name);
  685. GDVIRTUAL_BIND(_get_description);
  686. GDVIRTUAL_BIND(_get_category);
  687. GDVIRTUAL_BIND(_get_return_icon_type);
  688. GDVIRTUAL_BIND(_get_input_port_count);
  689. GDVIRTUAL_BIND(_get_input_port_type, "port");
  690. GDVIRTUAL_BIND(_get_input_port_name, "port");
  691. GDVIRTUAL_BIND(_get_input_port_default_value, "port");
  692. GDVIRTUAL_BIND(_get_default_input_port, "type");
  693. GDVIRTUAL_BIND(_get_output_port_count);
  694. GDVIRTUAL_BIND(_get_output_port_type, "port");
  695. GDVIRTUAL_BIND(_get_output_port_name, "port");
  696. GDVIRTUAL_BIND(_get_property_count);
  697. GDVIRTUAL_BIND(_get_property_name, "index");
  698. GDVIRTUAL_BIND(_get_property_default_index, "index");
  699. GDVIRTUAL_BIND(_get_property_options, "index");
  700. GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type");
  701. GDVIRTUAL_BIND(_get_func_code, "mode", "type");
  702. GDVIRTUAL_BIND(_get_global_code, "mode");
  703. GDVIRTUAL_BIND(_is_highend);
  704. GDVIRTUAL_BIND(_is_available, "mode", "type");
  705. ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized);
  706. ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized);
  707. ClassDB::bind_method(D_METHOD("_set_input_port_default_value", "port", "value"), &VisualShaderNodeCustom::_set_input_port_default_value);
  708. ClassDB::bind_method(D_METHOD("_set_option_index", "option", "value"), &VisualShaderNodeCustom::_set_option_index);
  709. ClassDB::bind_method(D_METHOD("_set_properties", "properties"), &VisualShaderNodeCustom::_set_properties);
  710. ClassDB::bind_method(D_METHOD("_get_properties"), &VisualShaderNodeCustom::_get_properties);
  711. ClassDB::bind_method(D_METHOD("get_option_index", "option"), &VisualShaderNodeCustom::get_option_index);
  712. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized", "_is_initialized");
  713. ADD_PROPERTY(PropertyInfo(Variant::STRING, "properties", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_properties", "_get_properties");
  714. }
  715. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  716. simple_decl = false;
  717. }
  718. /////////////////////////////////////////////////////////
  719. void VisualShader::add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type) {
  720. ERR_FAIL_COND(!p_name.is_valid_ascii_identifier());
  721. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  722. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  723. ERR_FAIL_COND(varyings.has(p_name));
  724. Varying var = Varying(p_name, p_mode, p_type);
  725. varyings[p_name] = var;
  726. varyings_list.push_back(var);
  727. _queue_update();
  728. }
  729. void VisualShader::remove_varying(const String &p_name) {
  730. ERR_FAIL_COND(!varyings.has(p_name));
  731. varyings.erase(p_name);
  732. for (List<Varying>::Element *E = varyings_list.front(); E; E = E->next()) {
  733. if (E->get().name == p_name) {
  734. varyings_list.erase(E);
  735. break;
  736. }
  737. }
  738. _queue_update();
  739. }
  740. bool VisualShader::has_varying(const String &p_name) const {
  741. return varyings.has(p_name);
  742. }
  743. int VisualShader::get_varyings_count() const {
  744. return varyings_list.size();
  745. }
  746. const VisualShader::Varying *VisualShader::get_varying_by_index(int p_idx) const {
  747. ERR_FAIL_INDEX_V(p_idx, varyings_list.size(), nullptr);
  748. return &varyings_list.get(p_idx);
  749. }
  750. void VisualShader::set_varying_mode(const String &p_name, VaryingMode p_mode) {
  751. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  752. ERR_FAIL_COND(!varyings.has(p_name));
  753. if (varyings[p_name].mode == p_mode) {
  754. return;
  755. }
  756. varyings[p_name].mode = p_mode;
  757. _queue_update();
  758. }
  759. VisualShader::VaryingMode VisualShader::get_varying_mode(const String &p_name) {
  760. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_MODE_MAX);
  761. return varyings[p_name].mode;
  762. }
  763. void VisualShader::set_varying_type(const String &p_name, VaryingType p_type) {
  764. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  765. ERR_FAIL_COND(!varyings.has(p_name));
  766. if (varyings[p_name].type == p_type) {
  767. return;
  768. }
  769. varyings[p_name].type = p_type;
  770. _queue_update();
  771. }
  772. VisualShader::VaryingType VisualShader::get_varying_type(const String &p_name) {
  773. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_TYPE_MAX);
  774. return varyings[p_name].type;
  775. }
  776. void VisualShader::_set_preview_shader_parameter(const String &p_name, const Variant &p_value) {
  777. #ifdef TOOLS_ENABLED
  778. if (Engine::get_singleton()->is_editor_hint()) {
  779. if (p_value.get_type() == Variant::NIL) {
  780. if (!preview_params.erase(p_name)) {
  781. return;
  782. }
  783. } else {
  784. Variant *var = preview_params.getptr(p_name);
  785. if (var != nullptr && *var == p_value) {
  786. return;
  787. }
  788. preview_params.insert(p_name, p_value);
  789. }
  790. emit_changed();
  791. }
  792. #endif // TOOLS_ENABLED
  793. }
  794. Variant VisualShader::_get_preview_shader_parameter(const String &p_name) const {
  795. #ifdef TOOLS_ENABLED
  796. if (Engine::get_singleton()->is_editor_hint()) {
  797. ERR_FAIL_COND_V(!preview_params.has(p_name), Variant());
  798. return preview_params.get(p_name);
  799. }
  800. #endif // TOOLS_ENABLED
  801. return Variant();
  802. }
  803. bool VisualShader::_has_preview_shader_parameter(const String &p_name) const {
  804. #ifdef TOOLS_ENABLED
  805. if (Engine::get_singleton()->is_editor_hint()) {
  806. return preview_params.has(p_name);
  807. }
  808. #endif // TOOLS_ENABLED
  809. return false;
  810. }
  811. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  812. ERR_FAIL_COND(p_node.is_null());
  813. ERR_FAIL_COND(p_id < 2);
  814. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  815. Graph *g = &graph[p_type];
  816. ERR_FAIL_COND(g->nodes.has(p_id));
  817. Node n;
  818. n.node = p_node;
  819. n.position = p_position;
  820. Ref<VisualShaderNodeParameter> parameter = n.node;
  821. if (parameter.is_valid()) {
  822. String valid_name = validate_parameter_name(parameter->get_parameter_name(), parameter);
  823. parameter->set_parameter_name(valid_name);
  824. }
  825. Ref<VisualShaderNodeInput> input = n.node;
  826. if (input.is_valid()) {
  827. input->shader_mode = shader_mode;
  828. input->shader_type = p_type;
  829. }
  830. n.node->connect_changed(callable_mp(this, &VisualShader::_queue_update));
  831. Ref<VisualShaderNodeCustom> custom = n.node;
  832. if (custom.is_valid()) {
  833. custom->update_ports();
  834. }
  835. g->nodes[p_id] = n;
  836. _queue_update();
  837. }
  838. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  839. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  840. Graph *g = &graph[p_type];
  841. ERR_FAIL_COND(!g->nodes.has(p_id));
  842. g->nodes[p_id].position = p_position;
  843. }
  844. // Returns 0 if no embeds, 1 if external embeds, 2 if builtin embeds
  845. int VisualShader::has_node_embeds() const {
  846. bool external_embeds = false;
  847. for (int i = 0; i < TYPE_MAX; i++) {
  848. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  849. List<PropertyInfo> props;
  850. E.value.node->get_property_list(&props);
  851. // For classes that inherit from VisualShaderNode, the class properties start at the 12th, and the last value is always 'script'
  852. for (int j = 12; j < props.size() - 1; j++) {
  853. // VisualShaderNodeCustom cannot have embeds
  854. if (props.get(j).name == "VisualShaderNodeCustom") {
  855. break;
  856. }
  857. // Ref<Resource> properties get classed as type Variant::Object
  858. if (props.get(j).type == Variant::OBJECT) {
  859. Ref<Resource> res = E.value.node->get(props.get(j).name);
  860. if (res.is_valid()) {
  861. if (res->is_built_in()) {
  862. return 2;
  863. } else {
  864. external_embeds = true;
  865. }
  866. }
  867. }
  868. }
  869. }
  870. }
  871. return external_embeds;
  872. }
  873. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  874. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  875. const Graph *g = &graph[p_type];
  876. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  877. return g->nodes[p_id].position;
  878. }
  879. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  880. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  881. const Graph *g = &graph[p_type];
  882. if (!g->nodes.has(p_id)) {
  883. return Ref<VisualShaderNode>();
  884. }
  885. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  886. return g->nodes[p_id].node;
  887. }
  888. Vector<int> VisualShader::get_node_list(Type p_type) const {
  889. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  890. const Graph *g = &graph[p_type];
  891. Vector<int> ret;
  892. for (const KeyValue<int, Node> &E : g->nodes) {
  893. ret.push_back(E.key);
  894. }
  895. return ret;
  896. }
  897. int VisualShader::get_valid_node_id(Type p_type) const {
  898. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  899. const Graph *g = &graph[p_type];
  900. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  901. }
  902. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  903. for (const KeyValue<int, Node> &E : graph[p_type].nodes) {
  904. if (E.value.node == p_node) {
  905. return E.key;
  906. }
  907. }
  908. return NODE_ID_INVALID;
  909. }
  910. void VisualShader::remove_node(Type p_type, int p_id) {
  911. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  912. ERR_FAIL_COND(p_id < 2);
  913. Graph *g = &graph[p_type];
  914. ERR_FAIL_COND(!g->nodes.has(p_id));
  915. g->nodes[p_id].node->disconnect_changed(callable_mp(this, &VisualShader::_queue_update));
  916. g->nodes.erase(p_id);
  917. for (List<Connection>::Element *E = g->connections.front(); E;) {
  918. List<Connection>::Element *N = E->next();
  919. const VisualShader::Connection &connection = E->get();
  920. if (connection.from_node == p_id || connection.to_node == p_id) {
  921. if (connection.from_node == p_id) {
  922. g->nodes[connection.to_node].prev_connected_nodes.erase(p_id);
  923. g->nodes[connection.to_node].node->set_input_port_connected(connection.to_port, false);
  924. } else if (connection.to_node == p_id) {
  925. g->nodes[connection.from_node].next_connected_nodes.erase(p_id);
  926. g->nodes[connection.from_node].node->set_output_port_connected(connection.from_port, false);
  927. }
  928. g->connections.erase(E);
  929. }
  930. E = N;
  931. }
  932. _queue_update();
  933. }
  934. void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) {
  935. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  936. ERR_FAIL_COND(p_id < 2);
  937. Graph *g = &graph[p_type];
  938. ERR_FAIL_COND(!g->nodes.has(p_id));
  939. if (g->nodes[p_id].node->get_class_name() == p_new_class) {
  940. return;
  941. }
  942. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class));
  943. VisualShaderNode *prev_vsn = g->nodes[p_id].node.ptr();
  944. // Update connection data.
  945. for (int i = 0; i < vsn->get_output_port_count(); i++) {
  946. if (i < prev_vsn->get_output_port_count()) {
  947. if (prev_vsn->is_output_port_connected(i)) {
  948. vsn->set_output_port_connected(i, true);
  949. }
  950. if (prev_vsn->is_output_port_expandable(i) && prev_vsn->_is_output_port_expanded(i) && vsn->is_output_port_expandable(i)) {
  951. vsn->_set_output_port_expanded(i, true);
  952. int component_count = 0;
  953. switch (prev_vsn->get_output_port_type(i)) {
  954. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  955. component_count = 2;
  956. break;
  957. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  958. component_count = 3;
  959. break;
  960. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  961. component_count = 4;
  962. break;
  963. default:
  964. break;
  965. }
  966. for (int j = 0; j < component_count; j++) {
  967. int sub_port = i + 1 + j;
  968. if (prev_vsn->is_output_port_connected(sub_port)) {
  969. vsn->set_output_port_connected(sub_port, true);
  970. }
  971. }
  972. i += component_count;
  973. }
  974. } else {
  975. break;
  976. }
  977. }
  978. vsn->connect_changed(callable_mp(this, &VisualShader::_queue_update));
  979. g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
  980. _queue_update();
  981. }
  982. bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  983. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  984. const Graph *g = &graph[p_type];
  985. for (const Connection &E : g->connections) {
  986. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  987. return true;
  988. }
  989. }
  990. return false;
  991. }
  992. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  993. bool result = false;
  994. const VisualShader::Node &node = p_graph->nodes[p_node];
  995. for (const int &E : node.prev_connected_nodes) {
  996. if (E == p_target) {
  997. return true;
  998. }
  999. result = is_nodes_connected_relatively(p_graph, E, p_target);
  1000. if (result) {
  1001. break;
  1002. }
  1003. }
  1004. return result;
  1005. }
  1006. bool VisualShader::_check_reroute_subgraph(Type p_type, int p_target_port_type, int p_reroute_node, List<int> *r_visited_reroute_nodes) const {
  1007. const Graph *g = &graph[p_type];
  1008. // BFS to check whether connecting to the given subgraph (rooted at p_reroute_node) is valid.
  1009. List<int> queue;
  1010. queue.push_back(p_reroute_node);
  1011. if (r_visited_reroute_nodes != nullptr) {
  1012. r_visited_reroute_nodes->push_back(p_reroute_node);
  1013. }
  1014. while (!queue.is_empty()) {
  1015. int current_node_id = queue.front()->get();
  1016. VisualShader::Node current_node = g->nodes[current_node_id];
  1017. queue.pop_front();
  1018. for (const int &next_node_id : current_node.next_connected_nodes) {
  1019. Ref<VisualShaderNodeReroute> next_vsnode = g->nodes[next_node_id].node;
  1020. if (next_vsnode.is_valid()) {
  1021. queue.push_back(next_node_id);
  1022. if (r_visited_reroute_nodes != nullptr) {
  1023. r_visited_reroute_nodes->push_back(next_node_id);
  1024. }
  1025. continue;
  1026. }
  1027. // Check whether all ports connected with the reroute node are compatible.
  1028. for (const Connection &c : g->connections) {
  1029. VisualShaderNode::PortType to_port_type = g->nodes[next_node_id].node->get_input_port_type(c.to_port);
  1030. if (c.from_node == current_node_id &&
  1031. c.to_node == next_node_id &&
  1032. !is_port_types_compatible(p_target_port_type, to_port_type)) {
  1033. return false;
  1034. }
  1035. }
  1036. }
  1037. }
  1038. return true;
  1039. }
  1040. bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  1041. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  1042. const Graph *g = &graph[p_type];
  1043. if (!g->nodes.has(p_from_node)) {
  1044. return false;
  1045. }
  1046. if (p_from_node == p_to_node) {
  1047. return false;
  1048. }
  1049. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_expanded_output_port_count()) {
  1050. return false;
  1051. }
  1052. if (!g->nodes.has(p_to_node)) {
  1053. return false;
  1054. }
  1055. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  1056. return false;
  1057. }
  1058. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  1059. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  1060. Ref<VisualShaderNodeReroute> to_node_reroute = g->nodes[p_to_node].node;
  1061. if (to_node_reroute.is_valid()) {
  1062. if (!_check_reroute_subgraph(p_type, from_port_type, p_to_node)) {
  1063. return false;
  1064. }
  1065. } else if (!is_port_types_compatible(from_port_type, to_port_type)) {
  1066. return false;
  1067. }
  1068. for (const Connection &E : g->connections) {
  1069. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  1070. return false;
  1071. }
  1072. }
  1073. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  1074. return false;
  1075. }
  1076. return true;
  1077. }
  1078. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  1079. return MAX(0, p_a - (int)VisualShaderNode::PORT_TYPE_BOOLEAN) == (MAX(0, p_b - (int)VisualShaderNode::PORT_TYPE_BOOLEAN));
  1080. }
  1081. void VisualShader::attach_node_to_frame(Type p_type, int p_node, int p_frame) {
  1082. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1083. ERR_FAIL_COND(p_frame < 0);
  1084. Graph *g = &graph[p_type];
  1085. ERR_FAIL_COND(!g->nodes.has(p_node));
  1086. g->nodes[p_node].node->set_frame(p_frame);
  1087. Ref<VisualShaderNodeFrame> vsnode_frame = g->nodes[p_frame].node;
  1088. if (vsnode_frame.is_valid()) {
  1089. vsnode_frame->add_attached_node(p_node);
  1090. }
  1091. }
  1092. void VisualShader::detach_node_from_frame(Type p_type, int p_node) {
  1093. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1094. Graph *g = &graph[p_type];
  1095. ERR_FAIL_COND(!g->nodes.has(p_node));
  1096. int parent_frame_id = g->nodes[p_node].node->get_frame();
  1097. Ref<VisualShaderNodeFrame> vsnode_frame = g->nodes[parent_frame_id].node;
  1098. if (vsnode_frame.is_valid()) {
  1099. vsnode_frame->remove_attached_node(p_node);
  1100. }
  1101. g->nodes[p_node].node->set_frame(-1);
  1102. }
  1103. String VisualShader::get_reroute_parameter_name(Type p_type, int p_reroute_node) const {
  1104. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, "");
  1105. const Graph *g = &graph[p_type];
  1106. ERR_FAIL_COND_V(!g->nodes.has(p_reroute_node), "");
  1107. const VisualShader::Node *node = &g->nodes[p_reroute_node];
  1108. while (node->prev_connected_nodes.size() > 0) {
  1109. int connected_node_id = node->prev_connected_nodes[0];
  1110. node = &g->nodes[connected_node_id];
  1111. Ref<VisualShaderNodeParameter> parameter_node = node->node;
  1112. if (parameter_node.is_valid() && parameter_node->get_output_port_type(0) == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1113. return parameter_node->get_parameter_name();
  1114. }
  1115. Ref<VisualShaderNodeParameterRef> parameter_ref_node = node->node;
  1116. if (parameter_ref_node.is_valid() && parameter_ref_node->get_output_port_type(0) == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1117. return parameter_ref_node->get_parameter_name();
  1118. }
  1119. Ref<VisualShaderNodeInput> input_node = node->node;
  1120. if (input_node.is_valid() && input_node->get_output_port_type(0) == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1121. return input_node->get_input_real_name();
  1122. }
  1123. }
  1124. return "";
  1125. }
  1126. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  1127. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1128. Graph *g = &graph[p_type];
  1129. ERR_FAIL_COND(!g->nodes.has(p_from_node));
  1130. ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count());
  1131. ERR_FAIL_COND(!g->nodes.has(p_to_node));
  1132. ERR_FAIL_INDEX(p_to_port, g->nodes[p_to_node].node->get_input_port_count());
  1133. for (const Connection &E : g->connections) {
  1134. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  1135. return;
  1136. }
  1137. }
  1138. Connection c;
  1139. c.from_node = p_from_node;
  1140. c.from_port = p_from_port;
  1141. c.to_node = p_to_node;
  1142. c.to_port = p_to_port;
  1143. g->connections.push_back(c);
  1144. g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node);
  1145. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  1146. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  1147. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  1148. _queue_update();
  1149. }
  1150. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  1151. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  1152. Graph *g = &graph[p_type];
  1153. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  1154. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count(), ERR_INVALID_PARAMETER);
  1155. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  1156. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  1157. Ref<VisualShaderNodeReroute> from_node_reroute = g->nodes[p_from_node].node;
  1158. Ref<VisualShaderNodeReroute> to_node_reroute = g->nodes[p_to_node].node;
  1159. // Allow connection with incompatible port types only if the reroute node isn't connected to anything.
