visual_shader_nodes.cpp 137 KB

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  1. /*************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_nodes.h"
  31. ////////////// Scalar(Float)
  32. String VisualShaderNodeFloatConstant::get_caption() const {
  33. return "ScalarFloat";
  34. }
  35. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  36. return 0;
  37. }
  38. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  39. return PORT_TYPE_SCALAR;
  40. }
  41. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  42. return String();
  43. }
  44. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  45. return 1;
  46. }
  47. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  48. return PORT_TYPE_SCALAR;
  49. }
  50. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  51. return ""; //no output port means the editor will be used as port
  52. }
  53. String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  54. return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  55. }
  56. void VisualShaderNodeFloatConstant::set_constant(float p_value) {
  57. constant = p_value;
  58. emit_changed();
  59. }
  60. float VisualShaderNodeFloatConstant::get_constant() const {
  61. return constant;
  62. }
  63. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  64. Vector<StringName> props;
  65. props.push_back("constant");
  66. return props;
  67. }
  68. void VisualShaderNodeFloatConstant::_bind_methods() {
  69. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeFloatConstant::set_constant);
  70. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  71. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  72. }
  73. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  74. constant = 0.0;
  75. }
  76. ////////////// Scalar(Int)
  77. String VisualShaderNodeIntConstant::get_caption() const {
  78. return "ScalarInt";
  79. }
  80. int VisualShaderNodeIntConstant::get_input_port_count() const {
  81. return 0;
  82. }
  83. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  84. return PORT_TYPE_SCALAR_INT;
  85. }
  86. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  87. return String();
  88. }
  89. int VisualShaderNodeIntConstant::get_output_port_count() const {
  90. return 1;
  91. }
  92. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  93. return PORT_TYPE_SCALAR_INT;
  94. }
  95. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  96. return ""; //no output port means the editor will be used as port
  97. }
  98. String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  99. return "\t" + p_output_vars[0] + " = " + itos(constant) + ";\n";
  100. }
  101. void VisualShaderNodeIntConstant::set_constant(int p_value) {
  102. constant = p_value;
  103. emit_changed();
  104. }
  105. int VisualShaderNodeIntConstant::get_constant() const {
  106. return constant;
  107. }
  108. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  109. Vector<StringName> props;
  110. props.push_back("constant");
  111. return props;
  112. }
  113. void VisualShaderNodeIntConstant::_bind_methods() {
  114. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeIntConstant::set_constant);
  115. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  116. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  117. }
  118. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  119. constant = 0;
  120. }
  121. ////////////// Boolean
  122. String VisualShaderNodeBooleanConstant::get_caption() const {
  123. return "Boolean";
  124. }
  125. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  126. return 0;
  127. }
  128. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  129. return PORT_TYPE_BOOLEAN;
  130. }
  131. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  132. return String();
  133. }
  134. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  135. return 1;
  136. }
  137. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  138. return PORT_TYPE_BOOLEAN;
  139. }
  140. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  141. return ""; //no output port means the editor will be used as port
  142. }
  143. String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  144. return "\t" + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  145. }
  146. void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
  147. constant = p_value;
  148. emit_changed();
  149. }
  150. bool VisualShaderNodeBooleanConstant::get_constant() const {
  151. return constant;
  152. }
  153. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  154. Vector<StringName> props;
  155. props.push_back("constant");
  156. return props;
  157. }
  158. void VisualShaderNodeBooleanConstant::_bind_methods() {
  159. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
  160. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  161. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  162. }
  163. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  164. constant = false;
  165. }
  166. ////////////// Color
  167. String VisualShaderNodeColorConstant::get_caption() const {
  168. return "Color";
  169. }
  170. int VisualShaderNodeColorConstant::get_input_port_count() const {
  171. return 0;
  172. }
  173. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  174. return PORT_TYPE_VECTOR;
  175. }
  176. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  177. return String();
  178. }
  179. int VisualShaderNodeColorConstant::get_output_port_count() const {
  180. return 2;
  181. }
  182. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  183. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  184. }
  185. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  186. return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
  187. }
  188. String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  189. String code;
  190. code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
  191. code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
  192. return code;
  193. }
  194. void VisualShaderNodeColorConstant::set_constant(Color p_value) {
  195. constant = p_value;
  196. emit_changed();
  197. }
  198. Color VisualShaderNodeColorConstant::get_constant() const {
  199. return constant;
  200. }
  201. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  202. Vector<StringName> props;
  203. props.push_back("constant");
  204. return props;
  205. }
  206. void VisualShaderNodeColorConstant::_bind_methods() {
  207. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant);
  208. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  209. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  210. }
  211. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  212. constant = Color(1, 1, 1, 1);
  213. }
  214. ////////////// Vector
  215. String VisualShaderNodeVec3Constant::get_caption() const {
  216. return "Vector";
  217. }
  218. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  219. return 0;
  220. }
  221. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  222. return PORT_TYPE_VECTOR;
  223. }
  224. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  225. return String();
  226. }
  227. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  228. return 1;
  229. }
  230. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  231. return PORT_TYPE_VECTOR;
  232. }
  233. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  234. return ""; //no output port means the editor will be used as port
  235. }
  236. String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  237. return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  238. }
  239. void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
  240. constant = p_value;
  241. emit_changed();
  242. }
  243. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  244. return constant;
  245. }
  246. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  247. Vector<StringName> props;
  248. props.push_back("constant");
  249. return props;
  250. }
  251. void VisualShaderNodeVec3Constant::_bind_methods() {
  252. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant);
  253. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  254. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  255. }
  256. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  257. }
  258. ////////////// Transform
  259. String VisualShaderNodeTransformConstant::get_caption() const {
  260. return "Transform";
  261. }
  262. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  263. return 0;
  264. }
  265. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  266. return PORT_TYPE_VECTOR;
  267. }
  268. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  269. return String();
  270. }
  271. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  272. return 1;
  273. }
  274. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  275. return PORT_TYPE_TRANSFORM;
  276. }
  277. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  278. return ""; //no output port means the editor will be used as port
  279. }
  280. String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  281. Transform t = constant;
  282. t.basis.transpose();
  283. String code = "\t" + p_output_vars[0] + " = mat4(";
  284. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  285. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  286. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  287. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  288. return code;
  289. }
  290. void VisualShaderNodeTransformConstant::set_constant(Transform p_value) {
  291. constant = p_value;
  292. emit_changed();
  293. }
  294. Transform VisualShaderNodeTransformConstant::get_constant() const {
  295. return constant;
  296. }
  297. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  298. Vector<StringName> props;
  299. props.push_back("constant");
  300. return props;
  301. }
  302. void VisualShaderNodeTransformConstant::_bind_methods() {
  303. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant);
  304. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  305. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant");
  306. }
  307. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  308. }
  309. ////////////// Texture
  310. String VisualShaderNodeTexture::get_caption() const {
  311. return "Texture2D";
  312. }
  313. int VisualShaderNodeTexture::get_input_port_count() const {
  314. return 3;
  315. }
  316. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  317. switch (p_port) {
  318. case 0:
  319. return PORT_TYPE_VECTOR;
  320. case 1:
  321. return PORT_TYPE_SCALAR;
  322. case 2:
  323. return PORT_TYPE_SAMPLER;
  324. default:
  325. return PORT_TYPE_SCALAR;
  326. }
  327. }
  328. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  329. switch (p_port) {
  330. case 0:
  331. return "uv";
  332. case 1:
  333. return "lod";
  334. case 2:
  335. return "sampler2D";
  336. default:
  337. return "";
  338. }
  339. }
  340. int VisualShaderNodeTexture::get_output_port_count() const {
  341. return 2;
  342. }
  343. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  344. if (p_port == 0 && source == SOURCE_DEPTH)
  345. return PORT_TYPE_SCALAR;
  346. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  347. }
  348. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  349. if (p_port == 0 && source == SOURCE_DEPTH)
  350. return "depth";
  351. return p_port == 0 ? "rgb" : "alpha";
  352. }
  353. String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
  354. if (p_port == 0) {
  355. return "UV.xy";
  356. }
  357. return "";
  358. }
  359. static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  360. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
  361. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  362. }
  363. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  364. VisualShader::DefaultTextureParam dtp;
  365. dtp.name = make_unique_id(p_type, p_id, "tex");
  366. dtp.param = texture;
  367. Vector<VisualShader::DefaultTextureParam> ret;
  368. ret.push_back(dtp);
  369. return ret;
  370. }
  371. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  372. if (source == SOURCE_TEXTURE) {
  373. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  374. switch (texture_type) {
  375. case TYPE_DATA: break;
  376. case TYPE_COLOR: u += " : hint_albedo"; break;
  377. case TYPE_NORMALMAP: u += " : hint_normal"; break;
  378. }
  379. return u + ";\n";
  380. }
  381. return String();
  382. }
  383. String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  384. if (source == SOURCE_TEXTURE) {
  385. String id = make_unique_id(p_type, p_id, "tex");
  386. String code;
  387. if (p_input_vars[0] == String()) { // Use UV by default.
  388. if (p_input_vars[1] == String()) {
  389. code += "\tvec4 " + id + "_read = texture(" + id + ", UV.xy);\n";
  390. } else {
  391. code += "\tvec4 " + id + "_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n";
  392. }
  393. } else if (p_input_vars[1] == String()) {
  394. //no lod
  395. code += "\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  396. } else {
  397. code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  398. }
  399. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  400. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  401. return code;
  402. }
  403. if (source == SOURCE_PORT) {
  404. String id = p_input_vars[2];
  405. String code;
  406. code += "\t{\n";
  407. if (id == String()) {
  408. code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
  409. } else {
  410. if (p_input_vars[0] == String()) { // Use UV by default.
  411. if (p_input_vars[1] == String()) {
  412. code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", UV.xy);\n";
  413. } else {
  414. code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n";
  415. }
  416. } else if (p_input_vars[1] == String()) {
  417. //no lod
  418. code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  419. } else {
  420. code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  421. }
  422. code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  423. code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  424. }
  425. code += "\t}\n";
  426. return code;
  427. }
  428. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  429. String code = "\t{\n";
  430. if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
  431. if (p_input_vars[1] == String()) {
  432. code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, 0.0 );\n";
  433. } else {
  434. code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, " + p_input_vars[1] + ");\n";
  435. }
  436. } else if (p_input_vars[1] == String()) {
  437. //no lod
  438. code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
  439. } else {
  440. code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  441. }
  442. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  443. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  444. code += "\t}\n";
  445. return code;
  446. }
  447. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  448. String code = "\t{\n";
  449. if (p_input_vars[0] == String()) { // Use UV by default.
  450. if (p_input_vars[1] == String()) {
  451. code += "\t\tvec4 _tex_read = texture(TEXTURE , UV.xy);\n";
  452. } else {
  453. code += "\t\tvec4 _tex_read = textureLod(TEXTURE, UV.xy, " + p_input_vars[1] + ");\n";
  454. }
  455. } else if (p_input_vars[1] == String()) {
  456. //no lod
  457. code += "\t\tvec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
  458. } else {
  459. code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  460. }
  461. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  462. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  463. code += "\t}\n";
  464. return code;
  465. }
  466. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  467. String code = "\t{\n";
  468. if (p_input_vars[0] == String()) { // Use UV by default.
  469. if (p_input_vars[1] == String()) {
  470. code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, UV.xy);\n";
  471. } else {
  472. code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, UV.xy, " + p_input_vars[1] + ");\n";
  473. }
  474. } else if (p_input_vars[1] == String()) {
  475. //no lod
  476. code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
  477. } else {
  478. code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  479. }
  480. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  481. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  482. code += "\t}\n";
  483. return code;
  484. }
  485. if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  486. {
  487. if (source == SOURCE_DEPTH) {
  488. String code;
  489. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  490. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  491. return code;
  492. }
  493. }
  494. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  495. String code = "\t{\n";
  496. if (p_input_vars[0] == String()) { // Use UV by default.
