visual_shader.cpp 98 KB

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  1. /*************************************************************************/
  2. /* visual_shader.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 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.h"
  31. #include "core/vmap.h"
  32. #include "servers/visual/shader_types.h"
  33. bool VisualShaderNode::is_simple_decl() const {
  34. return simple_decl;
  35. }
  36. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  37. port_preview = p_index;
  38. }
  39. int VisualShaderNode::get_output_port_for_preview() const {
  40. return port_preview;
  41. }
  42. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
  43. default_input_values[p_port] = p_value;
  44. emit_changed();
  45. }
  46. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  47. if (default_input_values.has(p_port)) {
  48. return default_input_values[p_port];
  49. }
  50. return Variant();
  51. }
  52. bool VisualShaderNode::is_port_separator(int p_index) const {
  53. return false;
  54. }
  55. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  56. return Vector<VisualShader::DefaultTextureParam>();
  57. }
  58. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  59. return String();
  60. }
  61. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  62. return String();
  63. }
  64. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  65. return String();
  66. }
  67. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  68. return Vector<StringName>();
  69. }
  70. Array VisualShaderNode::get_default_input_values() const {
  71. Array ret;
  72. for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) {
  73. ret.push_back(E->key());
  74. ret.push_back(E->get());
  75. }
  76. return ret;
  77. }
  78. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  79. if (p_values.size() % 2 == 0) {
  80. for (int i = 0; i < p_values.size(); i += 2) {
  81. default_input_values[p_values[i + 0]] = p_values[i + 1];
  82. }
  83. }
  84. emit_changed();
  85. }
  86. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  87. return String();
  88. }
  89. String VisualShaderNode::get_input_port_default_hint(int p_port) const {
  90. return "";
  91. }
  92. void VisualShaderNode::_bind_methods() {
  93. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  94. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  95. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
  96. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  97. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  98. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  99. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  100. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  101. ADD_SIGNAL(MethodInfo("editor_refresh_request"));
  102. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  103. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
  104. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  105. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  106. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  107. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  108. }
  109. VisualShaderNode::VisualShaderNode() {
  110. port_preview = -1;
  111. simple_decl = true;
  112. }
  113. /////////////////////////////////////////////////////////
  114. void VisualShaderNodeCustom::update_ports() {
  115. ERR_FAIL_COND(!get_script_instance());
  116. input_ports.clear();
  117. if (get_script_instance()->has_method("_get_input_port_count")) {
  118. int input_port_count = (int)get_script_instance()->call("_get_input_port_count");
  119. bool has_name = get_script_instance()->has_method("_get_input_port_name");
  120. bool has_type = get_script_instance()->has_method("_get_input_port_type");
  121. for (int i = 0; i < input_port_count; i++) {
  122. Port port;
  123. if (has_name) {
  124. port.name = (String)get_script_instance()->call("_get_input_port_name", i);
  125. } else {
  126. port.name = "in" + itos(i);
  127. }
  128. if (has_type) {
  129. port.type = (int)get_script_instance()->call("_get_input_port_type", i);
  130. } else {
  131. port.type = (int)PortType::PORT_TYPE_SCALAR;
  132. }
  133. input_ports.push_back(port);
  134. }
  135. }
  136. output_ports.clear();
  137. if (get_script_instance()->has_method("_get_output_port_count")) {
  138. int output_port_count = (int)get_script_instance()->call("_get_output_port_count");
  139. bool has_name = get_script_instance()->has_method("_get_output_port_name");
  140. bool has_type = get_script_instance()->has_method("_get_output_port_type");
  141. for (int i = 0; i < output_port_count; i++) {
  142. Port port;
  143. if (has_name) {
  144. port.name = (String)get_script_instance()->call("_get_output_port_name", i);
  145. } else {
  146. port.name = "out" + itos(i);
  147. }
  148. if (has_type) {
  149. port.type = (int)get_script_instance()->call("_get_output_port_type", i);
  150. } else {
  151. port.type = (int)PortType::PORT_TYPE_SCALAR;
  152. }
  153. output_ports.push_back(port);
  154. }
  155. }
  156. }
  157. String VisualShaderNodeCustom::get_caption() const {
  158. ERR_FAIL_COND_V(!get_script_instance(), "");