  1160. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  1161. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  1162. bool port_types_are_compatible = is_port_types_compatible(from_port_type, to_port_type);
  1163. if (to_node_reroute.is_valid()) {
  1164. List<int> visited_reroute_nodes;
  1165. port_types_are_compatible = _check_reroute_subgraph(p_type, from_port_type, p_to_node, &visited_reroute_nodes);
  1166. if (port_types_are_compatible) {
  1167. // Set the port type of all reroute nodes.
  1168. for (const int &E : visited_reroute_nodes) {
  1169. Ref<VisualShaderNodeReroute> reroute_node = g->nodes[E].node;
  1170. reroute_node->_set_port_type(from_port_type);
  1171. }
  1172. }
  1173. } else if (from_node_reroute.is_valid() && !from_node_reroute->is_input_port_connected(0)) {
  1174. from_node_reroute->_set_port_type(to_port_type);
  1175. port_types_are_compatible = true;
  1176. }
  1177. ERR_FAIL_COND_V_MSG(!port_types_are_compatible, ERR_INVALID_PARAMETER, "Incompatible port types.");
  1178. for (const Connection &E : g->connections) {
  1179. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  1180. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  1181. }
  1182. }
  1183. Connection c;
  1184. c.from_node = p_from_node;
  1185. c.from_port = p_from_port;
  1186. c.to_node = p_to_node;
  1187. c.to_port = p_to_port;
  1188. g->connections.push_back(c);
  1189. g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node);
  1190. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  1191. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  1192. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  1193. _queue_update();
  1194. return OK;
  1195. }
  1196. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  1197. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1198. Graph *g = &graph[p_type];
  1199. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  1200. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  1201. g->connections.erase(E);
  1202. g->nodes[p_from_node].next_connected_nodes.erase(p_to_node);
  1203. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  1204. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  1205. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  1206. _queue_update();
  1207. return;
  1208. }
  1209. }
  1210. }
  1211. TypedArray<Dictionary> VisualShader::_get_node_connections(Type p_type) const {
  1212. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  1213. const Graph *g = &graph[p_type];
  1214. TypedArray<Dictionary> ret;
  1215. for (const Connection &E : g->connections) {
  1216. Dictionary d;
  1217. d["from_node"] = E.from_node;
  1218. d["from_port"] = E.from_port;
  1219. d["to_node"] = E.to_node;
  1220. d["to_port"] = E.to_port;
  1221. ret.push_back(d);
  1222. }
  1223. return ret;
  1224. }
  1225. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  1226. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1227. const Graph *g = &graph[p_type];
  1228. for (const Connection &E : g->connections) {
  1229. r_connections->push_back(E);
  1230. }
  1231. }
  1232. void VisualShader::set_mode(Mode p_mode) {
  1233. ERR_FAIL_INDEX_MSG(p_mode, Mode::MODE_MAX, vformat("Invalid shader mode: %d.", p_mode));
  1234. if (shader_mode == p_mode) {
  1235. return;
  1236. }
  1237. //erase input/output connections
  1238. modes.clear();
  1239. flags.clear();
  1240. shader_mode = p_mode;
  1241. for (int i = 0; i < TYPE_MAX; i++) {
  1242. for (KeyValue<int, Node> &E : graph[i].nodes) {
  1243. Ref<VisualShaderNodeInput> input = E.value.node;
  1244. if (input.is_valid()) {
  1245. input->shader_mode = shader_mode;
  1246. //input->input_index = 0;
  1247. }
  1248. }
  1249. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  1250. output->shader_mode = shader_mode;
  1251. // clear connections since they are no longer valid
  1252. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  1253. bool keep = true;
  1254. List<Connection>::Element *N = E->next();
  1255. int from = E->get().from_node;
  1256. int to = E->get().to_node;
  1257. if (!graph[i].nodes.has(from)) {
  1258. keep = false;
  1259. } else {
  1260. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  1261. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  1262. keep = false;
  1263. }
  1264. }
  1265. if (!graph[i].nodes.has(to)) {
  1266. keep = false;
  1267. } else {
  1268. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  1269. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  1270. keep = false;
  1271. }
  1272. }
  1273. if (!keep) {
  1274. graph[i].connections.erase(E);
  1275. }
  1276. E = N;
  1277. }
  1278. }
  1279. _queue_update();
  1280. notify_property_list_changed();
  1281. }
  1282. Shader::Mode VisualShader::get_mode() const {
  1283. return shader_mode;
  1284. }
  1285. bool VisualShader::is_text_shader() const {
  1286. return false;
  1287. }
  1288. #ifndef DISABLE_DEPRECATED
  1289. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  1290. WARN_DEPRECATED_MSG("graph_offset property is deprecated. Setting it has no effect.");
  1291. }
  1292. Vector2 VisualShader::get_graph_offset() const {
  1293. WARN_DEPRECATED_MSG("graph_offset property is deprecated. Getting it always returns Vector2().");
  1294. return Vector2();
  1295. }
  1296. #endif
  1297. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  1298. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  1299. ERR_FAIL_COND_V(node.is_null(), String());
  1300. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_expanded_output_port_count(), String());
  1301. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  1302. StringBuilder global_code;
  1303. StringBuilder global_code_per_node;
  1304. HashMap<Type, StringBuilder> global_code_per_func;
  1305. StringBuilder shader_code;
  1306. HashSet<StringName> classes;
  1307. global_code += String() + "shader_type canvas_item;\n";
  1308. String global_expressions;
  1309. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1310. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1311. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  1312. if (global_expression.is_valid()) {
  1313. String expr = "";
  1314. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1315. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1316. expr = expr.replace("\n", "\n ");
  1317. expr += "\n";
  1318. global_expressions += expr;
  1319. }
  1320. }
  1321. }
  1322. global_code += "\n";
  1323. global_code += global_expressions;
  1324. //make it faster to go around through shader
  1325. HashMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1326. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  1327. ConnectionKey to_key;
  1328. to_key.node = E->get().to_node;
  1329. to_key.port = E->get().to_port;
  1330. input_connections.insert(to_key, E);
  1331. }
  1332. shader_code += "\nvoid fragment() {\n";
  1333. HashSet<int> processed;
  1334. Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, shader_code, default_tex_params, input_connections, p_node, processed, true, classes);
  1335. ERR_FAIL_COND_V(err != OK, String());
  1336. switch (node->get_output_port_type(p_port)) {
  1337. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1338. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n";
  1339. } break;
  1340. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1341. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1342. } break;
  1343. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1344. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1345. } break;
  1346. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1347. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  1348. } break;
  1349. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1350. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
  1351. } break;
  1352. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1353. shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  1354. } break;
  1355. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1356. shader_code += " COLOR = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  1357. } break;
  1358. default: {
  1359. shader_code += " COLOR.rgb = vec3(0.0);\n";
  1360. } break;
  1361. }
  1362. shader_code += "}\n";
  1363. //set code secretly
  1364. global_code += "\n\n";
  1365. String final_code = global_code;
  1366. final_code += global_code_per_node;
  1367. final_code += shader_code;
  1368. return final_code;
  1369. }
  1370. String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
  1371. String port_name = p_port_name;
  1372. if (port_name.is_empty()) {
  1373. return String();
  1374. }
  1375. while (port_name.length() && !is_ascii_alphabet_char(port_name[0])) {
  1376. port_name = port_name.substr(1);
  1377. }
  1378. if (!port_name.is_empty()) {
  1379. String valid_name;
  1380. for (int i = 0; i < port_name.length(); i++) {
  1381. if (is_ascii_identifier_char(port_name[i])) {
  1382. valid_name += String::chr(port_name[i]);
  1383. } else if (port_name[i] == ' ') {
  1384. valid_name += "_";
  1385. }
  1386. }
  1387. port_name = valid_name;
  1388. } else {
  1389. return String();
  1390. }
  1391. List<String> input_names;
  1392. List<String> output_names;
  1393. for (int i = 0; i < p_node->get_input_port_count(); i++) {
  1394. if (!p_output && i == p_port_id) {
  1395. continue;
  1396. }
  1397. if (port_name == p_node->get_input_port_name(i)) {
  1398. return String();
  1399. }
  1400. }
  1401. for (int i = 0; i < p_node->get_output_port_count(); i++) {
  1402. if (p_output && i == p_port_id) {
  1403. continue;
  1404. }
  1405. if (port_name == p_node->get_output_port_name(i)) {
  1406. return String();
  1407. }
  1408. }
  1409. return port_name;
  1410. }
  1411. String VisualShader::validate_parameter_name(const String &p_name, const Ref<VisualShaderNodeParameter> &p_parameter) const {
  1412. String param_name = p_name; //validate name first
  1413. while (param_name.length() && !is_ascii_alphabet_char(param_name[0])) {
  1414. param_name = param_name.substr(1);
  1415. }
  1416. if (!param_name.is_empty()) {
  1417. String valid_name;
  1418. for (int i = 0; i < param_name.length(); i++) {
  1419. if (is_ascii_identifier_char(param_name[i])) {
  1420. valid_name += String::chr(param_name[i]);
  1421. } else if (param_name[i] == ' ') {
  1422. valid_name += "_";
  1423. }
  1424. }
  1425. param_name = valid_name;
  1426. }
  1427. if (param_name.is_empty()) {
  1428. param_name = p_parameter->get_caption();
  1429. }
  1430. int attempt = 1;
  1431. while (true) {
  1432. bool exists = false;
  1433. for (int i = 0; i < TYPE_MAX; i++) {
  1434. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1435. Ref<VisualShaderNodeParameter> node = E.value.node;
  1436. if (node == p_parameter) { //do not test on self
  1437. continue;
  1438. }
  1439. if (node.is_valid() && node->get_parameter_name() == param_name) {
  1440. exists = true;
  1441. break;
  1442. }
  1443. }
  1444. if (exists) {
  1445. break;
  1446. }
  1447. }
  1448. if (exists) {
  1449. //remove numbers, put new and try again
  1450. attempt++;
  1451. while (param_name.length() && is_digit(param_name[param_name.length() - 1])) {
  1452. param_name = param_name.substr(0, param_name.length() - 1);
  1453. }
  1454. ERR_FAIL_COND_V(param_name.is_empty(), String());
  1455. param_name += itos(attempt);
  1456. } else {
  1457. break;
  1458. }
  1459. }
  1460. return param_name;
  1461. }
  1462. static const char *type_string[VisualShader::TYPE_MAX] = {
  1463. "vertex",
  1464. "fragment",
  1465. "light",
  1466. "start",
  1467. "process",
  1468. "collide",
  1469. "start_custom",
  1470. "process_custom",
  1471. "sky",
  1472. "fog",
  1473. };
  1474. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  1475. String prop_name = p_name;
  1476. if (prop_name == "mode") {
  1477. set_mode(Shader::Mode(int(p_value)));
  1478. return true;
  1479. } else if (prop_name.begins_with("flags/")) {
  1480. StringName flag = prop_name.get_slicec('/', 1);
  1481. bool enable = p_value;
  1482. if (enable) {
  1483. flags.insert(flag);
  1484. } else {
  1485. flags.erase(flag);
  1486. }
  1487. _queue_update();
  1488. return true;
  1489. } else if (prop_name.begins_with("modes/")) {
  1490. String mode_name = prop_name.get_slicec('/', 1);
  1491. int value = p_value;
  1492. if (value == 0) {
  1493. modes.erase(mode_name); //means it's default anyway, so don't store it
  1494. } else {
  1495. modes[mode_name] = value;
  1496. }
  1497. _queue_update();
  1498. return true;
  1499. } else if (prop_name == "stencil/enabled") {
  1500. stencil_enabled = bool(p_value);
  1501. _queue_update();
  1502. notify_property_list_changed();
  1503. return true;
  1504. } else if (prop_name == "stencil/reference") {
  1505. stencil_reference = int(p_value);
  1506. _queue_update();
  1507. return true;
  1508. } else if (prop_name.begins_with("stencil_flags/")) {
  1509. StringName flag = prop_name.get_slicec('/', 1);
  1510. bool enable = p_value;
  1511. if (enable) {
  1512. stencil_flags.insert(flag);
  1513. if (flag == "read") {
  1514. stencil_flags.erase("write");
  1515. stencil_flags.erase("write_depth_fail");
  1516. } else if (flag == "write" || flag == "write_depth_fail") {
  1517. stencil_flags.erase("read");
  1518. }
  1519. } else {
  1520. stencil_flags.erase(flag);
  1521. }
  1522. _queue_update();
  1523. return true;
  1524. } else if (prop_name.begins_with("stencil_modes/")) {
  1525. String mode_name = prop_name.get_slicec('/', 1);
  1526. int value = p_value;
  1527. if (value == 0) {
  1528. stencil_modes.erase(mode_name); // It's default anyway, so don't store it.
  1529. } else {
  1530. stencil_modes[mode_name] = value;
  1531. }
  1532. _queue_update();
  1533. return true;
  1534. } else if (prop_name.begins_with("varyings/")) {
  1535. String var_name = prop_name.get_slicec('/', 1);
  1536. Varying value = Varying();
  1537. value.name = var_name;
  1538. if (value.from_string(p_value) && !varyings.has(var_name)) {
  1539. varyings[var_name] = value;
  1540. varyings_list.push_back(value);
  1541. }
  1542. _queue_update();
  1543. return true;
  1544. }
  1545. #ifdef TOOLS_ENABLED
  1546. else if (prop_name.begins_with("preview_params/") && Engine::get_singleton()->is_editor_hint()) {
  1547. String param_name = prop_name.get_slicec('/', 1);
  1548. Variant value = VariantUtilityFunctions::str_to_var(p_value);
  1549. preview_params[param_name] = value;
  1550. return true;
  1551. }
  1552. #endif
  1553. else if (prop_name.begins_with("nodes/")) {
  1554. String typestr = prop_name.get_slicec('/', 1);
  1555. Type type = TYPE_VERTEX;
  1556. for (int i = 0; i < TYPE_MAX; i++) {
  1557. if (typestr == type_string[i]) {
  1558. type = Type(i);
  1559. break;
  1560. }
  1561. }
  1562. String index = prop_name.get_slicec('/', 2);
  1563. if (index == "connections") {
  1564. Vector<int> conns = p_value;
  1565. if (conns.size() % 4 == 0) {
  1566. for (int i = 0; i < conns.size(); i += 4) {
  1567. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  1568. }
  1569. }
  1570. return true;
  1571. }
  1572. int id = index.to_int();
  1573. String what = prop_name.get_slicec('/', 3);
  1574. if (what == "node") {
  1575. add_node(type, p_value, Vector2(), id);
  1576. return true;
  1577. } else if (what == "position") {
  1578. set_node_position(type, id, p_value);
  1579. return true;
  1580. } else if (what == "size") {
  1581. ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->set_size(p_value);
  1582. return true;
  1583. } else if (what == "input_ports") {
  1584. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  1585. return true;
  1586. } else if (what == "output_ports") {
  1587. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  1588. return true;
  1589. } else if (what == "expression") {
  1590. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  1591. return true;
  1592. }
  1593. }
  1594. return false;
  1595. }
  1596. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  1597. String prop_name = p_name;
  1598. if (prop_name == "mode") {
  1599. r_ret = get_mode();
  1600. return true;
  1601. } else if (prop_name.begins_with("flags/")) {
  1602. StringName flag = prop_name.get_slicec('/', 1);
  1603. r_ret = flags.has(flag);
  1604. return true;
  1605. } else if (prop_name.begins_with("modes/")) {
  1606. String mode_name = prop_name.get_slicec('/', 1);
  1607. if (modes.has(mode_name)) {
  1608. r_ret = modes[mode_name];
  1609. } else {
  1610. r_ret = 0;
  1611. }
  1612. return true;
  1613. } else if (prop_name == "stencil/enabled") {
  1614. r_ret = stencil_enabled;
  1615. return true;
  1616. } else if (prop_name == "stencil/reference") {
  1617. r_ret = stencil_reference;
  1618. return true;
  1619. } else if (prop_name.begins_with("stencil_flags/")) {
  1620. StringName flag = prop_name.get_slicec('/', 1);
  1621. r_ret = stencil_flags.has(flag);
  1622. return true;
  1623. } else if (prop_name.begins_with("stencil_modes/")) {
  1624. String mode_name = prop_name.get_slicec('/', 1);
  1625. if (stencil_modes.has(mode_name)) {
  1626. r_ret = stencil_modes[mode_name];
  1627. } else {
  1628. r_ret = 0;
  1629. }
  1630. return true;
  1631. } else if (prop_name.begins_with("varyings/")) {
  1632. String var_name = prop_name.get_slicec('/', 1);
  1633. if (varyings.has(var_name)) {
  1634. r_ret = varyings[var_name].to_string();
  1635. } else {
  1636. r_ret = String();
  1637. }
  1638. return true;
  1639. }
  1640. #ifdef TOOLS_ENABLED
  1641. else if (prop_name.begins_with("preview_params/") && Engine::get_singleton()->is_editor_hint()) {
  1642. String param_name = prop_name.get_slicec('/', 1);
  1643. if (preview_params.has(param_name)) {
  1644. r_ret = VariantUtilityFunctions::var_to_str(preview_params[param_name]);
  1645. } else {
  1646. r_ret = String();
  1647. }
  1648. return true;
  1649. }
  1650. #endif // TOOLS_ENABLED
  1651. else if (prop_name.begins_with("nodes/")) {
  1652. String typestr = prop_name.get_slicec('/', 1);
  1653. Type type = TYPE_VERTEX;
  1654. for (int i = 0; i < TYPE_MAX; i++) {
  1655. if (typestr == type_string[i]) {
  1656. type = Type(i);
  1657. break;
  1658. }
  1659. }
  1660. String index = prop_name.get_slicec('/', 2);
  1661. if (index == "connections") {
  1662. Vector<int> conns;
  1663. for (const Connection &E : graph[type].connections) {
  1664. conns.push_back(E.from_node);
  1665. conns.push_back(E.from_port);
  1666. conns.push_back(E.to_node);
  1667. conns.push_back(E.to_port);
  1668. }
  1669. r_ret = conns;
  1670. return true;
  1671. }
  1672. int id = index.to_int();
  1673. String what = prop_name.get_slicec('/', 3);
  1674. if (what == "node") {
  1675. r_ret = get_node(type, id);
  1676. return true;
  1677. } else if (what == "position") {
  1678. r_ret = get_node_position(type, id);
  1679. return true;
  1680. } else if (what == "size") {
  1681. r_ret = ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->get_size();
  1682. return true;
  1683. } else if (what == "input_ports") {
  1684. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  1685. return true;
  1686. } else if (what == "output_ports") {
  1687. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  1688. return true;
  1689. } else if (what == "expression") {
  1690. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  1691. return true;
  1692. }
  1693. }
  1694. return false;
  1695. }
  1696. void VisualShader::reset_state() {
  1697. // TODO: Everything needs to be cleared here.