  497. if (p_input_vars[1] == String()) {
  498. code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, UV.xy).r;\n";
  499. } else {
  500. code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, UV.xy, " + p_input_vars[1] + ").r;\n";
  501. }
  502. } else if (p_input_vars[1] == String()) {
  503. //no lod
  504. code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
  505. } else {
  506. code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
  507. }
  508. code += "\t\t" + p_output_vars[0] + " = _depth;\n";
  509. code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
  510. code += "\t}\n";
  511. return code;
  512. } else if (source == SOURCE_DEPTH) {
  513. String code;
  514. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  515. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  516. return code;
  517. }
  518. //none
  519. String code;
  520. code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  521. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  522. return code;
  523. }
  524. void VisualShaderNodeTexture::set_source(Source p_source) {
  525. source = p_source;
  526. switch (source) {
  527. case SOURCE_TEXTURE:
  528. simple_decl = true;
  529. break;
  530. case SOURCE_SCREEN:
  531. simple_decl = false;
  532. break;
  533. case SOURCE_2D_TEXTURE:
  534. simple_decl = false;
  535. break;
  536. case SOURCE_2D_NORMAL:
  537. simple_decl = false;
  538. break;
  539. case SOURCE_DEPTH:
  540. simple_decl = false;
  541. break;
  542. case SOURCE_PORT:
  543. simple_decl = false;
  544. break;
  545. }
  546. emit_changed();
  547. emit_signal("editor_refresh_request");
  548. }
  549. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  550. return source;
  551. }
  552. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_value) {
  553. texture = p_value;
  554. emit_changed();
  555. }
  556. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  557. return texture;
  558. }
  559. void VisualShaderNodeTexture::set_texture_type(TextureType p_type) {
  560. texture_type = p_type;
  561. emit_changed();
  562. }
  563. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  564. return texture_type;
  565. }
  566. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  567. Vector<StringName> props;
  568. props.push_back("source");
  569. if (source == SOURCE_TEXTURE) {
  570. props.push_back("texture");
  571. props.push_back("texture_type");
  572. }
  573. return props;
  574. }
  575. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  576. if (source == SOURCE_TEXTURE) {
  577. return String(); // all good
  578. }
  579. if (source == SOURCE_PORT) {
  580. return String(); // all good
  581. }
  582. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  583. return String(); // all good
  584. }
  585. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  586. return String(); // all good
  587. }
  588. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  589. return String(); // all good
  590. }
  591. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  592. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  593. return TTR("Invalid source for preview.");
  594. }
  595. return String(); // all good
  596. }
  597. return TTR("Invalid source for shader.");
  598. }
  599. void VisualShaderNodeTexture::_bind_methods() {
  600. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  601. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  602. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  603. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  604. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  605. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  606. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  607. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  608. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  609. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  610. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  611. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  612. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  613. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  614. BIND_ENUM_CONSTANT(SOURCE_PORT);
  615. BIND_ENUM_CONSTANT(TYPE_DATA);
  616. BIND_ENUM_CONSTANT(TYPE_COLOR);
  617. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  618. }
  619. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  620. texture_type = TYPE_DATA;
  621. source = SOURCE_TEXTURE;
  622. }
  623. ////////////// Cubemap
  624. String VisualShaderNodeCubemap::get_caption() const {
  625. return "Cubemap";
  626. }
  627. int VisualShaderNodeCubemap::get_input_port_count() const {
  628. return 3;
  629. }
  630. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  631. switch (p_port) {
  632. case 0:
  633. return PORT_TYPE_VECTOR;
  634. case 1:
  635. return PORT_TYPE_SCALAR;
  636. case 2:
  637. return PORT_TYPE_SAMPLER;
  638. default:
  639. return PORT_TYPE_SCALAR;
  640. }
  641. }
  642. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  643. switch (p_port) {
  644. case 0:
  645. return "uv";
  646. case 1:
  647. return "lod";
  648. case 2:
  649. return "samplerCube";
  650. default:
  651. return "";
  652. }
  653. }
  654. int VisualShaderNodeCubemap::get_output_port_count() const {
  655. return 2;
  656. }
  657. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  658. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  659. }
  660. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  661. return p_port == 0 ? "rgb" : "alpha";
  662. }
  663. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  664. VisualShader::DefaultTextureParam dtp;
  665. dtp.name = make_unique_id(p_type, p_id, "cube");
  666. dtp.param = cube_map;
  667. Vector<VisualShader::DefaultTextureParam> ret;
  668. ret.push_back(dtp);
  669. return ret;
  670. }
  671. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  672. if (source == SOURCE_TEXTURE) {
  673. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  674. switch (texture_type) {
  675. case TYPE_DATA: break;
  676. case TYPE_COLOR: u += " : hint_albedo"; break;
  677. case TYPE_NORMALMAP: u += " : hint_normal"; break;
  678. }
  679. return u + ";\n";
  680. }
  681. return String();
  682. }
  683. String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  684. String code;
  685. String id;
  686. if (source == SOURCE_TEXTURE) {
  687. id = make_unique_id(p_type, p_id, "cube");
  688. } else if (source == SOURCE_PORT) {
  689. id = p_input_vars[2];
  690. } else {
  691. return String();
  692. }
  693. code += "\t{\n";
  694. if (id == String()) {
  695. code += "\t\tvec4 " + id + "_read = vec4(0.0);\n";
  696. code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  697. code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  698. code += "\t}\n";
  699. return code;
  700. }
  701. if (p_input_vars[0] == String()) { // Use UV by default.
  702. if (p_input_vars[1] == String()) {
  703. code += "\t\tvec4 " + id + "_read = texture(" + id + " , vec3(UV, 0.0));\n";
  704. } else {
  705. code += "\t\tvec4 " + id + "_read = textureLod(" + id + " , vec3(UV, 0.0)" + " , " + p_input_vars[1] + " );\n";
  706. }
  707. } else if (p_input_vars[1] == String()) {
  708. //no lod
  709. code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  710. } else {
  711. code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  712. }
  713. code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  714. code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  715. code += "\t}\n";
  716. return code;
  717. }
  718. String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
  719. if (p_port == 0) {
  720. return "vec3(UV, 0.0)";
  721. }
  722. return "";
  723. }
  724. void VisualShaderNodeCubemap::set_source(Source p_source) {
  725. source = p_source;
  726. emit_changed();
  727. emit_signal("editor_refresh_request");
  728. }
  729. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  730. return source;
  731. }
  732. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_value) {
  733. cube_map = p_value;
  734. emit_changed();
  735. }
  736. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  737. return cube_map;
  738. }
  739. void VisualShaderNodeCubemap::set_texture_type(TextureType p_type) {
  740. texture_type = p_type;
  741. emit_changed();
  742. }
  743. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  744. return texture_type;
  745. }
  746. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  747. Vector<StringName> props;
  748. props.push_back("source");
  749. if (source == SOURCE_TEXTURE) {
  750. props.push_back("cube_map");
  751. props.push_back("texture_type");
  752. }
  753. return props;
  754. }
  755. void VisualShaderNodeCubemap::_bind_methods() {
  756. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  757. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  758. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  759. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  760. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  761. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  762. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  763. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  764. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  765. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  766. BIND_ENUM_CONSTANT(SOURCE_PORT);
  767. BIND_ENUM_CONSTANT(TYPE_DATA);
  768. BIND_ENUM_CONSTANT(TYPE_COLOR);
  769. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  770. }
  771. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  772. texture_type = TYPE_DATA;
  773. source = SOURCE_TEXTURE;
  774. simple_decl = false;
  775. }
  776. ////////////// Float Op
  777. String VisualShaderNodeFloatOp::get_caption() const {
  778. return "FloatOp";
  779. }
  780. int VisualShaderNodeFloatOp::get_input_port_count() const {
  781. return 2;
  782. }
  783. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  784. return PORT_TYPE_SCALAR;
  785. }
  786. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  787. return p_port == 0 ? "a" : "b";
  788. }
  789. int VisualShaderNodeFloatOp::get_output_port_count() const {
  790. return 1;
  791. }
  792. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  793. return PORT_TYPE_SCALAR;
  794. }
  795. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  796. return "op"; //no output port means the editor will be used as port
  797. }
  798. String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  799. String code = "\t" + p_output_vars[0] + " = ";
  800. switch (op) {
  801. case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
  802. case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
  803. case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
  804. case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
  805. case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  806. case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  807. case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  808. case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  809. case OP_ATAN2: code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  810. case OP_STEP: code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  811. }
  812. return code;
  813. }
  814. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  815. op = p_op;
  816. emit_changed();
  817. }
  818. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  819. return op;
  820. }
  821. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  822. Vector<StringName> props;
  823. props.push_back("operator");
  824. return props;
  825. }
  826. void VisualShaderNodeFloatOp::_bind_methods() {
  827. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  828. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  829. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
  830. BIND_ENUM_CONSTANT(OP_ADD);
  831. BIND_ENUM_CONSTANT(OP_SUB);
  832. BIND_ENUM_CONSTANT(OP_MUL);
  833. BIND_ENUM_CONSTANT(OP_DIV);
  834. BIND_ENUM_CONSTANT(OP_MOD);
  835. BIND_ENUM_CONSTANT(OP_POW);
  836. BIND_ENUM_CONSTANT(OP_MAX);
  837. BIND_ENUM_CONSTANT(OP_MIN);
  838. BIND_ENUM_CONSTANT(OP_ATAN2);
  839. BIND_ENUM_CONSTANT(OP_STEP);
  840. }
  841. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  842. op = OP_ADD;
  843. set_input_port_default_value(0, 0.0);
  844. set_input_port_default_value(1, 0.0);
  845. }
  846. ////////////// Integer Op
  847. String VisualShaderNodeIntOp::get_caption() const {
  848. return "IntOp";
  849. }
  850. int VisualShaderNodeIntOp::get_input_port_count() const {
  851. return 2;
  852. }
  853. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  854. return PORT_TYPE_SCALAR_INT;
  855. }
  856. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  857. return p_port == 0 ? "a" : "b";
  858. }
  859. int VisualShaderNodeIntOp::get_output_port_count() const {
  860. return 1;
  861. }
  862. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  863. return PORT_TYPE_SCALAR_INT;
  864. }
  865. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  866. return "op"; //no output port means the editor will be used as port
  867. }
  868. String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  869. String code = "\t" + p_output_vars[0] + " = ";
  870. switch (op) {
  871. case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
  872. case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
  873. case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
  874. case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
  875. case OP_MOD: code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n"; break;
  876. case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  877. case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  878. }
  879. return code;
  880. }
  881. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  882. op = p_op;
  883. emit_changed();
  884. }
  885. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  886. return op;
  887. }
  888. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  889. Vector<StringName> props;
  890. props.push_back("operator");
  891. return props;
  892. }
  893. void VisualShaderNodeIntOp::_bind_methods() {
  894. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  895. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  896. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Max,Min"), "set_operator", "get_operator");
  897. BIND_ENUM_CONSTANT(OP_ADD);
  898. BIND_ENUM_CONSTANT(OP_SUB);
  899. BIND_ENUM_CONSTANT(OP_MUL);
  900. BIND_ENUM_CONSTANT(OP_DIV);
  901. BIND_ENUM_CONSTANT(OP_MOD);
  902. BIND_ENUM_CONSTANT(OP_MAX);
  903. BIND_ENUM_CONSTANT(OP_MIN);
  904. }
  905. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  906. op = OP_ADD;
  907. set_input_port_default_value(0, 0);
  908. set_input_port_default_value(1, 0);
  909. }
  910. ////////////// Vector Op
  911. String VisualShaderNodeVectorOp::get_caption() const {
  912. return "VectorOp";
  913. }
  914. int VisualShaderNodeVectorOp::get_input_port_count() const {
  915. return 2;
  916. }
  917. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
  918. return PORT_TYPE_VECTOR;
  919. }
  920. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  921. return p_port == 0 ? "a" : "b";
  922. }
  923. int VisualShaderNodeVectorOp::get_output_port_count() const {
  924. return 1;
  925. }
  926. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
  927. return PORT_TYPE_VECTOR;
  928. }
  929. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  930. return "op"; //no output port means the editor will be used as port
  931. }
  932. String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  933. String code = "\t" + p_output_vars[0] + " = ";
  934. switch (op) {
  935. case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