  159. if (get_script_instance()->has_method("_get_name")) {
  160. return (String)get_script_instance()->call("_get_name");
  161. }
  162. return "Unnamed";
  163. }
  164. int VisualShaderNodeCustom::get_input_port_count() const {
  165. return input_ports.size();
  166. }
  167. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  168. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  169. return (PortType)input_ports[p_port].type;
  170. }
  171. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  172. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  173. return input_ports[p_port].name;
  174. }
  175. int VisualShaderNodeCustom::get_output_port_count() const {
  176. return output_ports.size();
  177. }
  178. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  179. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  180. return (PortType)output_ports[p_port].type;
  181. }
  182. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  183. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  184. return output_ports[p_port].name;
  185. }
  186. String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  187. ERR_FAIL_COND_V(!get_script_instance(), "");
  188. ERR_FAIL_COND_V(!get_script_instance()->has_method("_get_code"), "");
  189. Array input_vars;
  190. for (int i = 0; i < get_input_port_count(); i++) {
  191. input_vars.push_back(p_input_vars[i]);
  192. }
  193. Array output_vars;
  194. for (int i = 0; i < get_output_port_count(); i++) {
  195. output_vars.push_back(p_output_vars[i]);
  196. }
  197. String code = "\t{\n";
  198. String _code = (String)get_script_instance()->call("_get_code", input_vars, output_vars, (int)p_mode, (int)p_type);
  199. bool nend = _code.ends_with("\n");
  200. _code = _code.insert(0, "\t\t");
  201. _code = _code.replace("\n", "\n\t\t");
  202. code += _code;
  203. if (!nend) {
  204. code += "\n\t}";
  205. } else {
  206. code.remove(code.size() - 1);
  207. code += "}";
  208. }
  209. return code;
  210. }
  211. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  212. ERR_FAIL_COND_V(!get_script_instance(), "");
  213. if (get_script_instance()->has_method("_get_global_code")) {
  214. String code = "// " + get_caption() + "\n";
  215. code += (String)get_script_instance()->call("_get_global_code", (int)p_mode);
  216. code += "\n";
  217. return code;
  218. }
  219. return "";
  220. }
  221. void VisualShaderNodeCustom::_bind_methods() {
  222. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_name"));
  223. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_description"));
  224. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_category"));
  225. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_subcategory"));
  226. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_return_icon_type"));
  227. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_count"));
  228. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_type", PropertyInfo(Variant::INT, "port")));
  229. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_input_port_name", PropertyInfo(Variant::INT, "port")));
  230. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_count"));
  231. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_type", PropertyInfo(Variant::INT, "port")));
  232. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_output_port_name", PropertyInfo(Variant::INT, "port")));
  233. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_code", PropertyInfo(Variant::ARRAY, "input_vars"), PropertyInfo(Variant::ARRAY, "output_vars"), PropertyInfo(Variant::INT, "mode"), PropertyInfo(Variant::INT, "type")));
  234. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
  235. }
  236. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  237. simple_decl = false;
  238. }
  239. /////////////////////////////////////////////////////////
  240. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  241. ERR_FAIL_COND(p_node.is_null());
  242. ERR_FAIL_COND(p_id < 2);
  243. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  244. Graph *g = &graph[p_type];
  245. ERR_FAIL_COND(g->nodes.has(p_id));
  246. Node n;
  247. n.node = p_node;
  248. n.position = p_position;
  249. Ref<VisualShaderNodeUniform> uniform = n.node;
  250. if (uniform.is_valid()) {
  251. String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
  252. uniform->set_uniform_name(valid_name);
  253. }
  254. Ref<VisualShaderNodeInput> input = n.node;
  255. if (input.is_valid()) {
  256. input->shader_mode = shader_mode;
  257. input->shader_type = p_type;
  258. input->connect("input_type_changed", this, "_input_type_changed", varray(p_type, p_id));
  259. }
  260. n.node->connect("changed", this, "_queue_update");
  261. Ref<VisualShaderNodeCustom> custom = n.node;
  262. if (custom.is_valid()) {
  263. custom->update_ports();
  264. }
  265. g->nodes[p_id] = n;
  266. _queue_update();
  267. }
  268. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  269. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  270. Graph *g = &graph[p_type];
  271. ERR_FAIL_COND(!g->nodes.has(p_id));
  272. g->nodes[p_id].position = p_position;
  273. }
  274. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  275. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  276. const Graph *g = &graph[p_type];