  1698. emit_changed();
  1699. }
  1700. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  1701. //mode
  1702. p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode"), PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles,Sky,Fog"));
  1703. //render modes
  1704. HashMap<String, String> blend_mode_enums;
  1705. HashSet<String> toggles;
  1706. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1707. for (int i = 0; i < rmodes.size(); i++) {
  1708. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1709. // Special handling for depth_test.
  1710. if (info.name == "depth_test") {
  1711. toggles.insert("depth_test_disabled");
  1712. const String begin = String(info.name);
  1713. for (int j = 0; j < info.options.size(); j++) {
  1714. if (info.options[j] == "disabled") {
  1715. continue;
  1716. }
  1717. const String option = String(info.options[j]).capitalize();
  1718. if (!blend_mode_enums.has(begin)) {
  1719. blend_mode_enums[begin] = vformat("%s:%s", option, j);
  1720. } else {
  1721. blend_mode_enums[begin] += "," + vformat("%s:%s", option, j);
  1722. }
  1723. }
  1724. continue;
  1725. }
  1726. if (!info.options.is_empty()) {
  1727. const String begin = String(info.name);
  1728. for (int j = 0; j < info.options.size(); j++) {
  1729. const String option = String(info.options[j]).capitalize();
  1730. if (!blend_mode_enums.has(begin)) {
  1731. blend_mode_enums[begin] = option;
  1732. } else {
  1733. blend_mode_enums[begin] += "," + option;
  1734. }
  1735. }
  1736. } else {
  1737. toggles.insert(String(info.name));
  1738. }
  1739. }
  1740. for (const KeyValue<String, String> &E : blend_mode_enums) {
  1741. p_list->push_back(PropertyInfo(Variant::INT, vformat("%s/%s", PNAME("modes"), E.key), PROPERTY_HINT_ENUM, E.value));
  1742. }
  1743. for (const String &E : toggles) {
  1744. p_list->push_back(PropertyInfo(Variant::BOOL, vformat("%s/%s", PNAME("flags"), E)));
  1745. }
  1746. const Vector<ShaderLanguage::ModeInfo> &smodes = ShaderTypes::get_singleton()->get_stencil_modes(RenderingServer::ShaderMode(shader_mode));
  1747. if (smodes.size() > 0) {
  1748. p_list->push_back(PropertyInfo(Variant::BOOL, vformat("%s/%s", PNAME("stencil"), PNAME("enabled")), PROPERTY_HINT_GROUP_ENABLE));
  1749. p_list->push_back(PropertyInfo(Variant::INT, vformat("%s/%s", PNAME("stencil"), PNAME("reference")), PROPERTY_HINT_RANGE, "0,255,1"));
  1750. HashMap<String, String> stencil_enums;
  1751. HashSet<String> stencil_toggles;
  1752. for (const ShaderLanguage::ModeInfo &info : smodes) {
  1753. if (!info.options.is_empty()) {
  1754. const String begin = String(info.name);
  1755. for (int j = 0; j < info.options.size(); j++) {
  1756. const String option = String(info.options[j]).capitalize();
  1757. if (!stencil_enums.has(begin)) {
  1758. stencil_enums[begin] = option;
  1759. } else {
  1760. stencil_enums[begin] += "," + option;
  1761. }
  1762. }
  1763. } else {
  1764. stencil_toggles.insert(String(info.name));
  1765. }
  1766. }
  1767. for (const KeyValue<String, String> &E : stencil_enums) {
  1768. p_list->push_back(PropertyInfo(Variant::INT, vformat("%s/%s", PNAME("stencil_modes"), E.key), PROPERTY_HINT_ENUM, E.value));
  1769. }
  1770. for (const String &E : stencil_toggles) {
  1771. p_list->push_back(PropertyInfo(Variant::BOOL, vformat("%s/%s", PNAME("stencil_flags"), E)));
  1772. }
  1773. }
  1774. for (const KeyValue<String, Varying> &E : varyings) {
  1775. p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", "varyings", E.key), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1776. }
  1777. #ifdef TOOLS_ENABLED
  1778. if (Engine::get_singleton()->is_editor_hint()) {
  1779. for (const KeyValue<String, Variant> &E : preview_params) {
  1780. p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", "preview_params", E.key), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1781. }
  1782. }
  1783. #endif // TOOLS_ENABLED
  1784. for (int i = 0; i < TYPE_MAX; i++) {
  1785. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1786. String prop_name = "nodes/";
  1787. prop_name += type_string[i];
  1788. prop_name += "/" + itos(E.key);
  1789. if (E.key != NODE_ID_OUTPUT) {
  1790. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_ALWAYS_DUPLICATE));
  1791. }
  1792. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1793. if (Object::cast_to<VisualShaderNodeGroupBase>(E.value.node.ptr()) != nullptr) {
  1794. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1795. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1796. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1797. }
  1798. if (Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr()) != nullptr) {
  1799. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1800. }
  1801. }
  1802. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1803. }
  1804. }
  1805. void VisualShader::_validate_property(PropertyInfo &p_property) const {
  1806. if (p_property.name == "code") {
  1807. p_property.usage = PROPERTY_USAGE_NONE;
  1808. }
  1809. }
  1810. Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<VisualShader::DefaultTextureParam> &r_def_tex_params, const HashMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const {
  1811. const Ref<VisualShaderNode> vsnode = graph[type].nodes[p_node].node;
  1812. if (vsnode->is_disabled()) {
  1813. r_code += "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1814. r_code += " // Node is disabled and code is not generated.\n";
  1815. return OK;
  1816. }
  1817. //check inputs recursively first
  1818. int input_count = vsnode->get_input_port_count();
  1819. for (int i = 0; i < input_count; i++) {
  1820. ConnectionKey ck;
  1821. ck.node = p_node;
  1822. ck.port = i;
  1823. if (p_input_connections.has(ck)) {
  1824. int from_node = p_input_connections[ck]->get().from_node;
  1825. if (r_processed.has(from_node)) {
  1826. continue;
  1827. }
  1828. Error err = _write_node(type, p_global_code, p_global_code_per_node, p_global_code_per_func, r_code, r_def_tex_params, p_input_connections, from_node, r_processed, p_for_preview, r_classes);
  1829. if (err) {
  1830. return err;
  1831. }
  1832. }
  1833. }
  1834. // then this node
  1835. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, p_node);
  1836. for (int i = 0; i < params.size(); i++) {
  1837. r_def_tex_params.push_back(params[i]);
  1838. }
  1839. Ref<VisualShaderNodeInput> input = vsnode;
  1840. bool skip_global = input.is_valid() && p_for_preview;
  1841. if (!skip_global) {
  1842. Ref<VisualShaderNodeParameter> parameter = vsnode;
  1843. if (parameter.is_null() || !parameter->is_global_code_generated()) {
  1844. if (p_global_code) {
  1845. *p_global_code += vsnode->generate_global(get_mode(), type, p_node);
  1846. }
  1847. }
  1848. String class_name = vsnode->get_class_name();
  1849. if (class_name == "VisualShaderNodeCustom") {
  1850. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1851. }
  1852. if (!r_classes.has(class_name)) {
  1853. if (p_global_code_per_node) {
  1854. *p_global_code_per_node += vsnode->generate_global_per_node(get_mode(), p_node);
  1855. }
  1856. for (int i = 0; i < TYPE_MAX; i++) {
  1857. if (p_global_code_per_func) {
  1858. (*p_global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), p_node);
  1859. }
  1860. }
  1861. r_classes.insert(class_name);
  1862. }
  1863. }
  1864. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  1865. r_processed.insert(p_node);
  1866. return OK;
  1867. }
  1868. String node_name = "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1869. String node_code;
  1870. Vector<String> input_vars;
  1871. input_vars.resize(vsnode->get_input_port_count());
  1872. String *inputs = input_vars.ptrw();
  1873. for (int i = 0; i < input_count; i++) {
  1874. ConnectionKey ck;
  1875. ck.node = p_node;
  1876. ck.port = i;
  1877. if (p_input_connections.has(ck)) {
  1878. //connected to something, use that output
  1879. int from_node = p_input_connections[ck]->get().from_node;
  1880. if (graph[type].nodes[from_node].node->is_disabled()) {
  1881. continue;
  1882. }
  1883. int from_port = p_input_connections[ck]->get().from_port;
  1884. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1885. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1886. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1887. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1888. Ref<VisualShaderNode> ref = graph[type].nodes[from_node].node;
  1889. // FIXME: This needs to be refactored at some point.
  1890. if (ref->has_method("get_input_real_name")) {
  1891. inputs[i] = ref->call("get_input_real_name");
  1892. } else if (ref->has_method("get_parameter_name")) {
  1893. inputs[i] = ref->call("get_parameter_name");
  1894. } else {
  1895. Ref<VisualShaderNodeReroute> reroute = graph[type].nodes[from_node].node;
  1896. if (reroute.is_valid()) {
  1897. inputs[i] = get_reroute_parameter_name(type, from_node);
  1898. } else {
  1899. inputs[i] = "";
  1900. }
  1901. }
  1902. } else if (in_type == out_type) {
  1903. inputs[i] = src_var;
  1904. } else {
  1905. switch (in_type) {
  1906. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1907. switch (out_type) {
  1908. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1909. inputs[i] = "float(" + src_var + ")";
  1910. } break;
  1911. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1912. inputs[i] = "float(" + src_var + ")";
  1913. } break;
  1914. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1915. inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
  1916. } break;
  1917. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1918. inputs[i] = src_var + ".x";
  1919. } break;
  1920. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1921. inputs[i] = src_var + ".x";
  1922. } break;
  1923. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1924. inputs[i] = src_var + ".x";
  1925. } break;
  1926. default:
  1927. break;
  1928. }
  1929. } break;
  1930. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1931. switch (out_type) {
  1932. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1933. inputs[i] = "int(" + src_var + ")";
  1934. } break;
  1935. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1936. inputs[i] = "int(" + src_var + ")";
  1937. } break;
  1938. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1939. inputs[i] = "(" + src_var + " ? 1 : 0)";
  1940. } break;
  1941. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1942. inputs[i] = "int(" + src_var + ".x)";
  1943. } break;
  1944. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1945. inputs[i] = "int(" + src_var + ".x)";
  1946. } break;
  1947. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1948. inputs[i] = "int(" + src_var + ".x)";
  1949. } break;
  1950. default:
  1951. break;
  1952. }
  1953. } break;
  1954. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1955. switch (out_type) {
  1956. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1957. inputs[i] = "uint(" + src_var + ")";
  1958. } break;
  1959. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1960. inputs[i] = "uint(" + src_var + ")";
  1961. } break;
  1962. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1963. inputs[i] = "(" + src_var + " ? 1u : 0u)";
  1964. } break;
  1965. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1966. inputs[i] = "uint(" + src_var + ".x)";
  1967. } break;
  1968. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1969. inputs[i] = "uint(" + src_var + ".x)";
  1970. } break;
  1971. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1972. inputs[i] = "uint(" + src_var + ".x)";
  1973. } break;
  1974. default:
  1975. break;
  1976. }
  1977. } break;
  1978. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1979. switch (out_type) {
  1980. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1981. inputs[i] = src_var + " > 0.0 ? true : false";
  1982. } break;
  1983. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1984. inputs[i] = src_var + " > 0 ? true : false";
  1985. } break;
  1986. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1987. inputs[i] = src_var + " > 0u ? true : false";
  1988. } break;
  1989. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1990. inputs[i] = "all(bvec2(" + src_var + "))";
  1991. } break;
  1992. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1993. inputs[i] = "all(bvec3(" + src_var + "))";
  1994. } break;
  1995. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1996. inputs[i] = "all(bvec4(" + src_var + "))";
  1997. } break;
  1998. default:
  1999. break;
  2000. }
  2001. } break;
  2002. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2003. switch (out_type) {
  2004. case VisualShaderNode::PORT_TYPE_SCALAR: {
  2005. inputs[i] = "vec2(" + src_var + ")";
  2006. } break;
  2007. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  2008. inputs[i] = "vec2(float(" + src_var + "))";
  2009. } break;
  2010. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  2011. inputs[i] = "vec2(float(" + src_var + "))";
  2012. } break;
  2013. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  2014. inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
  2015. } break;
  2016. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2017. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2018. inputs[i] = "vec2(" + src_var + ".xy)";
  2019. } break;
  2020. default:
  2021. break;
  2022. }
  2023. } break;
  2024. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  2025. switch (out_type) {
  2026. case VisualShaderNode::PORT_TYPE_SCALAR: {
  2027. inputs[i] = "vec3(" + src_var + ")";
  2028. } break;
  2029. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  2030. inputs[i] = "vec3(float(" + src_var + "))";
  2031. } break;
  2032. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  2033. inputs[i] = "vec3(float(" + src_var + "))";
  2034. } break;
  2035. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  2036. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  2037. } break;
  2038. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2039. inputs[i] = "vec3(" + src_var + ", 0.0)";
  2040. } break;
  2041. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2042. inputs[i] = "vec3(" + src_var + ".xyz)";
  2043. } break;
  2044. default:
  2045. break;
  2046. }
  2047. } break;
  2048. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2049. switch (out_type) {
  2050. case VisualShaderNode::PORT_TYPE_SCALAR: {
  2051. inputs[i] = "vec4(" + src_var + ")";
  2052. } break;
  2053. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  2054. inputs[i] = "vec4(float(" + src_var + "))";
  2055. } break;
  2056. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  2057. inputs[i] = "vec4(float(" + src_var + "))";
  2058. } break;
  2059. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  2060. inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)";
  2061. } break;
  2062. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2063. inputs[i] = "vec4(" + src_var + ", 0.0, 0.0)";
  2064. } break;
  2065. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  2066. inputs[i] = "vec4(" + src_var + ", 0.0)";
  2067. } break;
  2068. default:
  2069. break;
  2070. }
  2071. } break;
  2072. default:
  2073. break;
  2074. }
  2075. }
  2076. } else {
  2077. if (!vsnode->is_generate_input_var(i)) {
  2078. continue;
  2079. }
  2080. Variant defval = vsnode->get_input_port_default_value(i);
  2081. if (defval.get_type() == Variant::FLOAT) {
  2082. float val = defval;
  2083. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  2084. node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  2085. } else if (defval.get_type() == Variant::INT) {
  2086. int val = defval;
  2087. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  2088. if (vsnode->get_input_port_type(i) == VisualShaderNode::PORT_TYPE_SCALAR_UINT) {
  2089. node_code += " uint " + inputs[i] + " = " + itos(val) + "u;\n";
  2090. } else {
  2091. node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
  2092. }
  2093. } else if (defval.get_type() == Variant::BOOL) {
  2094. bool val = defval;
  2095. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  2096. node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  2097. } else if (defval.get_type() == Variant::VECTOR2) {
  2098. Vector2 val = defval;
  2099. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  2100. node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n", val.x, val.y);
  2101. } else if (defval.get_type() == Variant::VECTOR3) {
  2102. Vector3 val = defval;
  2103. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  2104. node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  2105. } else if (defval.get_type() == Variant::VECTOR4) {
  2106. Vector4 val = defval;
  2107. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  2108. node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
  2109. } else if (defval.get_type() == Variant::QUATERNION) {
  2110. Quaternion val = defval;
  2111. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  2112. node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
  2113. } else if (defval.get_type() == Variant::TRANSFORM3D) {
  2114. Transform3D val = defval;
  2115. val.basis.transpose();
  2116. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  2117. Array values;
  2118. for (int j = 0; j < 3; j++) {
  2119. values.push_back(val.basis[j].x);
  2120. values.push_back(val.basis[j].y);
  2121. values.push_back(val.basis[j].z);
  2122. }
  2123. values.push_back(val.origin.x);
  2124. values.push_back(val.origin.y);
  2125. values.push_back(val.origin.z);
  2126. bool err = false;
  2127. node_code += " mat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
  2128. } else {
  2129. //will go empty, node is expected to know what it is doing at this point and handle it
  2130. }
  2131. }
  2132. }
  2133. int output_count = vsnode->get_output_port_count();
  2134. int initial_output_count = output_count;
  2135. HashMap<int, bool> expanded_output_ports;
  2136. for (int i = 0; i < initial_output_count; i++) {
  2137. bool expanded = false;
  2138. if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) {
  2139. expanded = true;
  2140. switch (vsnode->get_output_port_type(i)) {
  2141. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2142. output_count += 2;
  2143. } break;
  2144. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  2145. output_count += 3;
  2146. } break;
  2147. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2148. output_count += 4;
  2149. } break;
  2150. default:
  2151. break;
  2152. }
  2153. }
  2154. expanded_output_ports.insert(i, expanded);
  2155. }
  2156. Vector<String> output_vars;
  2157. output_vars.resize(output_count);
  2158. String *outputs = output_vars.ptrw();
  2159. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  2160. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  2161. String var_name = "n_out" + itos(p_node) + "p" + itos(j);
  2162. switch (vsnode->get_output_port_type(i)) {
  2163. case VisualShaderNode::PORT_TYPE_SCALAR:
  2164. outputs[i] = "float " + var_name;
  2165. break;
  2166. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2167. outputs[i] = "int " + var_name;
  2168. break;
  2169. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  2170. outputs[i] = "uint " + var_name;
  2171. break;
  2172. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2173. outputs[i] = "vec2 " + var_name;
  2174. break;
  2175. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2176. outputs[i] = "vec3 " + var_name;
  2177. break;
  2178. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  2179. outputs[i] = "vec4 " + var_name;
  2180. break;
  2181. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2182. outputs[i] = "bool " + var_name;
  2183. break;
  2184. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2185. outputs[i] = "mat4 " + var_name;
  2186. break;
  2187. default:
  2188. break;
  2189. }
  2190. if (expanded_output_ports[i]) {
  2191. switch (vsnode->get_output_port_type(i)) {
  2192. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2193. j += 2;
  2194. } break;
  2195. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  2196. j += 3;
  2197. } break;
  2198. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2199. j += 4;
  2200. } break;
  2201. default:
  2202. break;
  2203. }
  2204. }
  2205. }
  2206. } else {
  2207. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  2208. outputs[i] = "n_out" + itos(p_node) + "p" + itos(j);
  2209. switch (vsnode->get_output_port_type(i)) {
  2210. case VisualShaderNode::PORT_TYPE_SCALAR:
  2211. r_code += " float " + outputs[i] + ";\n";
  2212. break;
  2213. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2214. r_code += " int " + outputs[i] + ";\n";
  2215. break;
  2216. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  2217. r_code += " uint " + outputs[i] + ";\n";
  2218. break;
  2219. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2220. r_code += " vec2 " + outputs[i] + ";\n";
  2221. break;
  2222. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2223. r_code += " vec3 " + outputs[i] + ";\n";
  2224. break;
  2225. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  2226. r_code += " vec4 " + outputs[i] + ";\n";
  2227. break;
  2228. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2229. r_code += " bool " + outputs[i] + ";\n";
  2230. break;
  2231. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2232. r_code += " mat4 " + outputs[i] + ";\n";
  2233. break;
  2234. default:
  2235. break;
  2236. }
  2237. if (expanded_output_ports[i]) {
  2238. switch (vsnode->get_output_port_type(i)) {
  2239. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2240. j += 2;
  2241. } break;
  2242. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  2243. j += 3;
  2244. } break;
  2245. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2246. j += 4;
  2247. } break;
  2248. default:
  2249. break;
  2250. }
  2251. }
  2252. }
  2253. }
  2254. node_code += vsnode->generate_code(get_mode(), type, p_node, inputs, outputs, p_for_preview);
  2255. if (!node_code.is_empty()) {
  2256. r_code += node_name;
  2257. r_code += node_code;
  2258. }
  2259. for (int i = 0; i < output_count; i++) {
  2260. if (expanded_output_ports[i]) {
  2261. switch (vsnode->get_output_port_type(i)) {
  2262. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2263. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  2264. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  2265. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  2266. outputs[i + 1] = r;
  2267. }
  2268. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  2269. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  2270. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  2271. outputs[i + 2] = g;
  2272. }
  2273. i += 2;
  2274. } break;
  2275. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  2276. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  2277. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  2278. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  2279. outputs[i + 1] = r;
  2280. }
  2281. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  2282. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  2283. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  2284. outputs[i + 2] = g;
  2285. }
  2286. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  2287. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  2288. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  2289. outputs[i + 3] = b;
  2290. }
  2291. i += 3;
  2292. } break;
  2293. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2294. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  2295. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  2296. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  2297. outputs[i + 1] = r;
  2298. }
  2299. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  2300. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  2301. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  2302. outputs[i + 2] = g;
  2303. }
  2304. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  2305. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  2306. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  2307. outputs[i + 3] = b;
  2308. }
  2309. if (vsnode->is_output_port_connected(i + 4) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
  2310. String a = "n_out" + itos(p_node) + "p" + itos(i + 4);
  2311. r_code += " float " + a + " = n_out" + itos(p_node) + "p" + itos(i) + ".a;\n";
  2312. outputs[i + 4] = a;
  2313. }
  2314. i += 4;
  2315. } break;
  2316. default:
  2317. break;
  2318. }
  2319. }
  2320. }
  2321. if (!node_code.is_empty()) {
  2322. r_code += "\n\n";
  2323. }
  2324. r_processed.insert(p_node);
  2325. return OK;
  2326. }
  2327. bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
  2328. if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
  2329. if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
  2330. if (p_func_name == "start_custom" || p_func_name == "process_custom" || p_func_name == "collide") {
  2331. return true;
  2332. }
  2333. }
  2334. return false;
  2335. }
  2336. return true;
  2337. }
  2338. void VisualShader::_update_shader() const {
  2339. if (!dirty.is_set()) {
  2340. return;
  2341. }
  2342. dirty.clear();
  2343. StringBuilder global_code;
  2344. StringBuilder global_code_per_node;
  2345. HashMap<Type, StringBuilder> global_code_per_func;
  2346. StringBuilder shader_code;
  2347. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  2348. HashSet<StringName> classes;
  2349. HashMap<int, int> insertion_pos;
  2350. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" };
  2351. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  2352. String render_mode;
  2353. {
  2354. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  2355. Vector<String> flag_names;
  2356. // Add enum modes first.