  936. case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
  937. case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
  938. case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
  939. case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  940. case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  941. case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  942. case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  943. case OP_CROSS: code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  944. case OP_ATAN2: code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  945. case OP_REFLECT: code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  946. case OP_STEP: code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
  947. }
  948. return code;
  949. }
  950. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  951. op = p_op;
  952. emit_changed();
  953. }
  954. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  955. return op;
  956. }
  957. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  958. Vector<StringName> props;
  959. props.push_back("operator");
  960. return props;
  961. }
  962. void VisualShaderNodeVectorOp::_bind_methods() {
  963. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  964. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  965. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross,Atan2,Reflect,Step"), "set_operator", "get_operator");
  966. BIND_ENUM_CONSTANT(OP_ADD);
  967. BIND_ENUM_CONSTANT(OP_SUB);
  968. BIND_ENUM_CONSTANT(OP_MUL);
  969. BIND_ENUM_CONSTANT(OP_DIV);
  970. BIND_ENUM_CONSTANT(OP_MOD);
  971. BIND_ENUM_CONSTANT(OP_POW);
  972. BIND_ENUM_CONSTANT(OP_MAX);
  973. BIND_ENUM_CONSTANT(OP_MIN);
  974. BIND_ENUM_CONSTANT(OP_CROSS);
  975. BIND_ENUM_CONSTANT(OP_ATAN2);
  976. BIND_ENUM_CONSTANT(OP_REFLECT);
  977. BIND_ENUM_CONSTANT(OP_STEP);
  978. }
  979. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  980. op = OP_ADD;
  981. set_input_port_default_value(0, Vector3());
  982. set_input_port_default_value(1, Vector3());
  983. }
  984. ////////////// Color Op
  985. String VisualShaderNodeColorOp::get_caption() const {
  986. return "ColorOp";
  987. }
  988. int VisualShaderNodeColorOp::get_input_port_count() const {
  989. return 2;
  990. }
  991. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  992. return PORT_TYPE_VECTOR;
  993. }
  994. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  995. return p_port == 0 ? "a" : "b";
  996. }
  997. int VisualShaderNodeColorOp::get_output_port_count() const {
  998. return 1;
  999. }
  1000. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1001. return PORT_TYPE_VECTOR;
  1002. }
  1003. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1004. return "op"; //no output port means the editor will be used as port
  1005. }
  1006. String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1007. String code;
  1008. static const char *axisn[3] = { "x", "y", "z" };
  1009. switch (op) {
  1010. case OP_SCREEN: {
  1011. code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1012. } break;
  1013. case OP_DIFFERENCE: {
  1014. code += "\t" + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1015. } break;
  1016. case OP_DARKEN: {
  1017. code += "\t" + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1018. } break;
  1019. case OP_LIGHTEN: {
  1020. code += "\t" + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1021. } break;
  1022. case OP_OVERLAY: {
  1023. for (int i = 0; i < 3; i++) {
  1024. code += "\t{\n";
  1025. code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1026. code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1027. code += "\t\tif (base < 0.5) {\n";
  1028. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1029. code += "\t\t} else {\n";
  1030. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1031. code += "\t\t}\n";
  1032. code += "\t}\n";
  1033. }
  1034. } break;
  1035. case OP_DODGE: {
  1036. code += "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1037. } break;
  1038. case OP_BURN: {
  1039. code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1040. } break;
  1041. case OP_SOFT_LIGHT: {
  1042. for (int i = 0; i < 3; i++) {
  1043. code += "\t{\n";
  1044. code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1045. code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1046. code += "\t\tif (base < 0.5) {\n";
  1047. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1048. code += "\t\t} else {\n";
  1049. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1050. code += "\t\t}\n";
  1051. code += "\t}\n";
  1052. }
  1053. } break;
  1054. case OP_HARD_LIGHT: {
  1055. for (int i = 0; i < 3; i++) {
  1056. code += "\t{\n";
  1057. code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1058. code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1059. code += "\t\tif (base < 0.5) {\n";
  1060. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1061. code += "\t\t} else {\n";
  1062. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1063. code += "\t\t}\n";
  1064. code += "\t}\n";
  1065. }
  1066. } break;
  1067. }
  1068. return code;
  1069. }
  1070. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1071. op = p_op;
  1072. switch (op) {
  1073. case OP_SCREEN:
  1074. simple_decl = true;
  1075. break;
  1076. case OP_DIFFERENCE:
  1077. simple_decl = true;
  1078. break;
  1079. case OP_DARKEN:
  1080. simple_decl = true;
  1081. break;
  1082. case OP_LIGHTEN:
  1083. simple_decl = true;
  1084. break;
  1085. case OP_OVERLAY:
  1086. simple_decl = false;
  1087. break;
  1088. case OP_DODGE:
  1089. simple_decl = true;
  1090. break;
  1091. case OP_BURN:
  1092. simple_decl = true;
  1093. break;
  1094. case OP_SOFT_LIGHT:
  1095. simple_decl = false;
  1096. break;
  1097. case OP_HARD_LIGHT:
  1098. simple_decl = false;
  1099. break;
  1100. }
  1101. emit_changed();
  1102. }
  1103. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1104. return op;
  1105. }
  1106. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  1107. Vector<StringName> props;
  1108. props.push_back("operator");
  1109. return props;
  1110. }
  1111. void VisualShaderNodeColorOp::_bind_methods() {
  1112. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  1113. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  1114. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator");
  1115. BIND_ENUM_CONSTANT(OP_SCREEN);
  1116. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  1117. BIND_ENUM_CONSTANT(OP_DARKEN);
  1118. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  1119. BIND_ENUM_CONSTANT(OP_OVERLAY);
  1120. BIND_ENUM_CONSTANT(OP_DODGE);
  1121. BIND_ENUM_CONSTANT(OP_BURN);
  1122. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  1123. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  1124. }
  1125. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  1126. op = OP_SCREEN;
  1127. set_input_port_default_value(0, Vector3());
  1128. set_input_port_default_value(1, Vector3());
  1129. }
  1130. ////////////// Transform Mult
  1131. String VisualShaderNodeTransformMult::get_caption() const {
  1132. return "TransformMult";
  1133. }
  1134. int VisualShaderNodeTransformMult::get_input_port_count() const {
  1135. return 2;
  1136. }
  1137. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
  1138. return PORT_TYPE_TRANSFORM;
  1139. }
  1140. String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
  1141. return p_port == 0 ? "a" : "b";
  1142. }
  1143. int VisualShaderNodeTransformMult::get_output_port_count() const {
  1144. return 1;
  1145. }
  1146. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
  1147. return PORT_TYPE_TRANSFORM;
  1148. }
  1149. String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
  1150. return "mult"; //no output port means the editor will be used as port
  1151. }
  1152. String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1153. if (op == OP_AxB) {
  1154. return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1155. } else if (op == OP_BxA) {
  1156. return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  1157. } else if (op == OP_AxB_COMP) {
  1158. return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1159. } else {
  1160. return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  1161. }
  1162. }
  1163. void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
  1164. op = p_op;
  1165. emit_changed();
  1166. }
  1167. VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
  1168. return op;
  1169. }
  1170. Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
  1171. Vector<StringName> props;
  1172. props.push_back("operator");
  1173. return props;
  1174. }
  1175. void VisualShaderNodeTransformMult::_bind_methods() {
  1176. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
  1177. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
  1178. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component)"), "set_operator", "get_operator");
  1179. BIND_ENUM_CONSTANT(OP_AxB);
  1180. BIND_ENUM_CONSTANT(OP_BxA);
  1181. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1182. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1183. }
  1184. VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
  1185. op = OP_AxB;
  1186. set_input_port_default_value(0, Transform());
  1187. set_input_port_default_value(1, Transform());
  1188. }
  1189. ////////////// TransformVec Mult
  1190. String VisualShaderNodeTransformVecMult::get_caption() const {
  1191. return "TransformVectorMult";
  1192. }
  1193. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1194. return 2;
  1195. }
  1196. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1197. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
  1198. }
  1199. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1200. return p_port == 0 ? "a" : "b";
  1201. }
  1202. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1203. return 1;
  1204. }
  1205. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1206. return PORT_TYPE_VECTOR;
  1207. }
  1208. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1209. return ""; //no output port means the editor will be used as port
  1210. }
  1211. String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1212. if (op == OP_AxB) {
  1213. return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  1214. } else if (op == OP_BxA) {
  1215. return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  1216. } else if (op == OP_3x3_AxB) {
  1217. return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  1218. } else {
  1219. return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  1220. }
  1221. }
  1222. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1223. op = p_op;
  1224. emit_changed();
  1225. }
  1226. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1227. return op;
  1228. }
  1229. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1230. Vector<StringName> props;
  1231. props.push_back("operator");
  1232. return props;
  1233. }
  1234. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1235. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1236. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1237. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator");
  1238. BIND_ENUM_CONSTANT(OP_AxB);
  1239. BIND_ENUM_CONSTANT(OP_BxA);
  1240. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1241. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1242. }
  1243. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1244. op = OP_AxB;
  1245. set_input_port_default_value(0, Transform());
  1246. set_input_port_default_value(1, Vector3());
  1247. }
  1248. ////////////// Float Func
  1249. String VisualShaderNodeFloatFunc::get_caption() const {
  1250. return "FloatFunc";
  1251. }
  1252. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  1253. return 1;
  1254. }
  1255. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  1256. return PORT_TYPE_SCALAR;
  1257. }
  1258. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  1259. return "";
  1260. }
  1261. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  1262. return 1;
  1263. }
  1264. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  1265. return PORT_TYPE_SCALAR;
  1266. }
  1267. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  1268. return ""; //no output port means the editor will be used as port
  1269. }
  1270. String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1271. static const char *scalar_func_id[FUNC_ONEMINUS + 1] = {
  1272. "sin($)",
  1273. "cos($)",
  1274. "tan($)",
  1275. "asin($)",
  1276. "acos($)",
  1277. "atan($)",
  1278. "sinh($)",
  1279. "cosh($)",
  1280. "tanh($)",
  1281. "log($)",
  1282. "exp($)",
  1283. "sqrt($)",
  1284. "abs($)",
  1285. "sign($)",
  1286. "floor($)",
  1287. "round($)",
  1288. "ceil($)",
  1289. "fract($)",
  1290. "min(max($, 0.0), 1.0)",
  1291. "-($)",
  1292. "acosh($)",
  1293. "asinh($)",
  1294. "atanh($)",
  1295. "degrees($)",
  1296. "exp2($)",
  1297. "inversesqrt($)",
  1298. "log2($)",
  1299. "radians($)",
  1300. "1.0 / ($)",
  1301. "roundEven($)",
  1302. "trunc($)",
  1303. "1.0 - $"
  1304. };
  1305. return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1306. }
  1307. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  1308. func = p_func;
  1309. emit_changed();
  1310. }
  1311. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  1312. return func;
  1313. }
  1314. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  1315. Vector<StringName> props;
  1316. props.push_back("function");
  1317. return props;
  1318. }
  1319. void VisualShaderNodeFloatFunc::_bind_methods() {
  1320. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  1321. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  1322. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  1323. BIND_ENUM_CONSTANT(FUNC_SIN);
  1324. BIND_ENUM_CONSTANT(FUNC_COS);
  1325. BIND_ENUM_CONSTANT(FUNC_TAN);
  1326. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1327. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1328. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1329. BIND_ENUM_CONSTANT(FUNC_SINH);
  1330. BIND_ENUM_CONSTANT(FUNC_COSH);
  1331. BIND_ENUM_CONSTANT(FUNC_TANH);
  1332. BIND_ENUM_CONSTANT(FUNC_LOG);
  1333. BIND_ENUM_CONSTANT(FUNC_EXP);
  1334. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1335. BIND_ENUM_CONSTANT(FUNC_ABS);
  1336. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1337. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1338. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1339. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1340. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1341. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1342. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1343. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1344. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1345. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1346. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1347. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1348. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1349. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1350. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1351. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1352. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1353. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1354. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1355. }
  1356. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  1357. func = FUNC_SIGN;
  1358. set_input_port_default_value(0, 0.0);
  1359. }
  1360. ////////////// Int Func
  1361. String VisualShaderNodeIntFunc::get_caption() const {
  1362. return "IntFunc";
  1363. }