  277. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  278. return g->nodes[p_id].position;
  279. }
  280. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  281. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  282. const Graph *g = &graph[p_type];
  283. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  284. return g->nodes[p_id].node;
  285. }
  286. Vector<int> VisualShader::get_node_list(Type p_type) const {
  287. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  288. const Graph *g = &graph[p_type];
  289. Vector<int> ret;
  290. for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
  291. ret.push_back(E->key());
  292. }
  293. return ret;
  294. }
  295. int VisualShader::get_valid_node_id(Type p_type) const {
  296. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  297. const Graph *g = &graph[p_type];
  298. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  299. }
  300. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  301. for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) {
  302. if (E->get().node == p_node)
  303. return E->key();
  304. }
  305. return NODE_ID_INVALID;
  306. }
  307. void VisualShader::remove_node(Type p_type, int p_id) {
  308. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  309. ERR_FAIL_COND(p_id < 2);
  310. Graph *g = &graph[p_type];
  311. ERR_FAIL_COND(!g->nodes.has(p_id));
  312. Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
  313. if (input.is_valid()) {
  314. input->disconnect("input_type_changed", this, "_input_type_changed");
  315. }
  316. g->nodes[p_id].node->disconnect("changed", this, "_queue_update");
  317. g->nodes.erase(p_id);
  318. for (List<Connection>::Element *E = g->connections.front(); E;) {
  319. List<Connection>::Element *N = E->next();
  320. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  321. g->connections.erase(E);
  322. if (E->get().from_node == p_id) {
  323. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  324. }
  325. }
  326. E = N;
  327. }
  328. _queue_update();
  329. }
  330. bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  331. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  332. const Graph *g = &graph[p_type];
  333. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  334. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  335. return true;
  336. }
  337. }
  338. return false;
  339. }
  340. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  341. bool result = false;
  342. const VisualShader::Node &node = p_graph->nodes[p_node];
  343. for (const List<int>::Element *E = node.prev_connected_nodes.front(); E; E = E->next()) {
  344. if (E->get() == p_target) {
  345. return true;
  346. }
  347. result = is_nodes_connected_relatively(p_graph, E->get(), p_target);
  348. if (result) {
  349. break;
  350. }
  351. }
  352. return result;
  353. }
  354. bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  355. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  356. const Graph *g = &graph[p_type];
  357. if (!g->nodes.has(p_from_node))
  358. return false;
  359. if (p_from_node == p_to_node)
  360. return false;
  361. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count())
  362. return false;
  363. if (!g->nodes.has(p_to_node))
  364. return false;
  365. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count())
  366. return false;
  367. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  368. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  369. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  370. return false;
  371. }
  372. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  373. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  374. return false;
  375. }
  376. }
  377. if (is_nodes_connected_relatively(g, p_from_node, p_to_node))
  378. return false;
  379. return true;
  380. }
  381. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  382. return MAX(0, p_a - 2) == (MAX(0, p_b - 2));
  383. }
  384. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  385. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  386. Graph *g = &graph[p_type];
  387. Connection c;
  388. c.from_node = p_from_node;
  389. c.from_port = p_from_port;
  390. c.to_node = p_to_node;
  391. c.to_port = p_to_port;
  392. g->connections.push_back(c);
  393. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  394. _queue_update();
  395. }
  396. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  397. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  398. Graph *g = &graph[p_type];
  399. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  400. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
  401. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  402. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  403. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  404. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  405. ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
  406. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  407. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  408. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  409. }
  410. }
  411. Connection c;