  2357. for (int i = 0; i < rmodes.size(); i++) {
  2358. const ShaderLanguage::ModeInfo &info = rmodes[i];
  2359. const String temp = String(info.name);
  2360. // Special handling for depth_test.
  2361. if (temp == "depth_test") {
  2362. if (flags.has("depth_test_disabled")) {
  2363. flag_names.push_back("depth_test_disabled");
  2364. } else {
  2365. if (!render_mode.is_empty()) {
  2366. render_mode += ", ";
  2367. }
  2368. if (modes.has(temp) && modes[temp] < info.options.size()) {
  2369. render_mode += temp + "_" + info.options[modes[temp]];
  2370. } else {
  2371. render_mode += temp + "_" + info.options[0];
  2372. }
  2373. }
  2374. continue;
  2375. }
  2376. if (!info.options.is_empty()) {
  2377. if (!render_mode.is_empty()) {
  2378. render_mode += ", ";
  2379. }
  2380. // Always write out a render_mode for the enumerated modes as having no render mode is not always
  2381. // the same as the default. i.e. for depth_draw_opaque, the render mode has to be declared for it
  2382. // to work properly, no render mode is an invalid option.
  2383. if (modes.has(temp) && modes[temp] < info.options.size()) {
  2384. render_mode += temp + "_" + info.options[modes[temp]];
  2385. } else {
  2386. // Use the default.
  2387. render_mode += temp + "_" + info.options[0];
  2388. }
  2389. } else if (flags.has(temp)) {
  2390. flag_names.push_back(temp);
  2391. }
  2392. }
  2393. // Add flags afterward.
  2394. for (int i = 0; i < flag_names.size(); i++) {
  2395. if (!render_mode.is_empty()) {
  2396. render_mode += ", ";
  2397. }
  2398. render_mode += flag_names[i];
  2399. }
  2400. }
  2401. if (!render_mode.is_empty()) {
  2402. global_code += "render_mode " + render_mode + ";\n\n";
  2403. }
  2404. const Vector<ShaderLanguage::ModeInfo> &smodes = ShaderTypes::get_singleton()->get_stencil_modes(RenderingServer::ShaderMode(shader_mode));
  2405. if (stencil_enabled && smodes.size() > 0 && (stencil_flags.has("read") || stencil_flags.has("write") || stencil_flags.has("write_depth_fail"))) {
  2406. String stencil_mode;
  2407. Vector<String> flag_names;
  2408. // Add enum modes first.
  2409. for (const ShaderLanguage::ModeInfo &info : smodes) {
  2410. const String temp = String(info.name);
  2411. if (!info.options.is_empty()) {
  2412. if (stencil_modes.has(temp) && stencil_modes[temp] < info.options.size()) {
  2413. if (!stencil_mode.is_empty()) {
  2414. stencil_mode += ", ";
  2415. }
  2416. stencil_mode += temp + "_" + info.options[stencil_modes[temp]];
  2417. }
  2418. } else if (stencil_flags.has(temp)) {
  2419. flag_names.push_back(temp);
  2420. }
  2421. }
  2422. // Add flags afterward.
  2423. for (const String &flag_name : flag_names) {
  2424. if (!stencil_mode.is_empty()) {
  2425. stencil_mode += ", ";
  2426. }
  2427. stencil_mode += flag_name;
  2428. }
  2429. // Add reference value.
  2430. if (!stencil_mode.is_empty()) {
  2431. stencil_mode += ", ";
  2432. }
  2433. stencil_mode += itos(stencil_reference);
  2434. global_code += "stencil_mode " + stencil_mode + ";\n\n";
  2435. }
  2436. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  2437. String global_expressions;
  2438. HashSet<String> used_parameter_names;
  2439. List<VisualShaderNodeParameter *> parameters;
  2440. HashMap<int, List<int>> emitters;
  2441. HashMap<int, List<int>> varying_setters;
  2442. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  2443. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2444. continue;
  2445. }
  2446. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  2447. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  2448. if (global_expression.is_valid()) {
  2449. String expr = "";
  2450. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  2451. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  2452. expr = expr.replace("\n", "\n ");
  2453. expr += "\n";
  2454. global_expressions += expr;
  2455. }
  2456. Ref<VisualShaderNodeParameterRef> parameter_ref = E.value.node;
  2457. if (parameter_ref.is_valid()) {
  2458. used_parameter_names.insert(parameter_ref->get_parameter_name());
  2459. }
  2460. Ref<VisualShaderNodeParameter> parameter = E.value.node;
  2461. if (parameter.is_valid()) {
  2462. parameters.push_back(parameter.ptr());
  2463. }
  2464. Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node;
  2465. if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) {
  2466. if (!varying_setters.has(i)) {
  2467. varying_setters.insert(i, List<int>());
  2468. }
  2469. varying_setters[i].push_back(E.key);
  2470. }
  2471. Ref<VisualShaderNodeParticleEmit> emit_particle = E.value.node;
  2472. if (emit_particle.is_valid()) {
  2473. if (!emitters.has(i)) {
  2474. emitters.insert(i, List<int>());
  2475. }
  2476. emitters[i].push_back(E.key);
  2477. }
  2478. }
  2479. }
  2480. int idx = 0;
  2481. for (List<VisualShaderNodeParameter *>::Iterator itr = parameters.begin(); itr != parameters.end(); ++itr, ++idx) {
  2482. VisualShaderNodeParameter *parameter = *itr;
  2483. if (used_parameter_names.has(parameter->get_parameter_name())) {
  2484. global_code += parameter->generate_global(get_mode(), Type(idx), -1);
  2485. parameter->set_global_code_generated(true);
  2486. } else {
  2487. parameter->set_global_code_generated(false);
  2488. }
  2489. }
  2490. if (!varyings.is_empty()) {
  2491. global_code += "\n// Varyings\n";
  2492. for (const KeyValue<String, Varying> &E : varyings) {
  2493. global_code += "varying ";
  2494. switch (E.value.type) {
  2495. case VaryingType::VARYING_TYPE_FLOAT:
  2496. global_code += "float ";
  2497. break;
  2498. case VaryingType::VARYING_TYPE_INT:
  2499. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  2500. global_code += "flat ";
  2501. }
  2502. global_code += "int ";
  2503. break;
  2504. case VaryingType::VARYING_TYPE_UINT:
  2505. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  2506. global_code += "flat ";
  2507. }
  2508. global_code += "uint ";
  2509. break;
  2510. case VaryingType::VARYING_TYPE_VECTOR_2D:
  2511. global_code += "vec2 ";
  2512. break;
  2513. case VaryingType::VARYING_TYPE_VECTOR_3D:
  2514. global_code += "vec3 ";
  2515. break;
  2516. case VaryingType::VARYING_TYPE_VECTOR_4D:
  2517. global_code += "vec4 ";
  2518. break;
  2519. case VaryingType::VARYING_TYPE_BOOLEAN:
  2520. global_code += "bool ";
  2521. break;
  2522. case VaryingType::VARYING_TYPE_TRANSFORM:
  2523. global_code += "mat4 ";
  2524. break;
  2525. default:
  2526. break;
  2527. }
  2528. global_code += vformat("var_%s;\n", E.key);
  2529. }
  2530. global_code += "\n";
  2531. }
  2532. HashMap<int, String> code_map;
  2533. HashSet<int> empty_funcs;
  2534. for (int i = 0; i < TYPE_MAX; i++) {
  2535. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2536. continue;
  2537. }
  2538. //make it faster to go around through shader
  2539. HashMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  2540. StringBuilder func_code;
  2541. HashSet<int> processed;
  2542. bool is_empty_func = false;
  2543. if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
  2544. is_empty_func = true;
  2545. }
  2546. String varying_code;
  2547. if (shader_mode == Shader::MODE_SPATIAL || shader_mode == Shader::MODE_CANVAS_ITEM) {
  2548. for (const KeyValue<String, Varying> &E : varyings) {
  2549. if ((E.value.mode == VARYING_MODE_VERTEX_TO_FRAG_LIGHT && i == TYPE_VERTEX) || (E.value.mode == VARYING_MODE_FRAG_TO_LIGHT && i == TYPE_FRAGMENT)) {
  2550. bool found = false;
  2551. for (int key : varying_setters[i]) {
  2552. Ref<VisualShaderNodeVaryingSetter> setter = graph[i].nodes[key].node;
  2553. if (setter.is_valid() && E.value.name == setter->get_varying_name()) {
  2554. found = true;
  2555. break;
  2556. }
  2557. }
  2558. if (!found) {
  2559. String code2;
  2560. switch (E.value.type) {
  2561. case VaryingType::VARYING_TYPE_FLOAT:
  2562. code2 += "0.0";
  2563. break;
  2564. case VaryingType::VARYING_TYPE_INT:
  2565. code2 += "0";
  2566. break;
  2567. case VaryingType::VARYING_TYPE_UINT:
  2568. code2 += "0u";
  2569. break;
  2570. case VaryingType::VARYING_TYPE_VECTOR_2D:
  2571. code2 += "vec2(0.0)";
  2572. break;
  2573. case VaryingType::VARYING_TYPE_VECTOR_3D:
  2574. code2 += "vec3(0.0)";
  2575. break;
  2576. case VaryingType::VARYING_TYPE_VECTOR_4D:
  2577. code2 += "vec4(0.0)";
  2578. break;
  2579. case VaryingType::VARYING_TYPE_BOOLEAN:
  2580. code2 += "false";
  2581. break;
  2582. case VaryingType::VARYING_TYPE_TRANSFORM:
  2583. code2 += "mat4(1.0)";
  2584. break;
  2585. default:
  2586. break;
  2587. }
  2588. varying_code += vformat(" var_%s = %s;\n", E.key, code2);
  2589. }
  2590. is_empty_func = false;
  2591. }
  2592. }
  2593. }
  2594. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  2595. ConnectionKey to_key;
  2596. to_key.node = E->get().to_node;
  2597. to_key.port = E->get().to_port;
  2598. input_connections.insert(to_key, E);
  2599. if (is_empty_func && to_key.node == NODE_ID_OUTPUT) {
  2600. is_empty_func = false;
  2601. }
  2602. }
  2603. if (is_empty_func) {
  2604. empty_funcs.insert(i);
  2605. continue;
  2606. }
  2607. if (shader_mode != Shader::MODE_PARTICLES) {
  2608. func_code += "\nvoid " + String(func_name[i]) + "() {\n";
  2609. }
  2610. insertion_pos.insert(i, shader_code.get_string_length() + func_code.get_string_length());
  2611. Error err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, NODE_ID_OUTPUT, processed, false, classes);
  2612. ERR_FAIL_COND(err != OK);
  2613. if (varying_setters.has(i)) {
  2614. for (int &E : varying_setters[i]) {
  2615. err = _write_node(Type(i), &global_code, &global_code_per_node, nullptr, func_code, default_tex_params, input_connections, E, processed, false, classes);
  2616. ERR_FAIL_COND(err != OK);
  2617. }
  2618. }
  2619. if (emitters.has(i)) {
  2620. for (int &E : emitters[i]) {
  2621. err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, E, processed, false, classes);
  2622. ERR_FAIL_COND(err != OK);
  2623. }
  2624. }
  2625. if (shader_mode == Shader::MODE_PARTICLES) {
  2626. code_map.insert(i, func_code);
  2627. } else {
  2628. func_code += varying_code;
  2629. func_code += "}\n";
  2630. shader_code += func_code;
  2631. }
  2632. }
  2633. String global_compute_code;
  2634. if (shader_mode == Shader::MODE_PARTICLES) {
  2635. bool has_start_custom = !code_map[TYPE_START_CUSTOM].is_empty();
  2636. bool has_process = !code_map[TYPE_PROCESS].is_empty();
  2637. bool has_process_custom = !code_map[TYPE_PROCESS_CUSTOM].is_empty();
  2638. bool has_collide = !code_map[TYPE_COLLIDE].is_empty();
  2639. shader_code += "void start() {\n";
  2640. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2641. shader_code += "\n";
  2642. shader_code += " {\n";
  2643. shader_code += code_map[TYPE_START].replace("\n ", "\n ");
  2644. shader_code += " }\n";
  2645. if (has_start_custom) {
  2646. shader_code += " \n";
  2647. shader_code += " {\n";
  2648. shader_code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
  2649. shader_code += " }\n";
  2650. }
  2651. shader_code += "}\n\n";
  2652. if (has_process || has_process_custom || has_collide) {
  2653. shader_code += "void process() {\n";
  2654. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2655. shader_code += "\n";
  2656. if (has_process || has_collide) {
  2657. shader_code += " {\n";
  2658. }
  2659. String tab = " ";
  2660. if (has_collide) {
  2661. shader_code += " if (COLLIDED) {\n\n";
  2662. shader_code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
  2663. if (has_process) {
  2664. shader_code += " } else {\n\n";
  2665. tab += " ";
  2666. }
  2667. }
  2668. if (has_process) {
  2669. shader_code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
  2670. }
  2671. if (has_collide) {
  2672. shader_code += " }\n";
  2673. }
  2674. if (has_process || has_collide) {
  2675. shader_code += " }\n";
  2676. }
  2677. if (has_process_custom) {
  2678. if (has_process || has_collide) {
  2679. shader_code += " \n";
  2680. }
  2681. shader_code += " {\n";
  2682. shader_code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
  2683. shader_code += " }\n";
  2684. }
  2685. shader_code += "}\n\n";
  2686. }
  2687. global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
  2688. global_compute_code += " int k;\n";
  2689. global_compute_code += " int s = int(seed);\n";
  2690. global_compute_code += " if (s == 0)\n";
  2691. global_compute_code += " s = 305420679;\n";
  2692. global_compute_code += " k = s / 127773;\n";
  2693. global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
  2694. global_compute_code += " if (s < 0)\n";
  2695. global_compute_code += " s += 2147483647;\n";
  2696. global_compute_code += " seed = uint(s);\n";
  2697. global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n";
  2698. global_compute_code += "}\n\n";
  2699. global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n";
  2700. global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n";
  2701. global_compute_code += "}\n\n";
  2702. global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n";
  2703. global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
  2704. global_compute_code += "}\n\n";
  2705. global_compute_code += "uint __hash(uint x) {\n";
  2706. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2707. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2708. global_compute_code += " x = (x >> uint(16)) ^ x;\n";
  2709. global_compute_code += " return x;\n";
  2710. global_compute_code += "}\n\n";
  2711. global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n";
  2712. global_compute_code += " axis = normalize(axis);\n";
  2713. global_compute_code += " float s = sin(angle);\n";
  2714. global_compute_code += " float c = cos(angle);\n";
  2715. global_compute_code += " float oc = 1.0 - c;\n";
  2716. global_compute_code += " return mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n";
  2717. global_compute_code += "}\n\n";
  2718. global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n";
  2719. global_compute_code += " axis = normalize(axis);\n";
  2720. global_compute_code += " float s = sin(angle);\n";
  2721. global_compute_code += " float c = cos(angle);\n";
  2722. global_compute_code += " float oc = 1.0 - c;\n";
  2723. global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
  2724. global_compute_code += "}\n\n";
  2725. global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
  2726. global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2727. global_compute_code += "}\n\n";
  2728. global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
  2729. global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2730. global_compute_code += "}\n\n";
  2731. }
  2732. //set code secretly
  2733. global_code += "\n\n";
  2734. String final_code = global_code;
  2735. final_code += global_compute_code;
  2736. final_code += global_code_per_node;
  2737. final_code += global_expressions;
  2738. String tcode = shader_code;
  2739. for (int i = 0; i < TYPE_MAX; i++) {
  2740. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2741. continue;
  2742. }
  2743. String func_code = global_code_per_func[Type(i)].as_string();
  2744. if (empty_funcs.has(Type(i)) && !func_code.is_empty()) {
  2745. func_code = vformat("%s%s%s", String("\nvoid " + String(func_name[i]) + "() {\n"), func_code, "}\n");
  2746. }
  2747. tcode = tcode.insert(insertion_pos[i], func_code);
  2748. }
  2749. final_code += tcode;
  2750. const_cast<VisualShader *>(this)->set_code(final_code);
  2751. for (int i = 0; i < default_tex_params.size(); i++) {
  2752. int j = 0;
  2753. for (List<Ref<Texture>>::ConstIterator itr = default_tex_params[i].params.begin(); itr != default_tex_params[i].params.end(); ++itr, ++j) {
  2754. const_cast<VisualShader *>(this)->set_default_texture_parameter(default_tex_params[i].name, *itr, j);
  2755. }
  2756. }
  2757. if (previous_code != final_code) {
  2758. const_cast<VisualShader *>(this)->emit_signal(CoreStringName(changed));
  2759. }
  2760. previous_code = final_code;
  2761. }
  2762. void VisualShader::_queue_update() {
  2763. if (dirty.is_set()) {
  2764. return;
  2765. }
  2766. dirty.set();
  2767. call_deferred(SNAME("_update_shader"));
  2768. }
  2769. void VisualShader::rebuild() {
  2770. dirty.set();
  2771. _update_shader();
  2772. }
  2773. void VisualShader::_bind_methods() {
  2774. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  2775. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  2776. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  2777. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  2778. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  2779. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  2780. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  2781. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  2782. ClassDB::bind_method(D_METHOD("replace_node", "type", "id", "new_class"), &VisualShader::replace_node);
  2783. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  2784. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  2785. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  2786. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  2787. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  2788. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  2789. ClassDB::bind_method(D_METHOD("attach_node_to_frame", "type", "id", "frame"), &VisualShader::attach_node_to_frame);
  2790. ClassDB::bind_method(D_METHOD("detach_node_from_frame", "type", "id"), &VisualShader::detach_node_from_frame);
  2791. ClassDB::bind_method(D_METHOD("add_varying", "name", "mode", "type"), &VisualShader::add_varying);
  2792. ClassDB::bind_method(D_METHOD("remove_varying", "name"), &VisualShader::remove_varying);
  2793. ClassDB::bind_method(D_METHOD("has_varying", "name"), &VisualShader::has_varying);
  2794. ClassDB::bind_method(D_METHOD("_set_preview_shader_parameter", "name", "value"), &VisualShader::_set_preview_shader_parameter);
  2795. ClassDB::bind_method(D_METHOD("_get_preview_shader_parameter", "name"), &VisualShader::_get_preview_shader_parameter);
  2796. ClassDB::bind_method(D_METHOD("_has_preview_shader_parameter", "name"), &VisualShader::_has_preview_shader_parameter);
  2797. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  2798. #ifndef DISABLE_DEPRECATED
  2799. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  2800. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  2801. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_graph_offset", "get_graph_offset");
  2802. #endif
  2803. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  2804. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  2805. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  2806. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  2807. BIND_ENUM_CONSTANT(TYPE_START);
  2808. BIND_ENUM_CONSTANT(TYPE_PROCESS);
  2809. BIND_ENUM_CONSTANT(TYPE_COLLIDE);
  2810. BIND_ENUM_CONSTANT(TYPE_START_CUSTOM);
  2811. BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM);
  2812. BIND_ENUM_CONSTANT(TYPE_SKY);
  2813. BIND_ENUM_CONSTANT(TYPE_FOG);
  2814. BIND_ENUM_CONSTANT(TYPE_MAX);
  2815. BIND_ENUM_CONSTANT(VARYING_MODE_VERTEX_TO_FRAG_LIGHT);
  2816. BIND_ENUM_CONSTANT(VARYING_MODE_FRAG_TO_LIGHT);
  2817. BIND_ENUM_CONSTANT(VARYING_MODE_MAX);
  2818. BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
  2819. BIND_ENUM_CONSTANT(VARYING_TYPE_INT);
  2820. BIND_ENUM_CONSTANT(VARYING_TYPE_UINT);
  2821. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
  2822. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
  2823. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D);
  2824. BIND_ENUM_CONSTANT(VARYING_TYPE_BOOLEAN);
  2825. BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
  2826. BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
  2827. BIND_CONSTANT(NODE_ID_INVALID);
  2828. BIND_CONSTANT(NODE_ID_OUTPUT);
  2829. }
  2830. VisualShader::VisualShader() {
  2831. dirty.set();
  2832. for (int i = 0; i < TYPE_MAX; i++) {
  2833. if (i > (int)TYPE_LIGHT && i < (int)TYPE_SKY) {
  2834. Ref<VisualShaderNodeParticleOutput> output;
  2835. output.instantiate();
  2836. output->shader_type = Type(i);
  2837. output->shader_mode = shader_mode;
  2838. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2839. } else {
  2840. Ref<VisualShaderNodeOutput> output;
  2841. output.instantiate();
  2842. output->shader_type = Type(i);
  2843. output->shader_mode = shader_mode;
  2844. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2845. }
  2846. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  2847. }
  2848. }
  2849. ///////////////////////////////////////////////////////////
  2850. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  2851. // Spatial
  2852. // Node3D, Vertex
  2853. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2854. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2855. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2856. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2857. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "clip_space_far", "CLIP_SPACE_FAR" },
  2858. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2859. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
  2860. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
  2861. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom2", "CUSTOM2" },
  2862. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom3", "CUSTOM3" },
  2863. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" },
  2864. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" },
  2865. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2866. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2867. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2868. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2869. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2870. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