  1364. int VisualShaderNodeIntFunc::get_input_port_count() const {
  1365. if (func == FUNC_CLAMP) {
  1366. return 3;
  1367. }
  1368. return 1;
  1369. }
  1370. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  1371. return PORT_TYPE_SCALAR_INT;
  1372. }
  1373. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  1374. if (func == FUNC_CLAMP) {
  1375. if (p_port == 0) {
  1376. return "";
  1377. } else if (p_port == 1) {
  1378. return "min";
  1379. } else if (p_port == 2) {
  1380. return "max";
  1381. }
  1382. }
  1383. return "";
  1384. }
  1385. int VisualShaderNodeIntFunc::get_output_port_count() const {
  1386. return 1;
  1387. }
  1388. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  1389. return PORT_TYPE_SCALAR_INT;
  1390. }
  1391. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  1392. return ""; //no output port means the editor will be used as port
  1393. }
  1394. String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1395. if (func == FUNC_CLAMP) {
  1396. return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  1397. }
  1398. static const char *int_func_id[FUNC_SIGN + 1] = {
  1399. "abs($)",
  1400. "",
  1401. "-($)",
  1402. "sign($)"
  1403. };
  1404. return "\t" + p_output_vars[0] + " = " + String(int_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1405. }
  1406. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  1407. if (func != p_func) {
  1408. if (p_func == FUNC_CLAMP) {
  1409. set_input_port_default_value(1, 0);
  1410. set_input_port_default_value(2, 0);
  1411. }
  1412. }
  1413. func = p_func;
  1414. emit_changed();
  1415. }
  1416. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  1417. return func;
  1418. }
  1419. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  1420. Vector<StringName> props;
  1421. props.push_back("function");
  1422. return props;
  1423. }
  1424. void VisualShaderNodeIntFunc::_bind_methods() {
  1425. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  1426. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  1427. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Clamp,Negate,Sign"), "set_function", "get_function");
  1428. BIND_ENUM_CONSTANT(FUNC_ABS);
  1429. BIND_ENUM_CONSTANT(FUNC_CLAMP);
  1430. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1431. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1432. }
  1433. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  1434. func = FUNC_SIGN;
  1435. set_input_port_default_value(0, 0);
  1436. }
  1437. ////////////// Vector Func
  1438. String VisualShaderNodeVectorFunc::get_caption() const {
  1439. return "VectorFunc";
  1440. }
  1441. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  1442. return 1;
  1443. }
  1444. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
  1445. return PORT_TYPE_VECTOR;
  1446. }
  1447. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  1448. return "";
  1449. }
  1450. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  1451. return 1;
  1452. }
  1453. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
  1454. return PORT_TYPE_VECTOR;
  1455. }
  1456. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  1457. return ""; //no output port means the editor will be used as port
  1458. }
  1459. String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1460. static const char *vec_func_id[FUNC_ONEMINUS + 1] = {
  1461. "normalize($)",
  1462. "max(min($, vec3(1.0)), vec3(0.0))",
  1463. "-($)",
  1464. "1.0 / ($)",
  1465. "",
  1466. "",
  1467. "abs($)",
  1468. "acos($)",
  1469. "acosh($)",
  1470. "asin($)",
  1471. "asinh($)",
  1472. "atan($)",
  1473. "atanh($)",
  1474. "ceil($)",
  1475. "cos($)",
  1476. "cosh($)",
  1477. "degrees($)",
  1478. "exp($)",
  1479. "exp2($)",
  1480. "floor($)",
  1481. "fract($)",
  1482. "inversesqrt($)",
  1483. "log($)",
  1484. "log2($)",
  1485. "radians($)",
  1486. "round($)",
  1487. "roundEven($)",
  1488. "sign($)",
  1489. "sin($)",
  1490. "sinh($)",
  1491. "sqrt($)",
  1492. "tan($)",
  1493. "tanh($)",
  1494. "trunc($)",
  1495. "vec3(1.0, 1.0, 1.0) - $"
  1496. };
  1497. String code;
  1498. if (func == FUNC_RGB2HSV) {
  1499. code += "\t{\n";
  1500. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1501. code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  1502. code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  1503. code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  1504. code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
  1505. code += "\t\tfloat e = 1.0e-10;\n";
  1506. code += "\t\t" + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  1507. code += "\t}\n";
  1508. } else if (func == FUNC_HSV2RGB) {
  1509. code += "\t{\n";
  1510. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1511. code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  1512. code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  1513. code += "\t\t" + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  1514. code += "\t}\n";
  1515. } else {
  1516. code += "\t" + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1517. }
  1518. return code;
  1519. }
  1520. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  1521. func = p_func;
  1522. if (func == FUNC_RGB2HSV) {
  1523. simple_decl = false;
  1524. } else if (func == FUNC_HSV2RGB) {
  1525. simple_decl = false;
  1526. } else {
  1527. simple_decl = true;
  1528. }
  1529. emit_changed();
  1530. }
  1531. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  1532. return func;
  1533. }
  1534. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  1535. Vector<StringName> props;
  1536. props.push_back("function");
  1537. return props;
  1538. }
  1539. void VisualShaderNodeVectorFunc::_bind_methods() {
  1540. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  1541. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  1542. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  1543. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  1544. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1545. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1546. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1547. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  1548. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  1549. BIND_ENUM_CONSTANT(FUNC_ABS);
  1550. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1551. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1552. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1553. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1554. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1555. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1556. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1557. BIND_ENUM_CONSTANT(FUNC_COS);
  1558. BIND_ENUM_CONSTANT(FUNC_COSH);
  1559. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1560. BIND_ENUM_CONSTANT(FUNC_EXP);
  1561. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1562. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1563. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1564. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1565. BIND_ENUM_CONSTANT(FUNC_LOG);
  1566. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1567. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1568. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1569. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1570. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1571. BIND_ENUM_CONSTANT(FUNC_SIN);
  1572. BIND_ENUM_CONSTANT(FUNC_SINH);
  1573. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1574. BIND_ENUM_CONSTANT(FUNC_TAN);
  1575. BIND_ENUM_CONSTANT(FUNC_TANH);
  1576. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1577. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1578. }
  1579. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  1580. func = FUNC_NORMALIZE;
  1581. set_input_port_default_value(0, Vector3());
  1582. }
  1583. ////////////// ColorFunc
  1584. String VisualShaderNodeColorFunc::get_caption() const {
  1585. return "ColorFunc";
  1586. }
  1587. int VisualShaderNodeColorFunc::get_input_port_count() const {
  1588. return 1;
  1589. }
  1590. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  1591. return PORT_TYPE_VECTOR;
  1592. }
  1593. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  1594. return "";
  1595. }
  1596. int VisualShaderNodeColorFunc::get_output_port_count() const {
  1597. return 1;
  1598. }
  1599. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  1600. return PORT_TYPE_VECTOR;
  1601. }
  1602. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  1603. return "";
  1604. }
  1605. String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1606. String code;
  1607. switch (func) {
  1608. case FUNC_GRAYSCALE:
  1609. code += "\t{\n";
  1610. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1611. code += "\t\tfloat max1 = max(c.r, c.g);\n";
  1612. code += "\t\tfloat max2 = max(max1, c.b);\n";
  1613. code += "\t\tfloat max3 = max(max1, max2);\n";
  1614. code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
  1615. code += "\t}\n";
  1616. break;
  1617. case FUNC_SEPIA:
  1618. code += "\t{\n";
  1619. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1620. code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  1621. code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  1622. code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  1623. code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
  1624. code += "\t}\n";
  1625. break;
  1626. }
  1627. return code;
  1628. }
  1629. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  1630. func = p_func;
  1631. emit_changed();
  1632. }
  1633. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  1634. return func;
  1635. }
  1636. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  1637. Vector<StringName> props;
  1638. props.push_back("function");
  1639. return props;
  1640. }
  1641. void VisualShaderNodeColorFunc::_bind_methods() {
  1642. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  1643. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  1644. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  1645. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  1646. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  1647. }
  1648. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  1649. func = FUNC_GRAYSCALE;
  1650. set_input_port_default_value(0, Vector3());
  1651. simple_decl = false;
  1652. }
  1653. ////////////// Transform Func
  1654. String VisualShaderNodeTransformFunc::get_caption() const {
  1655. return "TransformFunc";
  1656. }
  1657. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  1658. return 1;
  1659. }
  1660. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  1661. return PORT_TYPE_TRANSFORM;
  1662. }
  1663. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  1664. return "";
  1665. }
  1666. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  1667. return 1;
  1668. }
  1669. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  1670. return PORT_TYPE_TRANSFORM;
  1671. }
  1672. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  1673. return "";
  1674. }
  1675. String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1676. static const char *funcs[FUNC_TRANSPOSE + 1] = {
  1677. "inverse($)",
  1678. "transpose($)"
  1679. };
  1680. String code;
  1681. code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1682. return code;
  1683. }
  1684. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  1685. func = p_func;
  1686. emit_changed();
  1687. }
  1688. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  1689. return func;
  1690. }
  1691. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  1692. Vector<StringName> props;
  1693. props.push_back("function");
  1694. return props;
  1695. }
  1696. void VisualShaderNodeTransformFunc::_bind_methods() {
  1697. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  1698. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  1699. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  1700. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  1701. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  1702. }
  1703. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  1704. func = FUNC_INVERSE;
  1705. set_input_port_default_value(0, Transform());
  1706. }
  1707. ////////////// Dot Product
  1708. String VisualShaderNodeDotProduct::get_caption() const {
  1709. return "DotProduct";
  1710. }
  1711. int VisualShaderNodeDotProduct::get_input_port_count() const {
  1712. return 2;
  1713. }
  1714. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  1715. return PORT_TYPE_VECTOR;
  1716. }
  1717. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  1718. return p_port == 0 ? "a" : "b";
  1719. }
  1720. int VisualShaderNodeDotProduct::get_output_port_count() const {
  1721. return 1;
  1722. }
  1723. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  1724. return PORT_TYPE_SCALAR;
  1725. }
  1726. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  1727. return "dot";
  1728. }
  1729. String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1730. return "\t" + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1731. }
  1732. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  1733. set_input_port_default_value(0, Vector3());
  1734. set_input_port_default_value(1, Vector3());
  1735. }
  1736. ////////////// Vector Len
  1737. String VisualShaderNodeVectorLen::get_caption() const {
  1738. return "VectorLen";
  1739. }
  1740. int VisualShaderNodeVectorLen::get_input_port_count() const {
  1741. return 1;
  1742. }
  1743. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
  1744. return PORT_TYPE_VECTOR;
  1745. }
  1746. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  1747. return "";
  1748. }
  1749. int VisualShaderNodeVectorLen::get_output_port_count() const {
  1750. return 1;
  1751. }
  1752. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  1753. return PORT_TYPE_SCALAR;
  1754. }
  1755. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  1756. return "length";
  1757. }
  1758. String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1759. return "\t" + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  1760. }
  1761. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  1762. set_input_port_default_value(0, Vector3());
  1763. }
  1764. ////////////// Determinant
  1765. String VisualShaderNodeDeterminant::get_caption() const {
  1766. return "Determinant";
  1767. }
  1768. int VisualShaderNodeDeterminant::get_input_port_count() const {
  1769. return 1;
  1770. }
  1771. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  1772. return PORT_TYPE_TRANSFORM;
  1773. }
  1774. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  1775. return "";
  1776. }
  1777. int VisualShaderNodeDeterminant::get_output_port_count() const {
  1778. return 1;
  1779. }
  1780. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  1781. return PORT_TYPE_SCALAR;
  1782. }
  1783. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  1784. return "";
  1785. }
  1786. String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1787. return "\t" + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  1788. }
  1789. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  1790. set_input_port_default_value(0, Transform());
  1791. }
  1792. ////////////// Scalar Derivative Function
  1793. String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
  1794. return "ScalarDerivativeFunc";
  1795. }
  1796. int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
  1797. return 1;
  1798. }
  1799. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
  1800. return PORT_TYPE_SCALAR;
  1801. }
  1802. String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