  412. c.from_node = p_from_node;
  413. c.from_port = p_from_port;
  414. c.to_node = p_to_node;
  415. c.to_port = p_to_port;
  416. g->connections.push_back(c);
  417. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  418. _queue_update();
  419. return OK;
  420. }
  421. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  422. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  423. Graph *g = &graph[p_type];
  424. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  425. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  426. g->connections.erase(E);
  427. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  428. _queue_update();
  429. return;
  430. }
  431. }
  432. }
  433. Array VisualShader::_get_node_connections(Type p_type) const {
  434. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  435. const Graph *g = &graph[p_type];
  436. Array ret;
  437. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  438. Dictionary d;
  439. d["from_node"] = E->get().from_node;
  440. d["from_port"] = E->get().from_port;
  441. d["to_node"] = E->get().to_node;
  442. d["to_port"] = E->get().to_port;
  443. ret.push_back(d);
  444. }
  445. return ret;
  446. }
  447. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  448. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  449. const Graph *g = &graph[p_type];
  450. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  451. r_connections->push_back(E->get());
  452. }
  453. }
  454. void VisualShader::set_mode(Mode p_mode) {
  455. if (shader_mode == p_mode) {
  456. return;
  457. }
  458. //erase input/output connections
  459. modes.clear();
  460. flags.clear();
  461. shader_mode = p_mode;
  462. for (int i = 0; i < TYPE_MAX; i++) {
  463. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  464. Ref<VisualShaderNodeInput> input = E->get().node;
  465. if (input.is_valid()) {
  466. input->shader_mode = shader_mode;
  467. //input->input_index = 0;
  468. }
  469. }
  470. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  471. output->shader_mode = shader_mode;
  472. // clear connections since they are no longer valid
  473. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  474. bool keep = true;
  475. List<Connection>::Element *N = E->next();
  476. int from = E->get().from_node;
  477. int to = E->get().to_node;
  478. if (!graph[i].nodes.has(from)) {
  479. keep = false;
  480. } else {
  481. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  482. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  483. keep = false;
  484. }
  485. }
  486. if (!graph[i].nodes.has(to)) {
  487. keep = false;
  488. } else {
  489. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  490. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  491. keep = false;
  492. }
  493. }
  494. if (!keep) {
  495. graph[i].connections.erase(E);
  496. }
  497. E = N;
  498. }
  499. }
  500. _queue_update();
  501. _change_notify();
  502. }
  503. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  504. graph_offset = p_offset;
  505. }
  506. Vector2 VisualShader::get_graph_offset() const {
  507. return graph_offset;
  508. }
  509. Shader::Mode VisualShader::get_mode() const {
  510. return shader_mode;
  511. }
  512. bool VisualShader::is_text_shader() const {
  513. return false;
  514. }
  515. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  516. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  517. ERR_FAIL_COND_V(!node.is_valid(), String());
  518. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
  519. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  520. StringBuilder global_code;
  521. StringBuilder global_code_per_node;
  522. Map<Type, StringBuilder> global_code_per_func;
  523. StringBuilder code;
  524. Set<StringName> classes;
  525. global_code += String() + "shader_type canvas_item;\n";
  526. String global_expressions;
  527. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  528. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  529. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  530. if (global_expression.is_valid()) {
  531. String expr = "";
  532. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  533. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  534. expr = expr.replace("\n", "\n\t");
  535. expr += "\n";
  536. global_expressions += expr;
  537. }
  538. }
  539. }
  540. global_code += "\n";
  541. global_code += global_expressions;
  542. //make it faster to go around through shader
  543. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  544. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  545. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  546. ConnectionKey from_key;
  547. from_key.node = E->get().from_node;
  548. from_key.port = E->get().from_port;
  549. output_connections.insert(from_key, E);
  550. ConnectionKey to_key;
  551. to_key.node = E->get().to_node;
  552. to_key.port = E->get().to_port;
  553. input_connections.insert(to_key, E);
  554. }
  555. code += "\nvoid fragment() {\n";
  556. Set<int> processed;
  557. Error err = _write_node(p_type, global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  558. ERR_FAIL_COND_V(err != OK, String());