  2871. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2872. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2873. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2874. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2875. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2876. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2877. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2878. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2879. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2880. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2881. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2882. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2883. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2884. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2885. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2886. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2887. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2888. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2889. // Node3D, Fragment
  2890. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2891. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2892. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2893. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2894. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clip_space_far", "CLIP_SPACE_FAR" },
  2895. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2896. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" },
  2897. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" },
  2898. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2899. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  2900. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2901. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2902. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2903. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2904. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2905. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2906. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2907. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2908. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2909. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2910. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2911. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2912. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2913. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2914. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2915. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2916. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2917. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2918. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2919. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2920. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2921. // Node3D, Light
  2922. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
  2923. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  2924. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
  2925. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
  2926. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "clip_space_far", "CLIP_SPACE_FAR" },
  2927. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
  2928. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" },
  2929. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2930. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2931. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2932. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
  2933. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
  2934. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" },
  2935. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  2936. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2937. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2938. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2939. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2940. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2941. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2942. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
  2943. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2944. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2945. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2946. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2947. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2948. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2949. // Canvas Item
  2950. // Canvas Item, Vertex
  2951. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2952. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" },
  2953. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2954. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
  2955. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
  2956. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2957. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2958. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2959. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2960. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
  2961. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2962. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2963. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2964. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2965. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2966. // Canvas Item, Fragment
  2967. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2968. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2969. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2970. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  2971. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2972. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "region_rect", "REGION_RECT" },
  2973. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
  2974. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2975. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2976. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
  2977. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2978. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2979. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2980. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2981. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2982. // Canvas Item, Light
  2983. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2984. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2985. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
  2986. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
  2987. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_direction", "LIGHT_DIRECTION" },
  2988. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_energy", "LIGHT_ENERGY" },
  2989. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" },
  2990. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
  2991. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
  2992. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2993. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2994. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2995. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
  2996. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2997. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2998. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2999. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3000. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  3001. // Particles, Start
  3002. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  3003. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  3004. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  3005. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  3006. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  3007. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  3008. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  3009. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  3010. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  3011. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  3012. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  3013. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3014. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  3015. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  3016. // Particles, Start (Custom)
  3017. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  3018. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  3019. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  3020. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  3021. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  3022. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  3023. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  3024. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  3025. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  3026. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  3027. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  3028. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3029. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  3030. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  3031. // Particles, Process
  3032. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  3033. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  3034. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  3035. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  3036. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  3037. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  3038. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  3039. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  3040. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  3041. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  3042. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  3043. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3044. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  3045. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  3046. // Particles, Process (Custom)
  3047. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  3048. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  3049. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  3050. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  3051. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  3052. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  3053. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  3054. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  3055. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  3056. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  3057. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  3058. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3059. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  3060. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  3061. // Particles, Collide
  3062. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  3063. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  3064. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
  3065. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
  3066. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  3067. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  3068. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  3069. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  3070. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  3071. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  3072. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  3073. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  3074. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  3075. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3076. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  3077. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  3078. // Sky, Sky
  3079. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  3080. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  3081. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  3082. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
  3083. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  3084. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" },
  3085. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
  3086. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
  3087. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  3088. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  3089. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
  3090. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
  3091. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  3092. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  3093. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
  3094. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
  3095. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  3096. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  3097. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
  3098. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
  3099. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  3100. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  3101. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
  3102. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
  3103. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  3104. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  3105. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
  3106. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3107. // Fog, Fog
  3108. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
  3109. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
  3110. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "size", "SIZE" },
  3111. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3112. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
  3113. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
  3114. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  3115. };
  3116. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  3117. // Spatial, Vertex
  3118. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  3119. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  3120. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  3121. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  3122. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3123. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  3124. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  3125. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  3126. // Spatial, Fragment
  3127. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  3128. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  3129. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  3130. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  3131. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "region_rect", "REGION_RECT" },
  3132. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  3133. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  3134. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3135. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  3136. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  3137. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  3138. // Spatial, Light
  3139. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  3140. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  3141. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3142. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  3143. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  3144. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  3145. // Canvas Item, Vertex
  3146. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  3147. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3148. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  3149. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  3150. // Canvas Item, Fragment
  3151. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  3152. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  3153. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "region_rect", "REGION_RECT" },
  3154. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  3155. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3156. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  3157. // Canvas Item, Light
  3158. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  3159. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  3160. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  3161. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  3162. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3163. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  3164. // Particles
  3165. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3166. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3167. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3168. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3169. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3170. // Sky
  3171. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  3172. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3173. // Fog
  3174. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  3175. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  3176. };
  3177. int VisualShaderNodeInput::get_input_port_count() const {
  3178. return 0;
  3179. }
  3180. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  3181. return PORT_TYPE_SCALAR;
  3182. }
  3183. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  3184. return "";
  3185. }
  3186. int VisualShaderNodeInput::get_output_port_count() const {
  3187. return 1;
  3188. }
  3189. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  3190. return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
  3191. }
  3192. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  3193. return "";
  3194. }
  3195. String VisualShaderNodeInput::get_caption() const {
  3196. return "Input";
  3197. }
  3198. bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
  3199. if (p_port == 0) {
  3200. switch (get_input_type_by_name(input_name)) {
  3201. case PORT_TYPE_VECTOR_2D:
  3202. return true;
  3203. case PORT_TYPE_VECTOR_3D:
  3204. return true;
  3205. case PORT_TYPE_VECTOR_4D:
  3206. return true;
  3207. default:
  3208. return false;
  3209. }
  3210. }
  3211. return false;
  3212. }
  3213. String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3214. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  3215. return "";
  3216. }
  3217. if (p_for_preview) {
  3218. int idx = 0;
  3219. String code;
  3220. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  3221. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  3222. code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  3223. break;
  3224. }
  3225. idx++;
  3226. }
  3227. if (code.is_empty()) {
  3228. switch (get_output_port_type(0)) {
  3229. case PORT_TYPE_SCALAR: {
  3230. code = " " + p_output_vars[0] + " = 0.0;\n";
  3231. } break;
  3232. case PORT_TYPE_SCALAR_INT: {
  3233. code = " " + p_output_vars[0] + " = 0;\n";
  3234. } break;
  3235. case PORT_TYPE_SCALAR_UINT: {
  3236. code = " " + p_output_vars[0] + " = 0u;\n";
  3237. } break;
  3238. case PORT_TYPE_VECTOR_2D: {
  3239. code = " " + p_output_vars[0] + " = vec2(0.0);\n";
  3240. } break;
  3241. case PORT_TYPE_VECTOR_3D: {
  3242. code = " " + p_output_vars[0] + " = vec3(0.0);\n";
  3243. } break;
  3244. case PORT_TYPE_VECTOR_4D: {
  3245. code = " " + p_output_vars[0] + " = vec4(0.0);\n";
  3246. } break;
  3247. case PORT_TYPE_BOOLEAN: {
  3248. code = " " + p_output_vars[0] + " = false;\n";
  3249. } break;
  3250. case PORT_TYPE_TRANSFORM: {
  3251. code = " " + p_output_vars[0] + " = mat4(1.0);\n";
  3252. } break;
  3253. default:
  3254. break;
  3255. }
  3256. }
  3257. return code;
  3258. } else {
  3259. int idx = 0;
  3260. String code;
  3261. while (ports[idx].mode != Shader::MODE_MAX) {
  3262. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  3263. code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  3264. break;
  3265. }
  3266. idx++;
  3267. }
  3268. if (code.is_empty()) {
  3269. code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  3270. }
  3271. return code;
  3272. }
  3273. }
  3274. void VisualShaderNodeInput::set_input_name(String p_name) {
  3275. PortType prev_type = get_input_type_by_name(input_name);
  3276. input_name = p_name;
  3277. emit_changed();
  3278. if (get_input_type_by_name(input_name) != prev_type) {
  3279. emit_signal(SNAME("input_type_changed"));
  3280. }
  3281. }
  3282. String VisualShaderNodeInput::get_input_name() const {
  3283. return input_name;
  3284. }
  3285. String VisualShaderNodeInput::get_input_real_name() const {
  3286. int idx = 0;
  3287. while (ports[idx].mode != Shader::MODE_MAX) {
  3288. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  3289. return String(ports[idx].string);
  3290. }
  3291. idx++;
  3292. }
  3293. return "";
  3294. }
  3295. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  3296. int idx = 0;
  3297. while (ports[idx].mode != Shader::MODE_MAX) {
  3298. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  3299. return ports[idx].type;
  3300. }
  3301. idx++;
  3302. }
  3303. return PORT_TYPE_SCALAR;
  3304. }
  3305. int VisualShaderNodeInput::get_input_index_count() const {
  3306. int idx = 0;
  3307. int count = 0;
  3308. while (ports[idx].mode != Shader::MODE_MAX) {
  3309. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3310. count++;
  3311. }
  3312. idx++;
  3313. }
  3314. return count;
  3315. }
  3316. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  3317. int idx = 0;
  3318. int count = 0;
  3319. while (ports[idx].mode != Shader::MODE_MAX) {