  1803. return "";
  1804. }
  1805. int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
  1806. return 1;
  1807. }
  1808. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
  1809. return PORT_TYPE_SCALAR;
  1810. }
  1811. String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
  1812. return "";
  1813. }
  1814. String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1815. static const char *funcs[FUNC_Y + 1] = {
  1816. "fwidth($)",
  1817. "dFdx($)",
  1818. "dFdy($)"
  1819. };
  1820. String code;
  1821. code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1822. return code;
  1823. }
  1824. void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
  1825. func = p_func;
  1826. emit_changed();
  1827. }
  1828. VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
  1829. return func;
  1830. }
  1831. Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
  1832. Vector<StringName> props;
  1833. props.push_back("function");
  1834. return props;
  1835. }
  1836. void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
  1837. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
  1838. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
  1839. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  1840. BIND_ENUM_CONSTANT(FUNC_SUM);
  1841. BIND_ENUM_CONSTANT(FUNC_X);
  1842. BIND_ENUM_CONSTANT(FUNC_Y);
  1843. }
  1844. VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
  1845. func = FUNC_SUM;
  1846. set_input_port_default_value(0, 0.0);
  1847. }
  1848. ////////////// Vector Derivative Function
  1849. String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
  1850. return "VectorDerivativeFunc";
  1851. }
  1852. int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
  1853. return 1;
  1854. }
  1855. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
  1856. return PORT_TYPE_VECTOR;
  1857. }
  1858. String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
  1859. return "";
  1860. }
  1861. int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
  1862. return 1;
  1863. }
  1864. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
  1865. return PORT_TYPE_VECTOR;
  1866. }
  1867. String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
  1868. return "";
  1869. }
  1870. String VisualShaderNodeVectorDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1871. static const char *funcs[FUNC_Y + 1] = {
  1872. "fwidth($)",
  1873. "dFdx($)",
  1874. "dFdy($)"
  1875. };
  1876. String code;
  1877. code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1878. return code;
  1879. }
  1880. void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
  1881. func = p_func;
  1882. emit_changed();
  1883. }
  1884. VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
  1885. return func;
  1886. }
  1887. Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
  1888. Vector<StringName> props;
  1889. props.push_back("function");
  1890. return props;
  1891. }
  1892. void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
  1893. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
  1894. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
  1895. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  1896. BIND_ENUM_CONSTANT(FUNC_SUM);
  1897. BIND_ENUM_CONSTANT(FUNC_X);
  1898. BIND_ENUM_CONSTANT(FUNC_Y);
  1899. }
  1900. VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
  1901. func = FUNC_SUM;
  1902. set_input_port_default_value(0, Vector3());
  1903. }
  1904. ////////////// Scalar Clamp
  1905. String VisualShaderNodeScalarClamp::get_caption() const {
  1906. return "ScalarClamp";
  1907. }
  1908. int VisualShaderNodeScalarClamp::get_input_port_count() const {
  1909. return 3;
  1910. }
  1911. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const {
  1912. return PORT_TYPE_SCALAR;
  1913. }
  1914. String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const {
  1915. if (p_port == 0)
  1916. return "";
  1917. else if (p_port == 1)
  1918. return "min";
  1919. else if (p_port == 2)
  1920. return "max";
  1921. return "";
  1922. }
  1923. int VisualShaderNodeScalarClamp::get_output_port_count() const {
  1924. return 1;
  1925. }
  1926. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const {
  1927. return PORT_TYPE_SCALAR;
  1928. }
  1929. String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
  1930. return "";
  1931. }
  1932. String VisualShaderNodeScalarClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1933. return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  1934. }
  1935. VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() {
  1936. set_input_port_default_value(0, 0.0);
  1937. set_input_port_default_value(1, 0.0);
  1938. set_input_port_default_value(2, 1.0);
  1939. }
  1940. ////////////// Vector Clamp
  1941. String VisualShaderNodeVectorClamp::get_caption() const {
  1942. return "VectorClamp";
  1943. }
  1944. int VisualShaderNodeVectorClamp::get_input_port_count() const {
  1945. return 3;
  1946. }
  1947. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_input_port_type(int p_port) const {
  1948. return PORT_TYPE_VECTOR;
  1949. }
  1950. String VisualShaderNodeVectorClamp::get_input_port_name(int p_port) const {
  1951. if (p_port == 0)
  1952. return "";
  1953. else if (p_port == 1)
  1954. return "min";
  1955. else if (p_port == 2)
  1956. return "max";
  1957. return "";
  1958. }
  1959. int VisualShaderNodeVectorClamp::get_output_port_count() const {
  1960. return 1;
  1961. }
  1962. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const {
  1963. return PORT_TYPE_VECTOR;
  1964. }
  1965. String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
  1966. return "";
  1967. }
  1968. String VisualShaderNodeVectorClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1969. return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  1970. }
  1971. VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
  1972. set_input_port_default_value(0, Vector3(0, 0, 0));
  1973. set_input_port_default_value(1, Vector3(0, 0, 0));
  1974. set_input_port_default_value(2, Vector3(1, 1, 1));
  1975. }
  1976. ////////////// FaceForward
  1977. String VisualShaderNodeFaceForward::get_caption() const {
  1978. return "FaceForward";
  1979. }
  1980. int VisualShaderNodeFaceForward::get_input_port_count() const {
  1981. return 3;
  1982. }
  1983. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
  1984. return PORT_TYPE_VECTOR;
  1985. }
  1986. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  1987. switch (p_port) {
  1988. case 0:
  1989. return "N";
  1990. case 1:
  1991. return "I";
  1992. case 2:
  1993. return "Nref";
  1994. default:
  1995. return "";
  1996. }
  1997. }
  1998. int VisualShaderNodeFaceForward::get_output_port_count() const {
  1999. return 1;
  2000. }
  2001. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
  2002. return PORT_TYPE_VECTOR;
  2003. }
  2004. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  2005. return "";
  2006. }
  2007. String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2008. return "\t" + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2009. }
  2010. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  2011. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2012. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2013. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2014. }
  2015. ////////////// Outer Product
  2016. String VisualShaderNodeOuterProduct::get_caption() const {
  2017. return "OuterProduct";
  2018. }
  2019. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  2020. return 2;
  2021. }
  2022. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  2023. return PORT_TYPE_VECTOR;
  2024. }
  2025. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  2026. switch (p_port) {
  2027. case 0:
  2028. return "c";
  2029. case 1:
  2030. return "r";
  2031. default:
  2032. return "";
  2033. }
  2034. }
  2035. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  2036. return 1;
  2037. }
  2038. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  2039. return PORT_TYPE_TRANSFORM;
  2040. }
  2041. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  2042. return "";
  2043. }
  2044. String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2045. return "\t" + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  2046. }
  2047. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  2048. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2049. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2050. }
  2051. ////////////// Vector-Scalar Step
  2052. String VisualShaderNodeVectorScalarStep::get_caption() const {
  2053. return "VectorScalarStep";
  2054. }
  2055. int VisualShaderNodeVectorScalarStep::get_input_port_count() const {
  2056. return 2;
  2057. }
  2058. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const {
  2059. if (p_port == 0) {
  2060. return PORT_TYPE_SCALAR;
  2061. }
  2062. return PORT_TYPE_VECTOR;
  2063. }
  2064. String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const {
  2065. if (p_port == 0)
  2066. return "edge";
  2067. else if (p_port == 1)
  2068. return "x";
  2069. return "";
  2070. }
  2071. int VisualShaderNodeVectorScalarStep::get_output_port_count() const {
  2072. return 1;
  2073. }
  2074. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const {
  2075. return PORT_TYPE_VECTOR;
  2076. }
  2077. String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const {
  2078. return "";
  2079. }
  2080. String VisualShaderNodeVectorScalarStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2081. return "\t" + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2082. }
  2083. VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
  2084. set_input_port_default_value(0, 0.0);
  2085. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2086. }
  2087. ////////////// Scalar SmoothStep
  2088. String VisualShaderNodeScalarSmoothStep::get_caption() const {
  2089. return "ScalarSmoothStep";
  2090. }
  2091. int VisualShaderNodeScalarSmoothStep::get_input_port_count() const {
  2092. return 3;
  2093. }
  2094. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const {
  2095. return PORT_TYPE_SCALAR;
  2096. }
  2097. String VisualShaderNodeScalarSmoothStep::get_input_port_name(int p_port) const {
  2098. if (p_port == 0)
  2099. return "edge0";
  2100. else if (p_port == 1)
  2101. return "edge1";
  2102. else if (p_port == 2)
  2103. return "x";
  2104. return "";
  2105. }
  2106. int VisualShaderNodeScalarSmoothStep::get_output_port_count() const {
  2107. return 1;
  2108. }
  2109. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const {
  2110. return PORT_TYPE_SCALAR;
  2111. }
  2112. String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const {
  2113. return "";
  2114. }
  2115. String VisualShaderNodeScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2116. return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2117. }
  2118. VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
  2119. set_input_port_default_value(0, 0.0);
  2120. set_input_port_default_value(1, 0.0);
  2121. set_input_port_default_value(2, 0.0);
  2122. }
  2123. ////////////// Vector SmoothStep
  2124. String VisualShaderNodeVectorSmoothStep::get_caption() const {
  2125. return "VectorSmoothStep";
  2126. }
  2127. int VisualShaderNodeVectorSmoothStep::get_input_port_count() const {
  2128. return 3;
  2129. }
  2130. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const {
  2131. return PORT_TYPE_VECTOR;
  2132. }
  2133. String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const {
  2134. if (p_port == 0)
  2135. return "edge0";
  2136. else if (p_port == 1)
  2137. return "edge1";
  2138. else if (p_port == 2)
  2139. return "x";
  2140. return "";
  2141. }
  2142. int VisualShaderNodeVectorSmoothStep::get_output_port_count() const {
  2143. return 1;
  2144. }
  2145. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const {
  2146. return PORT_TYPE_VECTOR;
  2147. }
  2148. String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const {
  2149. return "";
  2150. }
  2151. String VisualShaderNodeVectorSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2152. return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2153. }
  2154. VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
  2155. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2156. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2157. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2158. }
  2159. ////////////// Vector-Scalar SmoothStep
  2160. String VisualShaderNodeVectorScalarSmoothStep::get_caption() const {
  2161. return "VectorScalarSmoothStep";
  2162. }
  2163. int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const {
  2164. return 3;
  2165. }
  2166. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const {
  2167. if (p_port == 0) {
  2168. return PORT_TYPE_SCALAR;
  2169. } else if (p_port == 1) {
  2170. return PORT_TYPE_SCALAR;
  2171. }
  2172. return PORT_TYPE_VECTOR;
  2173. }
  2174. String VisualShaderNodeVectorScalarSmoothStep::get_input_port_name(int p_port) const {
  2175. if (p_port == 0)
  2176. return "edge0";
  2177. else if (p_port == 1)
  2178. return "edge1";
  2179. else if (p_port == 2)
  2180. return "x";
  2181. return "";
  2182. }
  2183. int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const {
  2184. return 1;
  2185. }
  2186. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const {
  2187. return PORT_TYPE_VECTOR;
  2188. }
  2189. String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const {
  2190. return "";
  2191. }
  2192. String VisualShaderNodeVectorScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2193. return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2194. }
  2195. VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
  2196. set_input_port_default_value(0, 0.0);
  2197. set_input_port_default_value(1, 0.0);
  2198. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2199. }
  2200. ////////////// Distance
  2201. String VisualShaderNodeVectorDistance::get_caption() const {
  2202. return "Distance";
  2203. }
  2204. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  2205. return 2;
  2206. }
  2207. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
  2208. return PORT_TYPE_VECTOR;
  2209. }
  2210. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  2211. if (p_port == 0) {
  2212. return "p0";
  2213. } else if (p_port == 1) {
  2214. return "p1";
  2215. }
  2216. return "";
  2217. }
  2218. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  2219. return 1;
  2220. }
  2221. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  2222. return PORT_TYPE_SCALAR;
  2223. }
  2224. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  2225. return "";
  2226. }
  2227. String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2228. return "\t" + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2229. }
  2230. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  2231. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2232. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2233. }
  2234. ////////////// Refract Vector
  2235. String VisualShaderNodeVectorRefract::get_caption() const {
  2236. return "Refract";
  2237. }
  2238. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  2239. return 3;
  2240. }
  2241. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  2242. if (p_port == 2) {
  2243. return PORT_TYPE_SCALAR;
  2244. }
  2245. return PORT_TYPE_VECTOR;
  2246. }
  2247. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  2248. if (p_port == 0) {
  2249. return "I";
  2250. } else if (p_port == 1) {
  2251. return "N";
  2252. } else if (p_port == 2) {
  2253. return "eta";
  2254. }
  2255. return "";
  2256. }