  559. if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
  560. code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
  561. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  562. code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0 );\n";
  563. } else {
  564. code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  565. }
  566. code += "}\n";
  567. //set code secretly
  568. global_code += "\n\n";
  569. String final_code = global_code;
  570. final_code += global_code_per_node;
  571. final_code += code;
  572. return final_code;
  573. }
  574. #define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
  575. #define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_')
  576. String VisualShader::validate_port_name(const String &p_name, const List<String> &p_input_ports, const List<String> &p_output_ports) const {
  577. String name = p_name;
  578. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  579. name = name.substr(1, name.length() - 1);
  580. }
  581. if (name != String()) {
  582. String valid_name;
  583. for (int i = 0; i < name.length(); i++) {
  584. if (IS_SYMBOL_CHAR(name[i])) {
  585. valid_name += String::chr(name[i]);
  586. } else if (name[i] == ' ') {
  587. valid_name += "_";
  588. }
  589. }
  590. name = valid_name;
  591. }
  592. String valid_name = name;
  593. bool is_equal = false;
  594. for (int i = 0; i < p_input_ports.size(); i++) {
  595. if (name == p_input_ports[i]) {
  596. is_equal = true;
  597. break;
  598. }
  599. }
  600. if (!is_equal) {
  601. for (int i = 0; i < p_output_ports.size(); i++) {
  602. if (name == p_output_ports[i]) {
  603. is_equal = true;
  604. break;
  605. }
  606. }
  607. }
  608. if (is_equal) {
  609. name = "";
  610. }
  611. return name;
  612. }
  613. String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
  614. String name = p_name; //validate name first
  615. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  616. name = name.substr(1, name.length() - 1);
  617. }
  618. if (name != String()) {
  619. String valid_name;
  620. for (int i = 0; i < name.length(); i++) {
  621. if (IS_SYMBOL_CHAR(name[i])) {
  622. valid_name += String::chr(name[i]);
  623. } else if (name[i] == ' ') {
  624. valid_name += "_";
  625. }
  626. }
  627. name = valid_name;
  628. }
  629. if (name == String()) {
  630. name = p_uniform->get_caption();
  631. }
  632. int attempt = 1;
  633. while (true) {
  634. bool exists = false;
  635. for (int i = 0; i < TYPE_MAX; i++) {
  636. for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  637. Ref<VisualShaderNodeUniform> node = E->get().node;
  638. if (node == p_uniform) { //do not test on self
  639. continue;
  640. }
  641. if (node.is_valid() && node->get_uniform_name() == name) {
  642. exists = true;
  643. break;
  644. }
  645. }
  646. if (exists) {
  647. break;
  648. }
  649. }
  650. if (exists) {
  651. //remove numbers, put new and try again
  652. attempt++;
  653. while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
  654. name = name.substr(0, name.length() - 1);
  655. }
  656. ERR_FAIL_COND_V(name == String(), String());
  657. name += itos(attempt);
  658. } else {
  659. break;
  660. }
  661. }
  662. return name;
  663. }
  664. VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
  665. { Shader::MODE_SPATIAL, "blend" },
  666. { Shader::MODE_SPATIAL, "depth_draw" },
  667. { Shader::MODE_SPATIAL, "cull" },
  668. { Shader::MODE_SPATIAL, "diffuse" },
  669. { Shader::MODE_SPATIAL, "specular" },
  670. { Shader::MODE_CANVAS_ITEM, "blend" },
  671. { Shader::MODE_CANVAS_ITEM, NULL }
  672. };
  673. static const char *type_string[VisualShader::TYPE_MAX] = {
  674. "vertex",
  675. "fragment",
  676. "light"
  677. };
  678. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  679. String name = p_name;
  680. if (name == "mode") {
  681. set_mode(Shader::Mode(int(p_value)));
  682. return true;
  683. } else if (name.begins_with("flags/")) {
  684. StringName flag = name.get_slicec('/', 1);
  685. bool enable = p_value;
  686. if (enable) {
  687. flags.insert(flag);
  688. } else {
  689. flags.erase(flag);
  690. }
  691. _queue_update();
  692. return true;
  693. } else if (name.begins_with("modes/")) {
  694. String mode = name.get_slicec('/', 1);
  695. int value = p_value;
  696. if (value == 0) {
  697. modes.erase(mode); //means it's default anyway, so don't store it
  698. } else {
  699. modes[mode] = value;
  700. }
  701. _queue_update();
  702. return true;
  703. } else if (name.begins_with("nodes/")) {
  704. String typestr = name.get_slicec('/', 1);
  705. Type type = TYPE_VERTEX;
  706. for (int i = 0; i < TYPE_MAX; i++) {
  707. if (typestr == type_string[i]) {
  708. type = Type(i);
  709. break;
  710. }
  711. }
  712. String index = name.get_slicec('/', 2);
  713. if (index == "connections") {
  714. Vector<int> conns = p_value;
  715. if (conns.size() % 4 == 0) {
  716. for (int i = 0; i < conns.size(); i += 4) {
  717. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  718. }
  719. }
  720. return true;
  721. }
  722. int id = index.to_int();
  723. String what = name.get_slicec('/', 3);
  724. if (what == "node") {
  725. add_node(type, p_value, Vector2(), id);