  3320. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3321. if (count == p_index) {
  3322. return ports[idx].type;
  3323. }
  3324. count++;
  3325. }
  3326. idx++;
  3327. }
  3328. return PORT_TYPE_SCALAR;
  3329. }
  3330. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  3331. int idx = 0;
  3332. int count = 0;
  3333. while (ports[idx].mode != Shader::MODE_MAX) {
  3334. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3335. if (count == p_index) {
  3336. return ports[idx].name;
  3337. }
  3338. count++;
  3339. }
  3340. idx++;
  3341. }
  3342. return "";
  3343. }
  3344. void VisualShaderNodeInput::_validate_property(PropertyInfo &p_property) const {
  3345. if (!Engine::get_singleton()->is_editor_hint()) {
  3346. return;
  3347. }
  3348. if (p_property.name == "input_name") {
  3349. String port_list;
  3350. int idx = 0;
  3351. while (ports[idx].mode != Shader::MODE_MAX) {
  3352. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3353. if (!port_list.is_empty()) {
  3354. port_list += ",";
  3355. }
  3356. port_list += ports[idx].name;
  3357. }
  3358. idx++;
  3359. }
  3360. if (port_list.is_empty()) {
  3361. port_list = RTR("None");
  3362. }
  3363. p_property.hint_string = port_list;
  3364. }
  3365. }
  3366. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  3367. Vector<StringName> props;
  3368. props.push_back("input_name");
  3369. return props;
  3370. }
  3371. void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) {
  3372. shader_type = p_shader_type;
  3373. }
  3374. void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) {
  3375. shader_mode = p_shader_mode;
  3376. }
  3377. void VisualShaderNodeInput::_bind_methods() {
  3378. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  3379. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  3380. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  3381. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  3382. ADD_SIGNAL(MethodInfo("input_type_changed"));
  3383. }
  3384. VisualShaderNodeInput::VisualShaderNodeInput() {
  3385. }
  3386. ////////////// ParameterRef
  3387. RBMap<RID, List<VisualShaderNodeParameterRef::Parameter>> parameters;
  3388. void VisualShaderNodeParameterRef::add_parameter(RID p_shader_rid, const String &p_name, ParameterType p_type) {
  3389. parameters[p_shader_rid].push_back({ p_name, p_type });
  3390. }
  3391. void VisualShaderNodeParameterRef::clear_parameters(RID p_shader_rid) {
  3392. parameters[p_shader_rid].clear();
  3393. }
  3394. bool VisualShaderNodeParameterRef::has_parameter(RID p_shader_rid, const String &p_name) {
  3395. for (const VisualShaderNodeParameterRef::Parameter &E : parameters[p_shader_rid]) {
  3396. if (E.name == p_name) {
  3397. return true;
  3398. }
  3399. }
  3400. return false;
  3401. }
  3402. String VisualShaderNodeParameterRef::get_caption() const {
  3403. return "ParameterRef";
  3404. }
  3405. int VisualShaderNodeParameterRef::get_input_port_count() const {
  3406. return 0;
  3407. }
  3408. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_input_port_type(int p_port) const {
  3409. return PortType::PORT_TYPE_SCALAR;
  3410. }
  3411. String VisualShaderNodeParameterRef::get_input_port_name(int p_port) const {
  3412. return "";
  3413. }
  3414. int VisualShaderNodeParameterRef::get_output_port_count() const {
  3415. switch (param_type) {
  3416. case PARAMETER_TYPE_FLOAT:
  3417. return 1;
  3418. case PARAMETER_TYPE_INT:
  3419. return 1;
  3420. case PARAMETER_TYPE_UINT:
  3421. return 1;
  3422. case PARAMETER_TYPE_BOOLEAN:
  3423. return 1;
  3424. case PARAMETER_TYPE_VECTOR2:
  3425. return 1;
  3426. case PARAMETER_TYPE_VECTOR3:
  3427. return 1;
  3428. case PARAMETER_TYPE_VECTOR4:
  3429. return 1;
  3430. case PARAMETER_TYPE_TRANSFORM:
  3431. return 1;
  3432. case PARAMETER_TYPE_COLOR:
  3433. return 2;
  3434. case UNIFORM_TYPE_SAMPLER:
  3435. return 1;
  3436. default:
  3437. break;
  3438. }
  3439. return 1;
  3440. }
  3441. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_output_port_type(int p_port) const {
  3442. switch (param_type) {
  3443. case PARAMETER_TYPE_FLOAT:
  3444. return PortType::PORT_TYPE_SCALAR;
  3445. case PARAMETER_TYPE_INT:
  3446. return PortType::PORT_TYPE_SCALAR_INT;
  3447. case PARAMETER_TYPE_UINT:
  3448. return PortType::PORT_TYPE_SCALAR_UINT;
  3449. case PARAMETER_TYPE_BOOLEAN:
  3450. return PortType::PORT_TYPE_BOOLEAN;
  3451. case PARAMETER_TYPE_VECTOR2:
  3452. return PortType::PORT_TYPE_VECTOR_2D;
  3453. case PARAMETER_TYPE_VECTOR3:
  3454. return PortType::PORT_TYPE_VECTOR_3D;
  3455. case PARAMETER_TYPE_VECTOR4:
  3456. return PortType::PORT_TYPE_VECTOR_4D;
  3457. case PARAMETER_TYPE_TRANSFORM:
  3458. return PortType::PORT_TYPE_TRANSFORM;
  3459. case PARAMETER_TYPE_COLOR:
  3460. if (p_port == 0) {
  3461. return PortType::PORT_TYPE_VECTOR_3D;
  3462. } else if (p_port == 1) {
  3463. return PORT_TYPE_SCALAR;
  3464. }
  3465. break;
  3466. case UNIFORM_TYPE_SAMPLER:
  3467. return PortType::PORT_TYPE_SAMPLER;
  3468. default:
  3469. break;
  3470. }
  3471. return PORT_TYPE_SCALAR;
  3472. }
  3473. String VisualShaderNodeParameterRef::get_output_port_name(int p_port) const {
  3474. switch (param_type) {
  3475. case PARAMETER_TYPE_FLOAT:
  3476. return "";
  3477. case PARAMETER_TYPE_INT:
  3478. return "";
  3479. case PARAMETER_TYPE_UINT:
  3480. return "";
  3481. case PARAMETER_TYPE_BOOLEAN:
  3482. return "";
  3483. case PARAMETER_TYPE_VECTOR2:
  3484. return "";
  3485. case PARAMETER_TYPE_VECTOR3:
  3486. return "";
  3487. case PARAMETER_TYPE_VECTOR4:
  3488. return "";
  3489. case PARAMETER_TYPE_TRANSFORM:
  3490. return "";
  3491. case PARAMETER_TYPE_COLOR:
  3492. if (p_port == 0) {
  3493. return "rgb";
  3494. } else if (p_port == 1) {
  3495. return "alpha";
  3496. }
  3497. break;
  3498. case UNIFORM_TYPE_SAMPLER:
  3499. return "";
  3500. break;
  3501. default:
  3502. break;
  3503. }
  3504. return "";
  3505. }
  3506. bool VisualShaderNodeParameterRef::is_shader_valid() const {
  3507. return shader_rid.is_valid();
  3508. }
  3509. void VisualShaderNodeParameterRef::set_shader_rid(const RID &p_shader_rid) {
  3510. shader_rid = p_shader_rid;
  3511. }
  3512. void VisualShaderNodeParameterRef::set_parameter_name(const String &p_name) {
  3513. parameter_name = p_name;
  3514. if (shader_rid.is_valid()) {
  3515. update_parameter_type();
  3516. }
  3517. emit_changed();
  3518. }
  3519. void VisualShaderNodeParameterRef::update_parameter_type() {
  3520. if (parameter_name != "[None]") {
  3521. param_type = get_parameter_type_by_name(parameter_name);
  3522. } else {
  3523. param_type = PARAMETER_TYPE_FLOAT;
  3524. }
  3525. }
  3526. String VisualShaderNodeParameterRef::get_parameter_name() const {
  3527. return parameter_name;
  3528. }
  3529. int VisualShaderNodeParameterRef::get_parameters_count() const {
  3530. ERR_FAIL_COND_V(!shader_rid.is_valid(), 0);
  3531. return parameters[shader_rid].size();
  3532. }
  3533. String VisualShaderNodeParameterRef::get_parameter_name_by_index(int p_idx) const {
  3534. ERR_FAIL_COND_V(!shader_rid.is_valid(), String());
  3535. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3536. return parameters[shader_rid].get(p_idx).name;
  3537. }
  3538. return "";
  3539. }
  3540. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_name(const String &p_name) const {
  3541. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  3542. for (const VisualShaderNodeParameterRef::Parameter &parameter : parameters[shader_rid]) {
  3543. if (parameter.name == p_name) {
  3544. return parameter.type;
  3545. }
  3546. }
  3547. return PARAMETER_TYPE_FLOAT;
  3548. }
  3549. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_index(int p_idx) const {
  3550. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  3551. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3552. return parameters[shader_rid].get(p_idx).type;
  3553. }
  3554. return PARAMETER_TYPE_FLOAT;
  3555. }
  3556. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_port_type_by_index(int p_idx) const {
  3557. ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR);
  3558. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3559. switch (parameters[shader_rid].get(p_idx).type) {
  3560. case PARAMETER_TYPE_FLOAT:
  3561. return PORT_TYPE_SCALAR;
  3562. case PARAMETER_TYPE_INT:
  3563. return PORT_TYPE_SCALAR_INT;
  3564. case PARAMETER_TYPE_UINT:
  3565. return PORT_TYPE_SCALAR_UINT;
  3566. case UNIFORM_TYPE_SAMPLER:
  3567. return PORT_TYPE_SAMPLER;
  3568. case PARAMETER_TYPE_VECTOR2:
  3569. return PORT_TYPE_VECTOR_2D;
  3570. case PARAMETER_TYPE_VECTOR3:
  3571. return PORT_TYPE_VECTOR_3D;
  3572. case PARAMETER_TYPE_VECTOR4:
  3573. return PORT_TYPE_VECTOR_4D;
  3574. case PARAMETER_TYPE_TRANSFORM:
  3575. return PORT_TYPE_TRANSFORM;
  3576. case PARAMETER_TYPE_COLOR:
  3577. return PORT_TYPE_VECTOR_3D;
  3578. default:
  3579. break;
  3580. }
  3581. }
  3582. return PORT_TYPE_SCALAR;
  3583. }
  3584. String VisualShaderNodeParameterRef::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 {
  3585. switch (param_type) {
  3586. case PARAMETER_TYPE_FLOAT:
  3587. if (parameter_name == "[None]") {
  3588. return " " + p_output_vars[0] + " = 0.0;\n";
  3589. }
  3590. break;
  3591. case PARAMETER_TYPE_COLOR: {
  3592. String code = " " + p_output_vars[0] + " = " + get_parameter_name() + ".rgb;\n";
  3593. code += " " + p_output_vars[1] + " = " + get_parameter_name() + ".a;\n";
  3594. return code;
  3595. } break;
  3596. case UNIFORM_TYPE_SAMPLER:
  3597. return String();
  3598. default:
  3599. break;
  3600. }
  3601. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  3602. }
  3603. void VisualShaderNodeParameterRef::_set_parameter_type(int p_type) {
  3604. param_type = (ParameterType)p_type;
  3605. }
  3606. int VisualShaderNodeParameterRef::_get_parameter_type() const {
  3607. return (int)param_type;
  3608. }
  3609. void VisualShaderNodeParameterRef::_bind_methods() {
  3610. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameterRef::set_parameter_name);
  3611. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameterRef::get_parameter_name);
  3612. ClassDB::bind_method(D_METHOD("_set_parameter_type", "type"), &VisualShaderNodeParameterRef::_set_parameter_type);
  3613. ClassDB::bind_method(D_METHOD("_get_parameter_type"), &VisualShaderNodeParameterRef::_get_parameter_type);
  3614. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name", PROPERTY_HINT_ENUM, ""), "set_parameter_name", "get_parameter_name");
  3615. ADD_PROPERTY(PropertyInfo(Variant::INT, "param_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_parameter_type", "_get_parameter_type");
  3616. }
  3617. Vector<StringName> VisualShaderNodeParameterRef::get_editable_properties() const {
  3618. Vector<StringName> props;
  3619. props.push_back("parameter_name");
  3620. props.push_back("param_type");
  3621. return props;
  3622. }
  3623. VisualShaderNodeParameterRef::VisualShaderNodeParameterRef() {
  3624. }
  3625. ////////////////////////////////////////////
  3626. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  3627. ////////////////////////////////////////////////////////////////////////
  3628. // Spatial.
  3629. ////////////////////////////////////////////////////////////////////////
  3630. // Spatial, Vertex.
  3631. ////////////////////////////////////////////////////////////////////////
  3632. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Vertex", "VERTEX" },
  3633. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3634. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Tangent", "TANGENT" },
  3635. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Binormal", "BINORMAL" },
  3636. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3637. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV2", "UV2" },
  3638. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3639. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3640. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3641. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3642. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Model View Matrix", "MODELVIEW_MATRIX" },
  3643. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Projection Matrix", "PROJECTION_MATRIX" },
  3644. ////////////////////////////////////////////////////////////////////////
  3645. // Spatial, Fragment.
  3646. ////////////////////////////////////////////////////////////////////////
  3647. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3648. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3649. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Metallic", "METALLIC" },
  3650. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3651. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Specular", "SPECULAR" },
  3652. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3653. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO", "AO" },
  3654. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO Light Affect", "AO_LIGHT_AFFECT" },
  3655. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3656. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3657. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3658. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim", "RIM" },
  3659. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim Tint", "RIM_TINT" },
  3660. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat", "CLEARCOAT" },
  3661. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat Roughness", "CLEARCOAT_ROUGHNESS" },
  3662. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Anisotropy", "ANISOTROPY" },
  3663. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Anisotropy Flow", "ANISOTROPY_FLOW" },
  3664. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Subsurf Scatter", "SSS_STRENGTH" },
  3665. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Backlight", "BACKLIGHT" },
  3666. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Scissor Threshold", "ALPHA_SCISSOR_THRESHOLD" },
  3667. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Hash Scale", "ALPHA_HASH_SCALE" },
  3668. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha AA Edge", "ALPHA_ANTIALIASING_EDGE" },
  3669. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Alpha UV", "ALPHA_TEXTURE_COORDINATE" },
  3670. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Depth", "DEPTH" },
  3671. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Bent Normal Map", "BENT_NORMAL_MAP" },
  3672. ////////////////////////////////////////////////////////////////////////
  3673. // Spatial, Light.
  3674. ////////////////////////////////////////////////////////////////////////
  3675. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Diffuse", "DIFFUSE_LIGHT" },
  3676. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Specular", "SPECULAR_LIGHT" },
  3677. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3678. ////////////////////////////////////////////////////////////////////////
  3679. // Canvas Item.
  3680. ////////////////////////////////////////////////////////////////////////
  3681. // Canvas Item, Vertex.
  3682. ////////////////////////////////////////////////////////////////////////
  3683. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Vertex", "VERTEX" },
  3684. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3685. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3686. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3687. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3688. ////////////////////////////////////////////////////////////////////////
  3689. // Canvas Item, Fragment.
  3690. ////////////////////////////////////////////////////////////////////////
  3691. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3692. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3693. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3694. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3695. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3696. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light Vertex", "LIGHT_VERTEX" },
  3697. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Shadow Vertex", "SHADOW_VERTEX" },
  3698. ////////////////////////////////////////////////////////////////////////
  3699. // Canvas Item, Light.
  3700. ////////////////////////////////////////////////////////////////////////
  3701. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light", "LIGHT.rgb" },
  3702. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Light Alpha", "LIGHT.a" },
  3703. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Shadow Modulate", "SHADOW_MODULATE.rgb" },
  3704. ////////////////////////////////////////////////////////////////////////
  3705. // Sky, Sky.
  3706. ////////////////////////////////////////////////////////////////////////
  3707. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR" },
  3708. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3709. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Fog", "FOG.rgb" },
  3710. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Fog Alpha", "FOG.a" },
  3711. ////////////////////////////////////////////////////////////////////////
  3712. // Fog, Fog.
  3713. ////////////////////////////////////////////////////////////////////////
  3714. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "Density", "DENSITY" },
  3715. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3716. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3717. ////////////////////////////////////////////////////////////////////////
  3718. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  3719. };
  3720. int VisualShaderNodeOutput::get_input_port_count() const {
  3721. int idx = 0;
  3722. int count = 0;
  3723. while (ports[idx].mode != Shader::MODE_MAX) {
  3724. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3725. count++;
  3726. }
  3727. idx++;
  3728. }
  3729. return count;
  3730. }
  3731. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  3732. int idx = 0;
  3733. int count = 0;
  3734. while (ports[idx].mode != Shader::MODE_MAX) {
  3735. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3736. if (count == p_port) {
  3737. return ports[idx].type;
  3738. }
  3739. count++;
  3740. }
  3741. idx++;
  3742. }
  3743. return PORT_TYPE_SCALAR;
  3744. }
  3745. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  3746. int idx = 0;
  3747. int count = 0;
  3748. while (ports[idx].mode != Shader::MODE_MAX) {
  3749. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3750. if (count == p_port) {
  3751. return String(ports[idx].name);
  3752. }
  3753. count++;
  3754. }
  3755. idx++;
  3756. }
  3757. return String();
  3758. }
  3759. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  3760. return Variant();
  3761. }
  3762. int VisualShaderNodeOutput::get_output_port_count() const {
  3763. return 0;
  3764. }
  3765. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  3766. return PORT_TYPE_SCALAR;
  3767. }
  3768. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  3769. return String();
  3770. }
  3771. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  3772. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_VERTEX) {
  3773. String port_name = get_input_port_name(p_index);
  3774. return bool(port_name == "Model View Matrix");
  3775. }
  3776. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  3777. String port_name = get_input_port_name(p_index);
  3778. return bool(port_name == "AO" || port_name == "Normal" || port_name == "Rim" || port_name == "Clearcoat" || port_name == "Anisotropy" || port_name == "Subsurf Scatter" || port_name == "Alpha Scissor Threshold" || port_name == "Depth");
  3779. }
  3780. return false;
  3781. }
  3782. String VisualShaderNodeOutput::get_caption() const {
  3783. return "Output";
  3784. }
  3785. String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3786. int idx = 0;
  3787. int count = 0;
  3788. String shader_code;
  3789. while (ports[idx].mode != Shader::MODE_MAX) {
  3790. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3791. if (!p_input_vars[count].is_empty()) {
  3792. String s = ports[idx].string;
  3793. if (s.contains_char(':')) {
  3794. shader_code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  3795. } else {
  3796. shader_code += " " + s + " = " + p_input_vars[count] + ";\n";
  3797. }
  3798. }
  3799. count++;
  3800. }
  3801. idx++;
  3802. }
  3803. return shader_code;
  3804. }
  3805. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  3806. }
  3807. ///////////////////////////
  3808. void VisualShaderNodeParameter::set_parameter_name(const String &p_name) {
  3809. parameter_name = p_name;
  3810. emit_signal(SNAME("name_changed"));
  3811. emit_changed();
  3812. }
  3813. String VisualShaderNodeParameter::get_parameter_name() const {
  3814. return parameter_name;
  3815. }
  3816. void VisualShaderNodeParameter::set_qualifier(VisualShaderNodeParameter::Qualifier p_qual) {
  3817. ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX));
  3818. if (qualifier == p_qual) {
  3819. return;
  3820. }
  3821. qualifier = p_qual;
  3822. emit_changed();
  3823. }
  3824. VisualShaderNodeParameter::Qualifier VisualShaderNodeParameter::get_qualifier() const {
  3825. return qualifier;
  3826. }
  3827. void VisualShaderNodeParameter::set_instance_index(int p_index) {
  3828. ERR_FAIL_INDEX(p_index, 16);
  3829. instance_index = p_index;
  3830. emit_changed();
  3831. }
  3832. int VisualShaderNodeParameter::get_instance_index() const {
  3833. return instance_index;
  3834. }
  3835. void VisualShaderNodeParameter::set_global_code_generated(bool p_enabled) {
  3836. global_code_generated = p_enabled;
  3837. }
  3838. bool VisualShaderNodeParameter::is_global_code_generated() const {
  3839. return global_code_generated;
  3840. }
  3841. #ifndef DISABLE_DEPRECATED
  3842. // Kept for compatibility from 3.x to 4.0.