  2257. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  2258. return 1;
  2259. }
  2260. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  2261. return PORT_TYPE_VECTOR;
  2262. }
  2263. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  2264. return "";
  2265. }
  2266. String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2267. return "\t" + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2268. }
  2269. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  2270. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2271. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2272. set_input_port_default_value(2, 0.0);
  2273. }
  2274. ////////////// Scalar Mix
  2275. String VisualShaderNodeScalarInterp::get_caption() const {
  2276. return "ScalarMix";
  2277. }
  2278. int VisualShaderNodeScalarInterp::get_input_port_count() const {
  2279. return 3;
  2280. }
  2281. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const {
  2282. return PORT_TYPE_SCALAR;
  2283. }
  2284. String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const {
  2285. if (p_port == 0) {
  2286. return "a";
  2287. } else if (p_port == 1) {
  2288. return "b";
  2289. } else {
  2290. return "weight";
  2291. }
  2292. }
  2293. int VisualShaderNodeScalarInterp::get_output_port_count() const {
  2294. return 1;
  2295. }
  2296. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const {
  2297. return PORT_TYPE_SCALAR;
  2298. }
  2299. String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
  2300. return "mix";
  2301. }
  2302. String VisualShaderNodeScalarInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2303. return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2304. }
  2305. VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
  2306. set_input_port_default_value(0, 0.0);
  2307. set_input_port_default_value(1, 1.0);
  2308. set_input_port_default_value(2, 0.5);
  2309. }
  2310. ////////////// Vector Mix
  2311. String VisualShaderNodeVectorInterp::get_caption() const {
  2312. return "VectorMix";
  2313. }
  2314. int VisualShaderNodeVectorInterp::get_input_port_count() const {
  2315. return 3;
  2316. }
  2317. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const {
  2318. return PORT_TYPE_VECTOR;
  2319. }
  2320. String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const {
  2321. if (p_port == 0) {
  2322. return "a";
  2323. } else if (p_port == 1) {
  2324. return "b";
  2325. } else {
  2326. return "weight";
  2327. }
  2328. }
  2329. int VisualShaderNodeVectorInterp::get_output_port_count() const {
  2330. return 1;
  2331. }
  2332. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const {
  2333. return PORT_TYPE_VECTOR;
  2334. }
  2335. String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
  2336. return "mix";
  2337. }
  2338. String VisualShaderNodeVectorInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2339. return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2340. }
  2341. VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
  2342. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2343. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2344. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5));
  2345. }
  2346. ////////////// Vector Mix (by scalar)
  2347. String VisualShaderNodeVectorScalarMix::get_caption() const {
  2348. return "VectorScalarMix";
  2349. }
  2350. int VisualShaderNodeVectorScalarMix::get_input_port_count() const {
  2351. return 3;
  2352. }
  2353. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_input_port_type(int p_port) const {
  2354. if (p_port == 2)
  2355. return PORT_TYPE_SCALAR;
  2356. return PORT_TYPE_VECTOR;
  2357. }
  2358. String VisualShaderNodeVectorScalarMix::get_input_port_name(int p_port) const {
  2359. if (p_port == 0) {
  2360. return "a";
  2361. } else if (p_port == 1) {
  2362. return "b";
  2363. } else {
  2364. return "weight";
  2365. }
  2366. }
  2367. int VisualShaderNodeVectorScalarMix::get_output_port_count() const {
  2368. return 1;
  2369. }
  2370. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_output_port_type(int p_port) const {
  2371. return PORT_TYPE_VECTOR;
  2372. }
  2373. String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const {
  2374. return "mix";
  2375. }
  2376. String VisualShaderNodeVectorScalarMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2377. return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2378. }
  2379. VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() {
  2380. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2381. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2382. set_input_port_default_value(2, 0.5);
  2383. }
  2384. ////////////// Vector Compose
  2385. String VisualShaderNodeVectorCompose::get_caption() const {
  2386. return "VectorCompose";
  2387. }
  2388. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  2389. return 3;
  2390. }
  2391. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  2392. return PORT_TYPE_SCALAR;
  2393. }
  2394. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  2395. if (p_port == 0) {
  2396. return "x";
  2397. } else if (p_port == 1) {
  2398. return "y";
  2399. } else {
  2400. return "z";
  2401. }
  2402. }
  2403. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  2404. return 1;
  2405. }
  2406. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
  2407. return PORT_TYPE_VECTOR;
  2408. }
  2409. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  2410. return "vec";
  2411. }
  2412. String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2413. return "\t" + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2414. }
  2415. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  2416. set_input_port_default_value(0, 0.0);
  2417. set_input_port_default_value(1, 0.0);
  2418. set_input_port_default_value(2, 0.0);
  2419. }
  2420. ////////////// Transform Compose
  2421. String VisualShaderNodeTransformCompose::get_caption() const {
  2422. return "TransformCompose";
  2423. }
  2424. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  2425. return 4;
  2426. }
  2427. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  2428. return PORT_TYPE_VECTOR;
  2429. }
  2430. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  2431. if (p_port == 0) {
  2432. return "x";
  2433. } else if (p_port == 1) {
  2434. return "y";
  2435. } else if (p_port == 2) {
  2436. return "z";
  2437. } else {
  2438. return "origin";
  2439. }
  2440. }
  2441. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  2442. return 1;
  2443. }
  2444. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  2445. return PORT_TYPE_TRANSFORM;
  2446. }
  2447. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  2448. return "xform";
  2449. }
  2450. String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2451. return "\t" + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
  2452. }
  2453. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  2454. set_input_port_default_value(0, Vector3());
  2455. set_input_port_default_value(1, Vector3());
  2456. set_input_port_default_value(2, Vector3());
  2457. set_input_port_default_value(3, Vector3());
  2458. }
  2459. ////////////// Vector Decompose
  2460. String VisualShaderNodeVectorDecompose::get_caption() const {
  2461. return "VectorDecompose";
  2462. }
  2463. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  2464. return 1;
  2465. }
  2466. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
  2467. return PORT_TYPE_VECTOR;
  2468. }
  2469. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  2470. return "vec";
  2471. }
  2472. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  2473. return 3;
  2474. }
  2475. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  2476. return PORT_TYPE_SCALAR;
  2477. }
  2478. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  2479. if (p_port == 0) {
  2480. return "x";
  2481. } else if (p_port == 1) {
  2482. return "y";
  2483. } else {
  2484. return "z";
  2485. }
  2486. }
  2487. String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2488. String code;
  2489. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  2490. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  2491. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  2492. return code;
  2493. }
  2494. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  2495. set_input_port_default_value(0, Vector3());
  2496. }
  2497. ////////////// Transform Decompose
  2498. String VisualShaderNodeTransformDecompose::get_caption() const {
  2499. return "TransformDecompose";
  2500. }
  2501. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  2502. return 1;
  2503. }
  2504. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  2505. return PORT_TYPE_TRANSFORM;
  2506. }
  2507. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  2508. return "xform";
  2509. }
  2510. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  2511. return 4;
  2512. }
  2513. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  2514. return PORT_TYPE_VECTOR;
  2515. }
  2516. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  2517. if (p_port == 0) {
  2518. return "x";
  2519. } else if (p_port == 1) {
  2520. return "y";
  2521. } else if (p_port == 2) {
  2522. return "z";
  2523. } else {
  2524. return "origin";
  2525. }
  2526. }
  2527. String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2528. String code;
  2529. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  2530. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  2531. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  2532. code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  2533. return code;
  2534. }
  2535. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  2536. set_input_port_default_value(0, Transform());
  2537. }
  2538. ////////////// Float Uniform
  2539. String VisualShaderNodeFloatUniform::get_caption() const {
  2540. return "FloatUniform";
  2541. }
  2542. int VisualShaderNodeFloatUniform::get_input_port_count() const {
  2543. return 0;
  2544. }
  2545. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
  2546. return PORT_TYPE_SCALAR;
  2547. }
  2548. String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
  2549. return String();
  2550. }
  2551. int VisualShaderNodeFloatUniform::get_output_port_count() const {
  2552. return 1;
  2553. }
  2554. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
  2555. return PORT_TYPE_SCALAR;
  2556. }
  2557. String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
  2558. return ""; //no output port means the editor will be used as port
  2559. }
  2560. String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2561. if (hint == HINT_RANGE) {
  2562. return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
  2563. } else if (hint == HINT_RANGE_STEP) {
  2564. return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
  2565. }
  2566. return _get_qual_str() + "uniform float " + get_uniform_name() + ";\n";
  2567. }
  2568. String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2569. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2570. }
  2571. void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
  2572. hint = p_hint;
  2573. emit_changed();
  2574. }
  2575. VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
  2576. return hint;
  2577. }
  2578. void VisualShaderNodeFloatUniform::set_min(float p_value) {
  2579. hint_range_min = p_value;
  2580. emit_changed();
  2581. }
  2582. float VisualShaderNodeFloatUniform::get_min() const {
  2583. return hint_range_min;
  2584. }
  2585. void VisualShaderNodeFloatUniform::set_max(float p_value) {
  2586. hint_range_max = p_value;
  2587. emit_changed();
  2588. }
  2589. float VisualShaderNodeFloatUniform::get_max() const {
  2590. return hint_range_max;
  2591. }
  2592. void VisualShaderNodeFloatUniform::set_step(float p_value) {
  2593. hint_range_step = p_value;
  2594. emit_changed();
  2595. }
  2596. float VisualShaderNodeFloatUniform::get_step() const {
  2597. return hint_range_step;
  2598. }
  2599. void VisualShaderNodeFloatUniform::_bind_methods() {
  2600. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
  2601. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
  2602. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
  2603. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
  2604. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
  2605. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
  2606. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
  2607. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
  2608. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  2609. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  2610. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  2611. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  2612. BIND_ENUM_CONSTANT(HINT_NONE);
  2613. BIND_ENUM_CONSTANT(HINT_RANGE);
  2614. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  2615. }
  2616. bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
  2617. return true; // all qualifiers are supported
  2618. }
  2619. Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
  2620. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  2621. props.push_back("hint");
  2622. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  2623. props.push_back("min");
  2624. props.push_back("max");
  2625. }
  2626. if (hint == HINT_RANGE_STEP) {
  2627. props.push_back("step");
  2628. }
  2629. return props;
  2630. }
  2631. VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
  2632. hint = HINT_NONE;
  2633. hint_range_min = 0.0;
  2634. hint_range_max = 1.0;
  2635. hint_range_step = 0.1;
  2636. }
  2637. ////////////// Integer Uniform
  2638. String VisualShaderNodeIntUniform::get_caption() const {
  2639. return "IntUniform";
  2640. }
  2641. int VisualShaderNodeIntUniform::get_input_port_count() const {
  2642. return 0;
  2643. }
  2644. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
  2645. return PORT_TYPE_SCALAR_INT;
  2646. }
  2647. String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
  2648. return String();
  2649. }
  2650. int VisualShaderNodeIntUniform::get_output_port_count() const {
  2651. return 1;
  2652. }
  2653. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
  2654. return PORT_TYPE_SCALAR_INT;
  2655. }
  2656. String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
  2657. return ""; //no output port means the editor will be used as port
  2658. }
  2659. String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2660. if (hint == HINT_RANGE) {
  2661. return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
  2662. } else if (hint == HINT_RANGE_STEP) {
  2663. return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
  2664. }
  2665. return _get_qual_str() + "uniform int " + get_uniform_name() + ";\n";
  2666. }
  2667. String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2668. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2669. }
  2670. void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
  2671. hint = p_hint;
  2672. emit_changed();
  2673. }
  2674. VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
  2675. return hint;
  2676. }
  2677. void VisualShaderNodeIntUniform::set_min(int p_value) {
  2678. hint_range_min = p_value;
  2679. emit_changed();
  2680. }
  2681. int VisualShaderNodeIntUniform::get_min() const {
  2682. return hint_range_min;
  2683. }
  2684. void VisualShaderNodeIntUniform::set_max(int p_value) {
  2685. hint_range_max = p_value;
  2686. emit_changed();
  2687. }
  2688. int VisualShaderNodeIntUniform::get_max() const {
  2689. return hint_range_max;
  2690. }
  2691. void VisualShaderNodeIntUniform::set_step(int p_value) {
  2692. hint_range_step = p_value;