  726. return true;
  727. } else if (what == "position") {
  728. set_node_position(type, id, p_value);
  729. return true;
  730. } else if (what == "size") {
  731. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_size(p_value);
  732. return true;
  733. } else if (what == "input_ports") {
  734. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  735. return true;
  736. } else if (what == "output_ports") {
  737. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  738. return true;
  739. } else if (what == "expression") {
  740. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  741. return true;
  742. }
  743. }
  744. return false;
  745. }
  746. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  747. String name = p_name;
  748. if (name == "mode") {
  749. r_ret = get_mode();
  750. return true;
  751. } else if (name.begins_with("flags/")) {
  752. StringName flag = name.get_slicec('/', 1);
  753. r_ret = flags.has(flag);
  754. return true;
  755. } else if (name.begins_with("modes/")) {
  756. String mode = name.get_slicec('/', 1);
  757. if (modes.has(mode)) {
  758. r_ret = modes[mode];
  759. } else {
  760. r_ret = 0;
  761. }
  762. return true;
  763. } else if (name.begins_with("nodes/")) {
  764. String typestr = name.get_slicec('/', 1);
  765. Type type = TYPE_VERTEX;
  766. for (int i = 0; i < TYPE_MAX; i++) {
  767. if (typestr == type_string[i]) {
  768. type = Type(i);
  769. break;
  770. }
  771. }
  772. String index = name.get_slicec('/', 2);
  773. if (index == "connections") {
  774. Vector<int> conns;
  775. for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
  776. conns.push_back(E->get().from_node);
  777. conns.push_back(E->get().from_port);
  778. conns.push_back(E->get().to_node);
  779. conns.push_back(E->get().to_port);
  780. }
  781. r_ret = conns;
  782. return true;
  783. }
  784. int id = index.to_int();
  785. String what = name.get_slicec('/', 3);
  786. if (what == "node") {
  787. r_ret = get_node(type, id);
  788. return true;
  789. } else if (what == "position") {
  790. r_ret = get_node_position(type, id);
  791. return true;
  792. } else if (what == "size") {
  793. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_size();
  794. return true;
  795. } else if (what == "input_ports") {
  796. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  797. return true;
  798. } else if (what == "output_ports") {
  799. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  800. return true;
  801. } else if (what == "expression") {
  802. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  803. return true;
  804. }
  805. }
  806. return false;
  807. }
  808. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  809. //mode
  810. p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles"));
  811. //render modes
  812. Map<String, String> blend_mode_enums;
  813. Set<String> toggles;
  814. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
  815. String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
  816. int idx = 0;
  817. bool in_enum = false;
  818. while (render_mode_enums[idx].string) {
  819. if (mode.begins_with(render_mode_enums[idx].string)) {
  820. String begin = render_mode_enums[idx].string;
  821. String option = mode.replace_first(begin + "_", "");
  822. if (!blend_mode_enums.has(begin)) {
  823. blend_mode_enums[begin] = option;
  824. } else {
  825. blend_mode_enums[begin] += "," + option;
  826. }
  827. in_enum = true;
  828. break;
  829. }
  830. idx++;
  831. }
  832. if (!in_enum) {
  833. toggles.insert(mode);
  834. }
  835. }
  836. for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) {
  837. p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get()));
  838. }
  839. for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
  840. p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
  841. }
  842. for (int i = 0; i < TYPE_MAX; i++) {
  843. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  844. String prop_name = "nodes/";
  845. prop_name += type_string[i];
  846. prop_name += "/" + itos(E->key());
  847. if (E->key() != NODE_ID_OUTPUT) {
  848. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
  849. }
  850. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  851. if (Object::cast_to<VisualShaderNodeGroupBase>(E->get().node.ptr()) != NULL) {
  852. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  853. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  854. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  855. }
  856. if (Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()) != NULL) {
  857. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  858. }
  859. }
  860. p_list->push_back(PropertyInfo(Variant::POOL_INT_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  861. }
  862. }
  863. Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const {
  864. const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
  865. //check inputs recursively first
  866. int input_count = vsnode->get_input_port_count();
  867. for (int i = 0; i < input_count; i++) {
  868. ConnectionKey ck;
  869. ck.node = node;
  870. ck.port = i;
  871. if (input_connections.has(ck)) {
  872. int from_node = input_connections[ck]->get().from_node;