  3843. bool VisualShaderNodeParameter::_set(const StringName &p_name, const Variant &p_value) {
  3844. if (p_name == "uniform_name") {
  3845. set_parameter_name(p_value);
  3846. return true;
  3847. }
  3848. return false;
  3849. }
  3850. #endif
  3851. void VisualShaderNodeParameter::_bind_methods() {
  3852. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameter::set_parameter_name);
  3853. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameter::get_parameter_name);
  3854. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeParameter::set_qualifier);
  3855. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeParameter::get_qualifier);
  3856. ClassDB::bind_method(D_METHOD("set_instance_index", "instance_index"), &VisualShaderNodeParameter::set_instance_index);
  3857. ClassDB::bind_method(D_METHOD("get_instance_index"), &VisualShaderNodeParameter::get_instance_index);
  3858. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name"), "set_parameter_name", "get_parameter_name");
  3859. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance,Instance + Index"), "set_qualifier", "get_qualifier");
  3860. ADD_PROPERTY(PropertyInfo(Variant::INT, "instance_index", PROPERTY_HINT_RANGE, "0,15,1"), "set_instance_index", "get_instance_index");
  3861. BIND_ENUM_CONSTANT(QUAL_NONE);
  3862. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  3863. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  3864. BIND_ENUM_CONSTANT(QUAL_INSTANCE_INDEX);
  3865. BIND_ENUM_CONSTANT(QUAL_MAX);
  3866. }
  3867. String VisualShaderNodeParameter::_get_qual_str() const {
  3868. if (is_qualifier_supported(qualifier)) {
  3869. switch (qualifier) {
  3870. case QUAL_NONE:
  3871. break;
  3872. case QUAL_GLOBAL:
  3873. return "global ";
  3874. case QUAL_INSTANCE_INDEX:
  3875. case QUAL_INSTANCE:
  3876. return "instance ";
  3877. default:
  3878. break;
  3879. }
  3880. }
  3881. return String();
  3882. }
  3883. String VisualShaderNodeParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  3884. List<String> keyword_list;
  3885. ShaderLanguage::get_keyword_list(&keyword_list);
  3886. if (keyword_list.find(parameter_name)) {
  3887. return RTR("Shader keywords cannot be used as parameter names.\nChoose another name.");
  3888. }
  3889. if (!is_qualifier_supported(qualifier)) {
  3890. String qualifier_str;
  3891. switch (qualifier) {
  3892. case QUAL_NONE:
  3893. break;
  3894. case QUAL_GLOBAL:
  3895. qualifier_str = "global";
  3896. break;
  3897. case QUAL_INSTANCE_INDEX:
  3898. case QUAL_INSTANCE:
  3899. qualifier_str = "instance";
  3900. break;
  3901. default:
  3902. break;
  3903. }
  3904. return vformat(RTR("This parameter type does not support the '%s' qualifier."), qualifier_str);
  3905. } else if (qualifier == Qualifier::QUAL_GLOBAL) {
  3906. RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(parameter_name);
  3907. if (gvt == RS::GLOBAL_VAR_TYPE_MAX) {
  3908. return vformat(RTR("Global parameter '%s' does not exist.\nCreate it in the Project Settings."), parameter_name);
  3909. }
  3910. bool incompatible_type = false;
  3911. switch (gvt) {
  3912. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  3913. if (!Object::cast_to<VisualShaderNodeFloatParameter>(this)) {
  3914. incompatible_type = true;
  3915. }
  3916. } break;
  3917. case RS::GLOBAL_VAR_TYPE_INT: {
  3918. if (!Object::cast_to<VisualShaderNodeIntParameter>(this)) {
  3919. incompatible_type = true;
  3920. }
  3921. } break;
  3922. case RS::GLOBAL_VAR_TYPE_BOOL: {
  3923. if (!Object::cast_to<VisualShaderNodeBooleanParameter>(this)) {
  3924. incompatible_type = true;
  3925. }
  3926. } break;
  3927. case RS::GLOBAL_VAR_TYPE_COLOR: {
  3928. if (!Object::cast_to<VisualShaderNodeColorParameter>(this)) {
  3929. incompatible_type = true;
  3930. }
  3931. } break;
  3932. case RS::GLOBAL_VAR_TYPE_VEC3: {
  3933. if (!Object::cast_to<VisualShaderNodeVec3Parameter>(this)) {
  3934. incompatible_type = true;
  3935. }
  3936. } break;
  3937. case RS::GLOBAL_VAR_TYPE_VEC4: {
  3938. if (!Object::cast_to<VisualShaderNodeVec4Parameter>(this)) {
  3939. incompatible_type = true;
  3940. }
  3941. } break;
  3942. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  3943. if (!Object::cast_to<VisualShaderNodeTransformParameter>(this)) {
  3944. incompatible_type = true;
  3945. }
  3946. } break;
  3947. case RS::GLOBAL_VAR_TYPE_SAMPLER2D: {
  3948. if (!Object::cast_to<VisualShaderNodeTextureParameter>(this)) {
  3949. incompatible_type = true;
  3950. }
  3951. } break;
  3952. case RS::GLOBAL_VAR_TYPE_SAMPLER3D: {
  3953. if (!Object::cast_to<VisualShaderNodeTexture3DParameter>(this)) {
  3954. incompatible_type = true;
  3955. }
  3956. } break;
  3957. case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: {
  3958. if (!Object::cast_to<VisualShaderNodeTexture2DArrayParameter>(this)) {
  3959. incompatible_type = true;
  3960. }
  3961. } break;
  3962. case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: {
  3963. if (!Object::cast_to<VisualShaderNodeCubemapParameter>(this)) {
  3964. incompatible_type = true;
  3965. }
  3966. } break;
  3967. default:
  3968. break;
  3969. }
  3970. if (incompatible_type) {
  3971. return vformat(RTR("Global parameter '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), parameter_name);
  3972. }
  3973. }
  3974. return String();
  3975. }
  3976. Vector<StringName> VisualShaderNodeParameter::get_editable_properties() const {
  3977. Vector<StringName> props;
  3978. props.push_back("qualifier");
  3979. if (qualifier == QUAL_INSTANCE_INDEX) {
  3980. props.push_back("instance_index");
  3981. }
  3982. return props;
  3983. }
  3984. VisualShaderNodeParameter::VisualShaderNodeParameter() {
  3985. }
  3986. ////////////// ResizeableBase
  3987. void VisualShaderNodeResizableBase::set_size(const Size2 &p_size) {
  3988. size = p_size;
  3989. }
  3990. Size2 VisualShaderNodeResizableBase::get_size() const {
  3991. return size;
  3992. }
  3993. void VisualShaderNodeResizableBase::set_allow_v_resize(bool p_enabled) {
  3994. allow_v_resize = p_enabled;
  3995. }
  3996. bool VisualShaderNodeResizableBase::is_allow_v_resize() const {
  3997. return allow_v_resize;
  3998. }
  3999. void VisualShaderNodeResizableBase::_bind_methods() {
  4000. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeResizableBase::set_size);
  4001. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeResizableBase::get_size);
  4002. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  4003. }
  4004. VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() {
  4005. set_allow_v_resize(true);
  4006. }
  4007. ////////////// Frame
  4008. String VisualShaderNodeFrame::get_caption() const {
  4009. return title;
  4010. }
  4011. int VisualShaderNodeFrame::get_input_port_count() const {
  4012. return 0;
  4013. }
  4014. VisualShaderNodeFrame::PortType VisualShaderNodeFrame::get_input_port_type(int p_port) const {
  4015. return PortType::PORT_TYPE_SCALAR;
  4016. }
  4017. String VisualShaderNodeFrame::get_input_port_name(int p_port) const {
  4018. return String();
  4019. }
  4020. int VisualShaderNodeFrame::get_output_port_count() const {
  4021. return 0;
  4022. }
  4023. VisualShaderNodeFrame::PortType VisualShaderNodeFrame::get_output_port_type(int p_port) const {
  4024. return PortType::PORT_TYPE_SCALAR;
  4025. }
  4026. String VisualShaderNodeFrame::get_output_port_name(int p_port) const {
  4027. return String();
  4028. }
  4029. void VisualShaderNodeFrame::set_title(const String &p_title) {
  4030. title = p_title;
  4031. }
  4032. String VisualShaderNodeFrame::get_title() const {
  4033. return title;
  4034. }
  4035. void VisualShaderNodeFrame::set_tint_color_enabled(bool p_enabled) {
  4036. tint_color_enabled = p_enabled;
  4037. }
  4038. bool VisualShaderNodeFrame::is_tint_color_enabled() const {
  4039. return tint_color_enabled;
  4040. }
  4041. void VisualShaderNodeFrame::set_tint_color(const Color &p_color) {
  4042. tint_color = p_color;
  4043. }
  4044. Color VisualShaderNodeFrame::get_tint_color() const {
  4045. return tint_color;
  4046. }
  4047. void VisualShaderNodeFrame::set_autoshrink_enabled(bool p_enable) {
  4048. autoshrink = p_enable;
  4049. }
  4050. bool VisualShaderNodeFrame::is_autoshrink_enabled() const {
  4051. return autoshrink;
  4052. }
  4053. String VisualShaderNodeFrame::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 {
  4054. return String();
  4055. }
  4056. void VisualShaderNodeFrame::add_attached_node(int p_node) {
  4057. attached_nodes.insert(p_node);
  4058. }
  4059. void VisualShaderNodeFrame::remove_attached_node(int p_node) {
  4060. attached_nodes.erase(p_node);
  4061. }
  4062. void VisualShaderNodeFrame::set_attached_nodes(const PackedInt32Array &p_attached_nodes) {
  4063. attached_nodes.clear();
  4064. for (const int &node_id : p_attached_nodes) {
  4065. attached_nodes.insert(node_id);
  4066. }
  4067. }
  4068. PackedInt32Array VisualShaderNodeFrame::get_attached_nodes() const {
  4069. PackedInt32Array attached_nodes_arr;
  4070. for (const int &node_id : attached_nodes) {
  4071. attached_nodes_arr.push_back(node_id);
  4072. }
  4073. return attached_nodes_arr;
  4074. }
  4075. void VisualShaderNodeFrame::_bind_methods() {
  4076. ClassDB::bind_method(D_METHOD("set_title", "title"), &VisualShaderNodeFrame::set_title);
  4077. ClassDB::bind_method(D_METHOD("get_title"), &VisualShaderNodeFrame::get_title);
  4078. ClassDB::bind_method(D_METHOD("set_tint_color_enabled", "enable"), &VisualShaderNodeFrame::set_tint_color_enabled);
  4079. ClassDB::bind_method(D_METHOD("is_tint_color_enabled"), &VisualShaderNodeFrame::is_tint_color_enabled);
  4080. ClassDB::bind_method(D_METHOD("set_tint_color", "color"), &VisualShaderNodeFrame::set_tint_color);
  4081. ClassDB::bind_method(D_METHOD("get_tint_color"), &VisualShaderNodeFrame::get_tint_color);
  4082. ClassDB::bind_method(D_METHOD("set_autoshrink_enabled", "enable"), &VisualShaderNodeFrame::set_autoshrink_enabled);
  4083. ClassDB::bind_method(D_METHOD("is_autoshrink_enabled"), &VisualShaderNodeFrame::is_autoshrink_enabled);
  4084. ClassDB::bind_method(D_METHOD("add_attached_node", "node"), &VisualShaderNodeFrame::add_attached_node);
  4085. ClassDB::bind_method(D_METHOD("remove_attached_node", "node"), &VisualShaderNodeFrame::remove_attached_node);
  4086. ClassDB::bind_method(D_METHOD("set_attached_nodes", "attached_nodes"), &VisualShaderNodeFrame::set_attached_nodes);
  4087. ClassDB::bind_method(D_METHOD("get_attached_nodes"), &VisualShaderNodeFrame::get_attached_nodes);
  4088. ADD_PROPERTY(PropertyInfo(Variant::STRING, "title"), "set_title", "get_title");
  4089. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tint_color_enabled"), "set_tint_color_enabled", "is_tint_color_enabled");
  4090. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "tint_color"), "set_tint_color", "get_tint_color");
  4091. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autoshrink"), "set_autoshrink_enabled", "is_autoshrink_enabled");
  4092. ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "attached_nodes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_attached_nodes", "get_attached_nodes");
  4093. }
  4094. VisualShaderNodeFrame::VisualShaderNodeFrame() {
  4095. }
  4096. ////////////// Comment (Deprecated)
  4097. #ifndef DISABLE_DEPRECATED
  4098. void VisualShaderNodeComment::_bind_methods() {
  4099. ClassDB::bind_method(D_METHOD("set_description", "description"), &VisualShaderNodeComment::set_description);
  4100. ClassDB::bind_method(D_METHOD("get_description"), &VisualShaderNodeComment::get_description);
  4101. ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_description", "get_description");
  4102. }
  4103. void VisualShaderNodeComment::set_description(const String &p_description) {
  4104. description = p_description;
  4105. }
  4106. String VisualShaderNodeComment::get_description() const {
  4107. return description;
  4108. }
  4109. #endif
  4110. ////////////// GroupBase
  4111. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  4112. if (inputs == p_inputs) {
  4113. return;
  4114. }
  4115. clear_input_ports();
  4116. inputs = p_inputs;
  4117. Vector<String> input_strings = inputs.split(";", false);
  4118. int input_port_count = input_strings.size();
  4119. for (int i = 0; i < input_port_count; i++) {
  4120. Vector<String> arr = input_strings[i].split(",");
  4121. ERR_FAIL_COND(arr.size() != 3);
  4122. int port_idx = arr[0].to_int();
  4123. int port_type = arr[1].to_int();
  4124. String port_name = arr[2];
  4125. Port port;
  4126. port.type = (PortType)port_type;
  4127. port.name = port_name;
  4128. input_ports[port_idx] = port;
  4129. }
  4130. }
  4131. String VisualShaderNodeGroupBase::get_inputs() const {
  4132. return inputs;
  4133. }
  4134. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  4135. if (outputs == p_outputs) {
  4136. return;
  4137. }
  4138. clear_output_ports();
  4139. outputs = p_outputs;
  4140. Vector<String> output_strings = outputs.split(";", false);
  4141. int output_port_count = output_strings.size();
  4142. for (int i = 0; i < output_port_count; i++) {
  4143. Vector<String> arr = output_strings[i].split(",");
  4144. ERR_FAIL_COND(arr.size() != 3);
  4145. int port_idx = arr[0].to_int();
  4146. int port_type = arr[1].to_int();
  4147. String port_name = arr[2];
  4148. Port port;
  4149. port.type = (PortType)port_type;
  4150. port.name = port_name;
  4151. output_ports[port_idx] = port;
  4152. }
  4153. }
  4154. String VisualShaderNodeGroupBase::get_outputs() const {
  4155. return outputs;
  4156. }
  4157. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  4158. if (!p_name.is_valid_ascii_identifier()) {
  4159. return false;
  4160. }
  4161. for (int i = 0; i < get_input_port_count(); i++) {
  4162. if (get_input_port_name(i) == p_name) {
  4163. return false;
  4164. }
  4165. }
  4166. for (int i = 0; i < get_output_port_count(); i++) {
  4167. if (get_output_port_name(i) == p_name) {
  4168. return false;
  4169. }
  4170. }
  4171. return true;
  4172. }
  4173. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  4174. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  4175. ERR_FAIL_COND(!is_valid_port_name(p_name));
  4176. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  4177. Vector<String> inputs_strings = inputs.split(";", false);
  4178. int index = 0;
  4179. if (p_id < inputs_strings.size()) {
  4180. for (int i = 0; i < inputs_strings.size(); i++) {
  4181. if (i == p_id) {
  4182. inputs = inputs.insert(index, str);
  4183. break;
  4184. }
  4185. index += inputs_strings[i].size();
  4186. }
  4187. } else {
  4188. inputs += str;
  4189. }
  4190. inputs_strings = inputs.split(";", false);
  4191. index = 0;
  4192. for (int i = 0; i < inputs_strings.size(); i++) {
  4193. int count = 0;
  4194. for (int j = 0; j < inputs_strings[i].size(); j++) {
  4195. if (inputs_strings[i][j] == ',') {
  4196. break;
  4197. }
  4198. count++;
  4199. }
  4200. inputs = inputs.left(index) + inputs.substr(index + count);
  4201. inputs = inputs.insert(index, itos(i));
  4202. index += inputs_strings[i].size();
  4203. }
  4204. _apply_port_changes();
  4205. emit_changed();
  4206. }
  4207. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  4208. ERR_FAIL_COND(!has_input_port(p_id));
  4209. Vector<String> inputs_strings = inputs.split(";", false);
  4210. int count = 0;
  4211. int index = 0;
  4212. for (int i = 0; i < inputs_strings.size(); i++) {
  4213. if (inputs_strings[i].get_slicec(',', 0).to_int() == p_id) {
  4214. count = inputs_strings[i].size();
  4215. break;
  4216. }
  4217. index += inputs_strings[i].size();
  4218. }
  4219. inputs = inputs.left(index) + inputs.substr(index + count);
  4220. inputs_strings = inputs.split(";", false);
  4221. inputs = inputs.substr(0, index);
  4222. for (int i = p_id; i < inputs_strings.size(); i++) {
  4223. inputs += inputs_strings[i].replace_first(inputs_strings[i].get_slicec(',', 0), itos(i)) + ";";
  4224. }
  4225. _apply_port_changes();
  4226. emit_changed();
  4227. }
  4228. int VisualShaderNodeGroupBase::get_input_port_count() const {
  4229. return input_ports.size();
  4230. }
  4231. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  4232. return input_ports.has(p_id);
  4233. }
  4234. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  4235. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  4236. ERR_FAIL_COND(!is_valid_port_name(p_name));
  4237. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  4238. Vector<String> outputs_strings = outputs.split(";", false);
  4239. int index = 0;
  4240. if (p_id < outputs_strings.size()) {
  4241. for (int i = 0; i < outputs_strings.size(); i++) {
  4242. if (i == p_id) {
  4243. outputs = outputs.insert(index, str);
  4244. break;
  4245. }
  4246. index += outputs_strings[i].size();
  4247. }
  4248. } else {
  4249. outputs += str;
  4250. }
  4251. outputs_strings = outputs.split(";", false);
  4252. index = 0;
  4253. for (int i = 0; i < outputs_strings.size(); i++) {
  4254. int count = 0;
  4255. for (int j = 0; j < outputs_strings[i].size(); j++) {
  4256. if (outputs_strings[i][j] == ',') {
  4257. break;
  4258. }
  4259. count++;
  4260. }
  4261. outputs = outputs.left(index) + outputs.substr(index + count);
  4262. outputs = outputs.insert(index, itos(i));
  4263. index += outputs_strings[i].size();
  4264. }
  4265. _apply_port_changes();
  4266. emit_changed();
  4267. }
  4268. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  4269. ERR_FAIL_COND(!has_output_port(p_id));
  4270. Vector<String> outputs_strings = outputs.split(";", false);
  4271. int count = 0;
  4272. int index = 0;
  4273. for (int i = 0; i < outputs_strings.size(); i++) {
  4274. if (outputs_strings[i].get_slicec(',', 0).to_int() == p_id) {
  4275. count = outputs_strings[i].size();
  4276. break;
  4277. }
  4278. index += outputs_strings[i].size();
  4279. }
  4280. outputs = outputs.left(index) + outputs.substr(index + count);
  4281. outputs_strings = outputs.split(";", false);
  4282. outputs = outputs.substr(0, index);
  4283. for (int i = p_id; i < outputs_strings.size(); i++) {
  4284. outputs += outputs_strings[i].replace_first(outputs_strings[i].get_slicec(',', 0), itos(i)) + ";";
  4285. }
  4286. _apply_port_changes();
  4287. emit_changed();
  4288. }
  4289. int VisualShaderNodeGroupBase::get_output_port_count() const {
  4290. return output_ports.size();
  4291. }
  4292. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  4293. return output_ports.has(p_id);
  4294. }
  4295. void VisualShaderNodeGroupBase::clear_input_ports() {
  4296. input_ports.clear();
  4297. }
  4298. void VisualShaderNodeGroupBase::clear_output_ports() {
  4299. output_ports.clear();
  4300. }
  4301. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  4302. ERR_FAIL_COND(!has_input_port(p_id));
  4303. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  4304. if (input_ports[p_id].type == p_type) {
  4305. return;
  4306. }
  4307. Vector<String> inputs_strings = inputs.split(";", false);
  4308. int count = 0;
  4309. int index = 0;
  4310. for (int i = 0; i < inputs_strings.size(); i++) {
  4311. Vector<String> arr = inputs_strings[i].split(",");
  4312. ERR_FAIL_COND(arr.size() != 3);
  4313. if (arr[0].to_int() == p_id) {
  4314. index += arr[0].size();
  4315. count = arr[1].size() - 1;
  4316. break;
  4317. }
  4318. index += inputs_strings[i].size();
  4319. }
  4320. inputs = inputs.left(index) + inputs.substr(index + count);
  4321. inputs = inputs.insert(index, itos(p_type));
  4322. _apply_port_changes();
  4323. emit_changed();
  4324. }
  4325. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  4326. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  4327. return input_ports[p_id].type;