  2693. emit_changed();
  2694. }
  2695. int VisualShaderNodeIntUniform::get_step() const {
  2696. return hint_range_step;
  2697. }
  2698. void VisualShaderNodeIntUniform::_bind_methods() {
  2699. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
  2700. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
  2701. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
  2702. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
  2703. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
  2704. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
  2705. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
  2706. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
  2707. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  2708. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  2709. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  2710. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  2711. BIND_ENUM_CONSTANT(HINT_NONE);
  2712. BIND_ENUM_CONSTANT(HINT_RANGE);
  2713. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  2714. }
  2715. bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
  2716. return true; // all qualifiers are supported
  2717. }
  2718. Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
  2719. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  2720. props.push_back("hint");
  2721. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  2722. props.push_back("min");
  2723. props.push_back("max");
  2724. }
  2725. if (hint == HINT_RANGE_STEP) {
  2726. props.push_back("step");
  2727. }
  2728. return props;
  2729. }
  2730. VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
  2731. hint = HINT_NONE;
  2732. hint_range_min = 0;
  2733. hint_range_max = 100;
  2734. hint_range_step = 1;
  2735. }
  2736. ////////////// Boolean Uniform
  2737. String VisualShaderNodeBooleanUniform::get_caption() const {
  2738. return "BooleanUniform";
  2739. }
  2740. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  2741. return 0;
  2742. }
  2743. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  2744. return PORT_TYPE_BOOLEAN;
  2745. }
  2746. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  2747. return String();
  2748. }
  2749. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  2750. return 1;
  2751. }
  2752. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  2753. return PORT_TYPE_BOOLEAN;
  2754. }
  2755. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  2756. return ""; //no output port means the editor will be used as port
  2757. }
  2758. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2759. return _get_qual_str() + "uniform bool " + get_uniform_name() + ";\n";
  2760. }
  2761. String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2762. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2763. }
  2764. bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
  2765. return true; // all qualifiers are supported
  2766. }
  2767. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  2768. }
  2769. ////////////// Color Uniform
  2770. String VisualShaderNodeColorUniform::get_caption() const {
  2771. return "ColorUniform";
  2772. }
  2773. int VisualShaderNodeColorUniform::get_input_port_count() const {
  2774. return 0;
  2775. }
  2776. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  2777. return PORT_TYPE_VECTOR;
  2778. }
  2779. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  2780. return String();
  2781. }
  2782. int VisualShaderNodeColorUniform::get_output_port_count() const {
  2783. return 2;
  2784. }
  2785. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  2786. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2787. }
  2788. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  2789. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  2790. }
  2791. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2792. return _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
  2793. }
  2794. String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2795. String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  2796. code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  2797. return code;
  2798. }
  2799. bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
  2800. return true; // all qualifiers are supported
  2801. }
  2802. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  2803. }
  2804. ////////////// Vector Uniform
  2805. String VisualShaderNodeVec3Uniform::get_caption() const {
  2806. return "VectorUniform";
  2807. }
  2808. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  2809. return 0;
  2810. }
  2811. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  2812. return PORT_TYPE_VECTOR;
  2813. }
  2814. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  2815. return String();
  2816. }
  2817. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  2818. return 1;
  2819. }
  2820. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  2821. return PORT_TYPE_VECTOR;
  2822. }
  2823. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  2824. return ""; //no output port means the editor will be used as port
  2825. }
  2826. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2827. return _get_qual_str() + "uniform vec3 " + get_uniform_name() + ";\n";
  2828. }
  2829. String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2830. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2831. }
  2832. bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
  2833. return true; // all qualifiers are supported
  2834. }
  2835. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  2836. }
  2837. ////////////// Transform Uniform
  2838. String VisualShaderNodeTransformUniform::get_caption() const {
  2839. return "TransformUniform";
  2840. }
  2841. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  2842. return 0;
  2843. }
  2844. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  2845. return PORT_TYPE_VECTOR;
  2846. }
  2847. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  2848. return String();
  2849. }
  2850. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  2851. return 1;
  2852. }
  2853. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  2854. return PORT_TYPE_TRANSFORM;
  2855. }
  2856. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  2857. return ""; //no output port means the editor will be used as port
  2858. }
  2859. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2860. return _get_qual_str() + "uniform mat4 " + get_uniform_name() + ";\n";
  2861. }
  2862. String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2863. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2864. }
  2865. bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
  2866. return true; // all qualifiers are supported
  2867. }
  2868. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  2869. }
  2870. ////////////// Texture Uniform
  2871. String VisualShaderNodeTextureUniform::get_caption() const {
  2872. return "TextureUniform";
  2873. }
  2874. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  2875. return 2;
  2876. }
  2877. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  2878. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2879. }
  2880. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  2881. return p_port == 0 ? "uv" : "lod";
  2882. }
  2883. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  2884. return 3;
  2885. }
  2886. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  2887. switch (p_port) {
  2888. case 0:
  2889. return PORT_TYPE_VECTOR;
  2890. case 1:
  2891. return PORT_TYPE_SCALAR;
  2892. case 2:
  2893. return PORT_TYPE_SAMPLER;
  2894. default:
  2895. return PORT_TYPE_SCALAR;
  2896. }
  2897. }
  2898. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  2899. switch (p_port) {
  2900. case 0:
  2901. return "rgb";
  2902. case 1:
  2903. return "alpha";
  2904. case 2:
  2905. return "sampler2D";
  2906. default:
  2907. return "";
  2908. }
  2909. }
  2910. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2911. String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
  2912. switch (texture_type) {
  2913. case TYPE_DATA:
  2914. if (color_default == COLOR_DEFAULT_BLACK)
  2915. code += " : hint_black;\n";
  2916. else
  2917. code += ";\n";
  2918. break;
  2919. case TYPE_COLOR:
  2920. if (color_default == COLOR_DEFAULT_BLACK)
  2921. code += " : hint_black_albedo;\n";
  2922. else
  2923. code += " : hint_albedo;\n";
  2924. break;
  2925. case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
  2926. case TYPE_ANISO: code += " : hint_aniso;\n"; break;
  2927. }
  2928. return code;
  2929. }
  2930. String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2931. String id = get_uniform_name();
  2932. String code = "\t{\n";
  2933. if (p_input_vars[0] == String()) { // Use UV by default.
  2934. if (p_input_vars[1] == String()) {
  2935. code += "\t\tvec4 n_tex_read = texture(" + id + ", UV.xy);\n";
  2936. } else {
  2937. code += "\t\tvec4 n_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n";
  2938. }
  2939. } else if (p_input_vars[1] == String()) {
  2940. //no lod
  2941. code += "\t\tvec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  2942. } else {
  2943. code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  2944. }
  2945. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  2946. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  2947. code += "\t}\n";
  2948. return code;
  2949. }
  2950. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) {
  2951. texture_type = p_type;
  2952. emit_changed();
  2953. }
  2954. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  2955. return texture_type;
  2956. }
  2957. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
  2958. color_default = p_default;
  2959. emit_changed();
  2960. }
  2961. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  2962. return color_default;
  2963. }
  2964. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  2965. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  2966. props.push_back("texture_type");
  2967. props.push_back("color_default");
  2968. return props;
  2969. }
  2970. void VisualShaderNodeTextureUniform::_bind_methods() {
  2971. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  2972. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  2973. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  2974. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  2975. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type");
  2976. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
  2977. BIND_ENUM_CONSTANT(TYPE_DATA);
  2978. BIND_ENUM_CONSTANT(TYPE_COLOR);
  2979. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  2980. BIND_ENUM_CONSTANT(TYPE_ANISO);
  2981. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  2982. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  2983. }
  2984. String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
  2985. if (p_port == 0) {
  2986. return "UV.xy";
  2987. }
  2988. return "";
  2989. }
  2990. bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
  2991. switch (p_qual) {
  2992. case Qualifier::QUAL_NONE:
  2993. return true;
  2994. case Qualifier::QUAL_GLOBAL:
  2995. return true;
  2996. case Qualifier::QUAL_INSTANCE:
  2997. return false;
  2998. }
  2999. return false;
  3000. }
  3001. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  3002. texture_type = TYPE_DATA;
  3003. color_default = COLOR_DEFAULT_WHITE;
  3004. simple_decl = false;
  3005. }
  3006. ////////////// Texture Uniform (Triplanar)
  3007. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  3008. return "TextureUniformTriplanar";
  3009. }
  3010. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  3011. return 2;
  3012. }
  3013. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  3014. if (p_port == 0) {
  3015. return PORT_TYPE_VECTOR;
  3016. } else if (p_port == 1) {
  3017. return PORT_TYPE_VECTOR;
  3018. }
  3019. return PORT_TYPE_SCALAR;
  3020. }
  3021. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  3022. if (p_port == 0) {
  3023. return "weights";
  3024. } else if (p_port == 1) {
  3025. return "pos";
  3026. }
  3027. return "";
  3028. }
  3029. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3030. String code;
  3031. code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
  3032. code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  3033. code += "\t\tvec4 samp = vec4(0.0);\n";
  3034. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  3035. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  3036. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  3037. code += "\t\treturn samp;\n";
  3038. code += "\t}\n";
  3039. code += "\n";
  3040. code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  3041. code += "\tuniform vec3 triplanar_offset;\n";
  3042. code += "\tuniform float triplanar_sharpness = 0.5;\n";
  3043. code += "\n";
  3044. code += "\tvarying vec3 triplanar_power_normal;\n";
  3045. code += "\tvarying vec3 triplanar_pos;\n";
  3046. return code;
  3047. }
  3048. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3049. String code;
  3050. if (p_type == VisualShader::TYPE_VERTEX) {
  3051. code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n";
  3052. code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  3053. code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  3054. code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  3055. code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  3056. }
  3057. return code;
  3058. }
  3059. String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3060. String id = get_uniform_name();
  3061. String code = "\t{\n";
  3062. if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
  3063. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal, triplanar_pos );\n";
  3064. } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
  3065. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", triplanar_pos );\n";
  3066. } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
  3067. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal," + p_input_vars[1] + " );\n";
  3068. } else {
  3069. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
  3070. }
  3071. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  3072. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  3073. code += "\t}\n";
  3074. return code;
  3075. }
  3076. String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
  3077. if (p_port == 0) {
  3078. return "default";
  3079. } else if (p_port == 1) {
  3080. return "default";
  3081. }
  3082. return "";
  3083. }
  3084. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  3085. }
  3086. ////////////// Cubemap Uniform
  3087. String VisualShaderNodeCubemapUniform::get_caption() const {
  3088. return "CubemapUniform";
  3089. }
  3090. int VisualShaderNodeCubemapUniform::get_output_port_count() const {
  3091. return 1;
  3092. }
  3093. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
  3094. return PORT_TYPE_SAMPLER;
  3095. }
  3096. String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
  3097. return "samplerCube";
  3098. }
  3099. int VisualShaderNodeCubemapUniform::get_input_port_count() const {
  3100. return 0;
  3101. }
  3102. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
  3103. return PORT_TYPE_SCALAR;
  3104. }
  3105. String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
  3106. return "";
  3107. }
  3108. String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const {
  3109. return "";
  3110. }
  3111. String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3112. String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
  3113. switch (texture_type) {
  3114. case TYPE_DATA:
  3115. if (color_default == COLOR_DEFAULT_BLACK)