  4328. }
  4329. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  4330. ERR_FAIL_COND(!has_input_port(p_id));
  4331. ERR_FAIL_COND(!is_valid_port_name(p_name));
  4332. if (input_ports[p_id].name == p_name) {
  4333. return;
  4334. }
  4335. Vector<String> inputs_strings = inputs.split(";", false);
  4336. int count = 0;
  4337. int index = 0;
  4338. for (int i = 0; i < inputs_strings.size(); i++) {
  4339. Vector<String> arr = inputs_strings[i].split(",");
  4340. ERR_FAIL_COND(arr.size() != 3);
  4341. if (arr[0].to_int() == p_id) {
  4342. index += arr[0].size() + arr[1].size();
  4343. count = arr[2].size() - 1;
  4344. break;
  4345. }
  4346. index += inputs_strings[i].size();
  4347. }
  4348. inputs = inputs.left(index) + inputs.substr(index + count);
  4349. inputs = inputs.insert(index, p_name);
  4350. _apply_port_changes();
  4351. emit_changed();
  4352. }
  4353. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  4354. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  4355. return input_ports[p_id].name;
  4356. }
  4357. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  4358. ERR_FAIL_COND(!has_output_port(p_id));
  4359. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  4360. if (output_ports[p_id].type == p_type) {
  4361. return;
  4362. }
  4363. Vector<String> output_strings = outputs.split(";", false);
  4364. int count = 0;
  4365. int index = 0;
  4366. for (int i = 0; i < output_strings.size(); i++) {
  4367. Vector<String> arr = output_strings[i].split(",");
  4368. ERR_FAIL_COND(arr.size() != 3);
  4369. if (arr[0].to_int() == p_id) {
  4370. index += arr[0].size();
  4371. count = arr[1].size() - 1;
  4372. break;
  4373. }
  4374. index += output_strings[i].size();
  4375. }
  4376. outputs = outputs.left(index) + outputs.substr(index + count);
  4377. outputs = outputs.insert(index, itos(p_type));
  4378. _apply_port_changes();
  4379. emit_changed();
  4380. }
  4381. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  4382. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  4383. return output_ports[p_id].type;
  4384. }
  4385. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  4386. ERR_FAIL_COND(!has_output_port(p_id));
  4387. ERR_FAIL_COND(!is_valid_port_name(p_name));
  4388. if (output_ports[p_id].name == p_name) {
  4389. return;
  4390. }
  4391. Vector<String> output_strings = outputs.split(";", false);
  4392. int count = 0;
  4393. int index = 0;
  4394. for (int i = 0; i < output_strings.size(); i++) {
  4395. Vector<String> arr = output_strings[i].split(",");
  4396. ERR_FAIL_COND(arr.size() != 3);
  4397. if (arr[0].to_int() == p_id) {
  4398. index += arr[0].size() + arr[1].size();
  4399. count = arr[2].size() - 1;
  4400. break;
  4401. }
  4402. index += output_strings[i].size();
  4403. }
  4404. outputs = outputs.left(index) + outputs.substr(index + count);
  4405. outputs = outputs.insert(index, p_name);
  4406. _apply_port_changes();
  4407. emit_changed();
  4408. }
  4409. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  4410. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  4411. return output_ports[p_id].name;
  4412. }
  4413. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  4414. return input_ports.size();
  4415. }
  4416. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  4417. return output_ports.size();
  4418. }
  4419. void VisualShaderNodeGroupBase::set_ctrl_pressed(Control *p_control, int p_index) {
  4420. controls[p_index] = p_control;
  4421. }
  4422. Control *VisualShaderNodeGroupBase::is_ctrl_pressed(int p_index) {
  4423. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  4424. return controls[p_index];
  4425. }
  4426. void VisualShaderNodeGroupBase::_apply_port_changes() {
  4427. Vector<String> inputs_strings = inputs.split(";", false);
  4428. Vector<String> outputs_strings = outputs.split(";", false);
  4429. clear_input_ports();
  4430. clear_output_ports();
  4431. for (int i = 0; i < inputs_strings.size(); i++) {
  4432. Vector<String> arr = inputs_strings[i].split(",");
  4433. ERR_FAIL_COND(arr.size() != 3);
  4434. Port port;
  4435. port.type = (PortType)arr[1].to_int();
  4436. port.name = arr[2];
  4437. input_ports[i] = port;
  4438. }
  4439. for (int i = 0; i < outputs_strings.size(); i++) {
  4440. Vector<String> arr = outputs_strings[i].split(",");
  4441. ERR_FAIL_COND(arr.size() != 3);
  4442. Port port;
  4443. port.type = (PortType)arr[1].to_int();
  4444. port.name = arr[2];
  4445. output_ports[i] = port;
  4446. }
  4447. }
  4448. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  4449. editable = p_enabled;
  4450. }
  4451. bool VisualShaderNodeGroupBase::is_editable() const {
  4452. return editable;
  4453. }
  4454. void VisualShaderNodeGroupBase::_bind_methods() {
  4455. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  4456. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  4457. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  4458. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  4459. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  4460. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  4461. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  4462. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  4463. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  4464. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  4465. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  4466. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  4467. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  4468. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  4469. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  4470. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  4471. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  4472. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  4473. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  4474. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  4475. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  4476. }
  4477. String VisualShaderNodeGroupBase::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4478. return "";
  4479. }
  4480. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  4481. simple_decl = false;
  4482. }
  4483. ////////////// Expression
  4484. String VisualShaderNodeExpression::get_caption() const {
  4485. return "Expression";
  4486. }
  4487. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  4488. expression = p_expression;
  4489. emit_changed();
  4490. }
  4491. String VisualShaderNodeExpression::get_expression() const {
  4492. return expression;
  4493. }
  4494. bool VisualShaderNodeExpression::_is_valid_identifier_char(char32_t p_c) const {
  4495. return p_c == '_' || (p_c >= 'A' && p_c <= 'Z') || (p_c >= 'a' && p_c <= 'z') || (p_c >= '0' && p_c <= '9');
  4496. }
  4497. String VisualShaderNodeExpression::_replace_port_names(const Vector<Pair<String, String>> &p_pairs, const String &p_expression) const {
  4498. String _expression = p_expression;
  4499. for (const Pair<String, String> &pair : p_pairs) {
  4500. String from = pair.first;
  4501. String to = pair.second;
  4502. int search_idx = 0;
  4503. int len = from.length();
  4504. while (true) {
  4505. int index = _expression.find(from, search_idx);
  4506. if (index == -1) {
  4507. break;
  4508. }
  4509. int left_index = index - 1;
  4510. int right_index = index + len;
  4511. bool left_correct = left_index <= 0 || !_is_valid_identifier_char(_expression[left_index]);
  4512. bool right_correct = right_index >= _expression.length() || !_is_valid_identifier_char(_expression[right_index]);
  4513. if (left_correct && right_correct) {
  4514. _expression = _expression.erase(index, len);
  4515. _expression = _expression.insert(index, to);
  4516. search_idx = index + to.length();
  4517. } else {
  4518. search_idx = index + len;
  4519. }
  4520. }
  4521. }
  4522. return _expression;
  4523. }
  4524. String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4525. String _expression = expression;
  4526. _expression = _expression.insert(0, "\n");
  4527. _expression = _expression.replace("\n", "\n ");
  4528. Vector<Pair<String, String>> input_port_names;
  4529. for (int i = 0; i < get_input_port_count(); i++) {
  4530. input_port_names.push_back(Pair<String, String>(get_input_port_name(i), p_input_vars[i]));
  4531. }
  4532. _expression = _replace_port_names(input_port_names, _expression);
  4533. Vector<Pair<String, String>> output_port_names;
  4534. for (int i = 0; i < get_output_port_count(); i++) {
  4535. output_port_names.push_back(Pair<String, String>(get_output_port_name(i), p_output_vars[i]));
  4536. }
  4537. _expression = _replace_port_names(output_port_names, _expression);
  4538. String output_initializer;
  4539. for (int i = 0; i < get_output_port_count(); i++) {
  4540. int port_type = get_output_port_type(i);
  4541. String tk = "";
  4542. switch (port_type) {
  4543. case PORT_TYPE_SCALAR:
  4544. tk = "0.0";
  4545. break;
  4546. case PORT_TYPE_SCALAR_INT:
  4547. tk = "0";
  4548. break;
  4549. case PORT_TYPE_VECTOR_2D:
  4550. tk = "vec2(0.0, 0.0)";
  4551. break;
  4552. case PORT_TYPE_VECTOR_3D:
  4553. tk = "vec3(0.0, 0.0, 0.0)";
  4554. break;
  4555. case PORT_TYPE_VECTOR_4D:
  4556. tk = "vec4(0.0, 0.0, 0.0, 0.0)";
  4557. break;
  4558. case PORT_TYPE_BOOLEAN:
  4559. tk = "false";
  4560. break;
  4561. case PORT_TYPE_TRANSFORM:
  4562. tk = "mat4(1.0)";
  4563. break;
  4564. default:
  4565. continue;
  4566. }
  4567. output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n";
  4568. }
  4569. String code;
  4570. code += output_initializer;
  4571. code += " {";
  4572. code += _expression;
  4573. code += "\n }\n";
  4574. return code;
  4575. }
  4576. bool VisualShaderNodeExpression::is_output_port_expandable(int p_port) const {
  4577. return false;
  4578. }
  4579. void VisualShaderNodeExpression::_bind_methods() {
  4580. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  4581. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  4582. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  4583. }
  4584. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  4585. set_editable(true);
  4586. }
  4587. ////////////// Global Expression
  4588. String VisualShaderNodeGlobalExpression::get_caption() const {
  4589. return "GlobalExpression";
  4590. }
  4591. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4592. return expression;
  4593. }
  4594. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  4595. set_editable(false);
  4596. }
  4597. ////////////// Varying
  4598. RBMap<RID, List<VisualShaderNodeVarying::Varying>> varyings;
  4599. void VisualShaderNodeVarying::add_varying(RID p_shader_rid, const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
  4600. varyings[p_shader_rid].push_back({ p_name, p_mode, p_type });
  4601. }
  4602. void VisualShaderNodeVarying::clear_varyings(RID p_shader_rid) { // static
  4603. varyings[p_shader_rid].clear();
  4604. }
  4605. bool VisualShaderNodeVarying::has_varying(RID p_shader_rid, const String &p_name) { // static
  4606. for (const VisualShaderNodeVarying::Varying &E : varyings[p_shader_rid]) {
  4607. if (E.name == p_name) {
  4608. return true;
  4609. }
  4610. }
  4611. return false;
  4612. }
  4613. void VisualShaderNodeVarying::set_shader_rid(const RID &p_shader_rid) {
  4614. shader_rid = p_shader_rid;
  4615. }
  4616. int VisualShaderNodeVarying::get_varyings_count() const {
  4617. return varyings[shader_rid].size();
  4618. }
  4619. String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const {
  4620. if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
  4621. return varyings[shader_rid].get(p_idx).name;
  4622. }
  4623. return "";
  4624. }
  4625. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const {
  4626. for (const VisualShaderNodeVarying::Varying &varying : varyings[shader_rid]) {
  4627. if (varying.name == p_name) {
  4628. return varying.type;
  4629. }
  4630. }
  4631. return VisualShader::VARYING_TYPE_FLOAT;
  4632. }
  4633. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const {
  4634. if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
  4635. return varyings[shader_rid].get(p_idx).type;
  4636. }
  4637. return VisualShader::VARYING_TYPE_FLOAT;
  4638. }
  4639. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const {
  4640. for (const VisualShaderNodeVarying::Varying &varying : varyings[shader_rid]) {
  4641. if (varying.name == p_name) {
  4642. return varying.mode;
  4643. }
  4644. }
  4645. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4646. }
  4647. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const {
  4648. if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
  4649. return varyings[shader_rid].get(p_idx).mode;
  4650. }
  4651. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4652. }
  4653. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const {
  4654. if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
  4655. return get_port_type(varyings[shader_rid].get(p_idx).type, 0);
  4656. }
  4657. return PORT_TYPE_SCALAR;
  4658. }
  4659. //////////////
  4660. void VisualShaderNodeVarying::_bind_methods() {
  4661. ClassDB::bind_method(D_METHOD("set_varying_name", "name"), &VisualShaderNodeVarying::set_varying_name);
  4662. ClassDB::bind_method(D_METHOD("get_varying_name"), &VisualShaderNodeVarying::get_varying_name);
  4663. ClassDB::bind_method(D_METHOD("set_varying_type", "type"), &VisualShaderNodeVarying::set_varying_type);
  4664. ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type);
  4665. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name");
  4666. ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_varying_type", "get_varying_type");
  4667. }
  4668. String VisualShaderNodeVarying::get_type_str() const {
  4669. switch (varying_type) {
  4670. case VisualShader::VARYING_TYPE_FLOAT:
  4671. return "float";
  4672. case VisualShader::VARYING_TYPE_INT:
  4673. return "int";
  4674. case VisualShader::VARYING_TYPE_UINT:
  4675. return "uint";
  4676. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4677. return "vec2";
  4678. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4679. return "vec3";
  4680. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4681. return "vec4";
  4682. case VisualShader::VARYING_TYPE_BOOLEAN:
  4683. return "bool";
  4684. case VisualShader::VARYING_TYPE_TRANSFORM:
  4685. return "mat4";
  4686. default:
  4687. break;
  4688. }
  4689. return "";
  4690. }
  4691. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const {
  4692. switch (p_type) {
  4693. case VisualShader::VARYING_TYPE_INT:
  4694. return PORT_TYPE_SCALAR_INT;
  4695. case VisualShader::VARYING_TYPE_UINT:
  4696. return PORT_TYPE_SCALAR_UINT;
  4697. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4698. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  4699. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4700. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  4701. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4702. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  4703. case VisualShader::VARYING_TYPE_BOOLEAN:
  4704. return PORT_TYPE_BOOLEAN;
  4705. case VisualShader::VARYING_TYPE_TRANSFORM:
  4706. return PORT_TYPE_TRANSFORM;
  4707. default:
  4708. break;
  4709. }
  4710. return PORT_TYPE_SCALAR;
  4711. }
  4712. void VisualShaderNodeVarying::set_varying_name(String p_varying_name) {
  4713. if (varying_name == p_varying_name) {
  4714. return;
  4715. }
  4716. varying_name = p_varying_name;
  4717. emit_changed();
  4718. }
  4719. String VisualShaderNodeVarying::get_varying_name() const {
  4720. return varying_name;
  4721. }
  4722. void VisualShaderNodeVarying::set_varying_type(VisualShader::VaryingType p_varying_type) {
  4723. ERR_FAIL_INDEX(p_varying_type, VisualShader::VARYING_TYPE_MAX);
  4724. if (varying_type == p_varying_type) {
  4725. return;
  4726. }
  4727. varying_type = p_varying_type;
  4728. emit_changed();
  4729. }
  4730. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type() const {
  4731. return varying_type;
  4732. }
  4733. VisualShaderNodeVarying::VisualShaderNodeVarying() {
  4734. }
  4735. ////////////// Varying Setter
  4736. String VisualShaderNodeVaryingSetter::get_caption() const {
  4737. return "VaryingSetter";
  4738. }
  4739. int VisualShaderNodeVaryingSetter::get_input_port_count() const {
  4740. return 1;
  4741. }
  4742. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input_port_type(int p_port) const {
  4743. return get_port_type(varying_type, p_port);
  4744. }
  4745. String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const {
  4746. return "";
  4747. }
  4748. int VisualShaderNodeVaryingSetter::get_output_port_count() const {
  4749. return 0;
  4750. }
  4751. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_output_port_type(int p_port) const {
  4752. return PORT_TYPE_SCALAR;
  4753. }
  4754. String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const {
  4755. return "";
  4756. }
  4757. String VisualShaderNodeVaryingSetter::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 {
  4758. String code;
  4759. if (varying_name == "[None]") {
  4760. return code;
  4761. }
  4762. code += vformat(" var_%s = %s;\n", varying_name, p_input_vars[0]);
  4763. return code;
  4764. }
  4765. VisualShaderNodeVaryingSetter::VisualShaderNodeVaryingSetter() {
  4766. }
  4767. ////////////// Varying Getter
  4768. String VisualShaderNodeVaryingGetter::get_caption() const {
  4769. return "VaryingGetter";
  4770. }
  4771. int VisualShaderNodeVaryingGetter::get_input_port_count() const {
  4772. return 0;
  4773. }
  4774. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_input_port_type(int p_port) const {
  4775. return PORT_TYPE_SCALAR;
  4776. }
  4777. String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const {
  4778. return "";
  4779. }
  4780. int VisualShaderNodeVaryingGetter::get_output_port_count() const {
  4781. return 1;
  4782. }
  4783. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_output_port_type(int p_port) const {
  4784. return get_port_type(varying_type, p_port);
  4785. }
  4786. String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const {
  4787. return "";
  4788. }
  4789. bool VisualShaderNodeVaryingGetter::has_output_port_preview(int p_port) const {
  4790. return false;
  4791. }
  4792. String VisualShaderNodeVaryingGetter::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 {
  4793. String from = varying_name;
  4794. String from2;
  4795. if (varying_name == "[None]" || p_for_preview) {
  4796. switch (varying_type) {
  4797. case VisualShader::VARYING_TYPE_FLOAT:
  4798. from = "0.0";
  4799. break;
  4800. case VisualShader::VARYING_TYPE_INT:
  4801. from = "0";
  4802. break;
  4803. case VisualShader::VARYING_TYPE_UINT:
  4804. from = "0u";
  4805. break;
  4806. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4807. from = "vec2(0.0)";
  4808. break;
  4809. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4810. from = "vec3(0.0)";
  4811. break;
  4812. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4813. from = "vec4(0.0)";
  4814. break;
  4815. case VisualShader::VARYING_TYPE_BOOLEAN:
  4816. from = "false";
  4817. break;
  4818. case VisualShader::VARYING_TYPE_TRANSFORM:
  4819. from = "mat4(1.0)";
  4820. break;
  4821. default:
  4822. break;
  4823. }
  4824. return vformat(" %s = %s;\n", p_output_vars[0], from);
  4825. }
  4826. return vformat(" %s = var_%s;\n", p_output_vars[0], from);
  4827. }
  4828. VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() {
  4829. varying_name = "[None]";
  4830. }