  3116. code += " : hint_black;\n";
  3117. else
  3118. code += ";\n";
  3119. break;
  3120. case TYPE_COLOR:
  3121. if (color_default == COLOR_DEFAULT_BLACK)
  3122. code += " : hint_black_albedo;\n";
  3123. else
  3124. code += " : hint_albedo;\n";
  3125. break;
  3126. case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
  3127. case TYPE_ANISO: code += " : hint_aniso;\n"; break;
  3128. }
  3129. return code;
  3130. }
  3131. String VisualShaderNodeCubemapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3132. return String();
  3133. }
  3134. VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
  3135. }
  3136. ////////////// If
  3137. String VisualShaderNodeIf::get_caption() const {
  3138. return "If";
  3139. }
  3140. int VisualShaderNodeIf::get_input_port_count() const {
  3141. return 6;
  3142. }
  3143. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  3144. if (p_port == 0 || p_port == 1 || p_port == 2) {
  3145. return PORT_TYPE_SCALAR;
  3146. }
  3147. return PORT_TYPE_VECTOR;
  3148. }
  3149. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  3150. switch (p_port) {
  3151. case 0:
  3152. return "a";
  3153. case 1:
  3154. return "b";
  3155. case 2:
  3156. return "tolerance";
  3157. case 3:
  3158. return "a == b";
  3159. case 4:
  3160. return "a > b";
  3161. case 5:
  3162. return "a < b";
  3163. default:
  3164. return "";
  3165. }
  3166. }
  3167. int VisualShaderNodeIf::get_output_port_count() const {
  3168. return 1;
  3169. }
  3170. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  3171. return PORT_TYPE_VECTOR;
  3172. }
  3173. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  3174. return "result";
  3175. }
  3176. String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3177. String code;
  3178. code += "\tif(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  3179. code += "\t{\n";
  3180. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  3181. code += "\t}\n";
  3182. code += "\telse if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  3183. code += "\t{\n";
  3184. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  3185. code += "\t}\n";
  3186. code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  3187. code += "\t{\n";
  3188. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  3189. code += "\t}\n";
  3190. return code;
  3191. }
  3192. VisualShaderNodeIf::VisualShaderNodeIf() {
  3193. set_input_port_default_value(0, 0.0);
  3194. set_input_port_default_value(1, 0.0);
  3195. set_input_port_default_value(2, CMP_EPSILON);
  3196. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  3197. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  3198. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  3199. simple_decl = false;
  3200. }
  3201. ////////////// Switch
  3202. String VisualShaderNodeSwitch::get_caption() const {
  3203. return "VectorSwitch";
  3204. }
  3205. int VisualShaderNodeSwitch::get_input_port_count() const {
  3206. return 3;
  3207. }
  3208. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  3209. if (p_port == 0) {
  3210. return PORT_TYPE_BOOLEAN;
  3211. }
  3212. return PORT_TYPE_VECTOR;
  3213. }
  3214. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  3215. switch (p_port) {
  3216. case 0:
  3217. return "value";
  3218. case 1:
  3219. return "true";
  3220. case 2:
  3221. return "false";
  3222. default:
  3223. return "";
  3224. }
  3225. }
  3226. int VisualShaderNodeSwitch::get_output_port_count() const {
  3227. return 1;
  3228. }
  3229. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  3230. return PORT_TYPE_VECTOR;
  3231. }
  3232. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  3233. return "result";
  3234. }
  3235. String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3236. String code;
  3237. code += "\tif(" + p_input_vars[0] + ")\n";
  3238. code += "\t{\n";
  3239. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  3240. code += "\t}\n";
  3241. code += "\telse\n";
  3242. code += "\t{\n";
  3243. code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  3244. code += "\t}\n";
  3245. return code;
  3246. }
  3247. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  3248. set_input_port_default_value(0, false);
  3249. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  3250. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  3251. simple_decl = false;
  3252. }
  3253. ////////////// Switch(scalar)
  3254. String VisualShaderNodeScalarSwitch::get_caption() const {
  3255. return "ScalarSwitch";
  3256. }
  3257. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_input_port_type(int p_port) const {
  3258. if (p_port == 0) {
  3259. return PORT_TYPE_BOOLEAN;
  3260. }
  3261. return PORT_TYPE_SCALAR;
  3262. }
  3263. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_output_port_type(int p_port) const {
  3264. return PORT_TYPE_SCALAR;
  3265. }
  3266. VisualShaderNodeScalarSwitch::VisualShaderNodeScalarSwitch() {
  3267. set_input_port_default_value(0, false);
  3268. set_input_port_default_value(1, 1.0);
  3269. set_input_port_default_value(2, 0.0);
  3270. }
  3271. ////////////// Fresnel
  3272. String VisualShaderNodeFresnel::get_caption() const {
  3273. return "Fresnel";
  3274. }
  3275. int VisualShaderNodeFresnel::get_input_port_count() const {
  3276. return 4;
  3277. }
  3278. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  3279. switch (p_port) {
  3280. case 0:
  3281. return PORT_TYPE_VECTOR;
  3282. case 1:
  3283. return PORT_TYPE_VECTOR;
  3284. case 2:
  3285. return PORT_TYPE_BOOLEAN;
  3286. case 3:
  3287. return PORT_TYPE_SCALAR;
  3288. default:
  3289. return PORT_TYPE_VECTOR;
  3290. }
  3291. }
  3292. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  3293. switch (p_port) {
  3294. case 0:
  3295. return "normal";
  3296. case 1:
  3297. return "view";
  3298. case 2:
  3299. return "invert";
  3300. case 3:
  3301. return "power";
  3302. default:
  3303. return "";
  3304. }
  3305. }
  3306. int VisualShaderNodeFresnel::get_output_port_count() const {
  3307. return 1;
  3308. }
  3309. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  3310. return PORT_TYPE_SCALAR;
  3311. }
  3312. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  3313. return "result";
  3314. }
  3315. String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3316. String normal;
  3317. String view;
  3318. if (p_input_vars[0] == String()) {
  3319. normal = "NORMAL";
  3320. } else {
  3321. normal = p_input_vars[0];
  3322. }
  3323. if (p_input_vars[1] == String()) {
  3324. view = "VIEW";
  3325. } else {
  3326. view = p_input_vars[1];
  3327. }
  3328. return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
  3329. }
  3330. String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
  3331. if (p_port == 0) {
  3332. return "default";
  3333. } else if (p_port == 1) {
  3334. return "default";
  3335. }
  3336. return "";
  3337. }
  3338. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  3339. set_input_port_default_value(2, false);
  3340. set_input_port_default_value(3, 1.0);
  3341. }
  3342. ////////////// Is
  3343. String VisualShaderNodeIs::get_caption() const {
  3344. return "Is";
  3345. }
  3346. int VisualShaderNodeIs::get_input_port_count() const {
  3347. return 1;
  3348. }
  3349. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  3350. return PORT_TYPE_SCALAR;
  3351. }
  3352. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  3353. return "";
  3354. }
  3355. int VisualShaderNodeIs::get_output_port_count() const {
  3356. return 1;
  3357. }
  3358. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  3359. return PORT_TYPE_BOOLEAN;
  3360. }
  3361. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  3362. return "";
  3363. }
  3364. String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3365. static const char *funcs[FUNC_IS_NAN + 1] = {
  3366. "isinf($)",
  3367. "isnan($)"
  3368. };
  3369. String code;
  3370. code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  3371. return code;
  3372. }
  3373. void VisualShaderNodeIs::set_function(Function p_func) {
  3374. func = p_func;
  3375. emit_changed();
  3376. }
  3377. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  3378. return func;
  3379. }
  3380. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  3381. Vector<StringName> props;
  3382. props.push_back("function");
  3383. return props;
  3384. }
  3385. void VisualShaderNodeIs::_bind_methods() {
  3386. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  3387. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  3388. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  3389. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  3390. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  3391. }
  3392. VisualShaderNodeIs::VisualShaderNodeIs() {
  3393. func = FUNC_IS_INF;
  3394. set_input_port_default_value(0, 0.0);
  3395. }
  3396. ////////////// Compare
  3397. String VisualShaderNodeCompare::get_caption() const {
  3398. return "Compare";
  3399. }
  3400. int VisualShaderNodeCompare::get_input_port_count() const {
  3401. if (ctype == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  3402. return 3;
  3403. }
  3404. return 2;
  3405. }
  3406. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  3407. if (p_port == 2)
  3408. return PORT_TYPE_SCALAR;
  3409. switch (ctype) {
  3410. case CTYPE_SCALAR:
  3411. return PORT_TYPE_SCALAR;
  3412. case CTYPE_SCALAR_INT:
  3413. return PORT_TYPE_SCALAR_INT;
  3414. case CTYPE_VECTOR:
  3415. return PORT_TYPE_VECTOR;
  3416. case CTYPE_BOOLEAN:
  3417. return PORT_TYPE_BOOLEAN;
  3418. case CTYPE_TRANSFORM:
  3419. return PORT_TYPE_TRANSFORM;
  3420. }
  3421. return PORT_TYPE_VECTOR;
  3422. }
  3423. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  3424. if (p_port == 0)
  3425. return "a";
  3426. else if (p_port == 1)
  3427. return "b";
  3428. else if (p_port == 2)
  3429. return "tolerance";
  3430. return "";
  3431. }
  3432. int VisualShaderNodeCompare::get_output_port_count() const {
  3433. return 1;
  3434. }
  3435. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  3436. return PORT_TYPE_BOOLEAN;
  3437. }
  3438. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  3439. if (p_port == 0)
  3440. return "result";
  3441. return "";
  3442. }
  3443. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  3444. if (ctype == CTYPE_BOOLEAN || ctype == CTYPE_TRANSFORM) {
  3445. if (func > FUNC_NOT_EQUAL) {
  3446. return TTR("Invalid comparison function for that type.");
  3447. }
  3448. }
  3449. return "";
  3450. }
  3451. String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3452. static const char *ops[FUNC_LESS_THAN_EQUAL + 1] = {
  3453. "==",
  3454. "!=",
  3455. ">",
  3456. ">=",
  3457. "<",
  3458. "<=",
  3459. };
  3460. static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = {
  3461. "equal($)",
  3462. "notEqual($)",
  3463. "greaterThan($)",
  3464. "greaterThanEqual($)",
  3465. "lessThan($)",
  3466. "lessThanEqual($)",
  3467. };
  3468. static const char *conds[COND_ANY + 1] = {
  3469. "all($)",
  3470. "any($)",
  3471. };
  3472. String code;
  3473. switch (ctype) {
  3474. case CTYPE_SCALAR:
  3475. if (func == FUNC_EQUAL) {
  3476. code += "\t" + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  3477. } else if (func == FUNC_NOT_EQUAL) {
  3478. code += "\t" + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  3479. } else {
  3480. code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  3481. }
  3482. break;
  3483. case CTYPE_SCALAR_INT:
  3484. code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  3485. break;
  3486. case CTYPE_VECTOR:
  3487. code += "\t{\n";
  3488. code += "\t\tbvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  3489. code += "\t\t" + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n";
  3490. code += "\t}\n";
  3491. break;
  3492. case CTYPE_BOOLEAN:
  3493. if (func > FUNC_NOT_EQUAL)
  3494. return "\t" + p_output_vars[0] + " = false;\n";
  3495. code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  3496. break;
  3497. case CTYPE_TRANSFORM:
  3498. if (func > FUNC_NOT_EQUAL)
  3499. return "\t" + p_output_vars[0] + " = false;\n";
  3500. code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  3501. break;
  3502. default:
  3503. break;
  3504. }
  3505. return code;
  3506. }
  3507. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) {
  3508. ctype = p_type;
  3509. switch (ctype) {
  3510. case CTYPE_SCALAR:
  3511. set_input_port_default_value(0, 0.0);
  3512. set_input_port_default_value(1, 0.0);
  3513. simple_decl = true;
  3514. break;
  3515. case CTYPE_SCALAR_INT:
  3516. set_input_port_default_value(0, 0);
  3517. set_input_port_default_value(1, 0);
  3518. simple_decl = true;
  3519. break;
  3520. case CTYPE_VECTOR:
  3521. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3522. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3523. simple_decl = false;
  3524. break;
  3525. case CTYPE_BOOLEAN:
  3526. set_input_port_default_value(0, false);
  3527. set_input_port_default_value(1, false);
  3528. simple_decl = true;
  3529. break;
  3530. case CTYPE_TRANSFORM:
  3531. set_input_port_default_value(0, Transform());
  3532. set_input_port_default_value(1, Transform());
  3533. simple_decl = true;
  3534. break;
  3535. }
  3536. emit_changed();
  3537. }
  3538. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  3539. return ctype;
  3540. }
  3541. void VisualShaderNodeCompare::set_function(Function p_func) {
  3542. func = p_func;
  3543. emit_changed();
  3544. }
  3545. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  3546. return func;
  3547. }
  3548. void VisualShaderNodeCompare::set_condition(Condition p_cond) {
  3549. condition = p_cond;
  3550. emit_changed();
  3551. }
  3552. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  3553. return condition;
  3554. }
  3555. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  3556. Vector<StringName> props;
  3557. props.push_back("type");
  3558. props.push_back("function");
  3559. if (ctype == CTYPE_VECTOR)
  3560. props.push_back("condition");
  3561. return props;
  3562. }
  3563. void VisualShaderNodeCompare::_bind_methods() {
  3564. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  3565. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  3566. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  3567. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  3568. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  3569. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  3570. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  3571. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
  3572. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  3573. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  3574. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  3575. BIND_ENUM_CONSTANT(CTYPE_VECTOR);
  3576. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  3577. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  3578. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  3579. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  3580. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  3581. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  3582. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  3583. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  3584. BIND_ENUM_CONSTANT(COND_ALL);
  3585. BIND_ENUM_CONSTANT(COND_ANY);
  3586. }
  3587. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  3588. ctype = CTYPE_SCALAR;
  3589. func = FUNC_EQUAL;
  3590. condition = COND_ALL;
  3591. set_input_port_default_value(0, 0.0);
  3592. set_input_port_default_value(1, 0.0);
  3593. set_input_port_default_value(2, CMP_EPSILON);
  3594. }