  873. if (processed.has(from_node)) {
  874. continue;
  875. }
  876. Error err = _write_node(type, global_code, global_code_per_node, global_code_per_func, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview, r_classes);
  877. if (err)
  878. return err;
  879. }
  880. }
  881. // then this node
  882. code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  883. Vector<String> input_vars;
  884. input_vars.resize(vsnode->get_input_port_count());
  885. String *inputs = input_vars.ptrw();
  886. for (int i = 0; i < input_count; i++) {
  887. ConnectionKey ck;
  888. ck.node = node;
  889. ck.port = i;
  890. if (input_connections.has(ck)) {
  891. //connected to something, use that output
  892. int from_node = input_connections[ck]->get().from_node;
  893. int from_port = input_connections[ck]->get().from_port;
  894. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  895. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  896. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  897. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  898. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  899. if (ptr->has_method("get_input_real_name")) {
  900. inputs[i] = ptr->call("get_input_real_name");
  901. } else if (ptr->has_method("get_uniform_name")) {
  902. inputs[i] = ptr->call("get_uniform_name");
  903. } else {
  904. inputs[i] = "";
  905. }
  906. } else if (in_type == out_type) {
  907. inputs[i] = src_var;
  908. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  909. inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
  910. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  911. inputs[i] = "vec3(" + src_var + ")";
  912. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  913. inputs[i] = "all(bvec3(" + src_var + "))";
  914. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  915. inputs[i] = src_var + " > 0.0 ? true : false";
  916. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  917. inputs[i] = src_var + " ? 1.0 : 0.0";
  918. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  919. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  920. }
  921. } else {
  922. Variant defval = vsnode->get_input_port_default_value(i);
  923. if (defval.get_type() == Variant::REAL || defval.get_type() == Variant::INT) {
  924. float val = defval;
  925. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  926. code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  927. } else if (defval.get_type() == Variant::BOOL) {
  928. bool val = defval;
  929. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  930. code += "\tbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  931. } else if (defval.get_type() == Variant::VECTOR3) {
  932. Vector3 val = defval;
  933. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  934. code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  935. } else if (defval.get_type() == Variant::TRANSFORM) {
  936. Transform val = defval;
  937. val.basis.transpose();
  938. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  939. Array values;
  940. for (int j = 0; j < 3; j++) {
  941. values.push_back(val.basis[j].x);
  942. values.push_back(val.basis[j].y);
  943. values.push_back(val.basis[j].z);
  944. }
  945. values.push_back(val.origin.x);
  946. values.push_back(val.origin.y);
  947. values.push_back(val.origin.z);
  948. bool err = false;
  949. code += "\tmat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
  950. } else {
  951. //will go empty, node is expected to know what it is doing at this point and handle it
  952. }
  953. }
  954. }
  955. int output_count = vsnode->get_output_port_count();
  956. Vector<String> output_vars;
  957. output_vars.resize(vsnode->get_output_port_count());
  958. String *outputs = output_vars.ptrw();
  959. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  960. for (int i = 0; i < output_count; i++) {
  961. String var_name = "n_out" + itos(node) + "p" + itos(i);
  962. switch (vsnode->get_output_port_type(i)) {
  963. case VisualShaderNode::PORT_TYPE_SCALAR: outputs[i] = "float " + var_name; break;
  964. case VisualShaderNode::PORT_TYPE_VECTOR: outputs[i] = "vec3 " + var_name; break;
  965. case VisualShaderNode::PORT_TYPE_BOOLEAN: outputs[i] = "bool " + var_name; break;
  966. case VisualShaderNode::PORT_TYPE_TRANSFORM: outputs[i] = "mat4 " + var_name; break;
  967. default: {
  968. }
  969. }
  970. }
  971. } else {
  972. for (int i = 0; i < output_count; i++) {
  973. outputs[i] = "n_out" + itos(node) + "p" + itos(i);
  974. switch (vsnode->get_output_port_type(i)) {
  975. case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break;
  976. case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break;
  977. case VisualShaderNode::PORT_TYPE_BOOLEAN: code += String() + "\tbool " + outputs[i] + ";\n"; break;
  978. case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break;
  979. default: {
  980. }
  981. }
  982. }
  983. }
  984. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
  985. for (int i = 0; i < params.size(); i++) {
  986. def_tex_params.push_back(params[i]);
  987. }
  988. Ref<VisualShaderNodeInput> input = vsnode;
  989. bool skip_global = input.is_valid() && for_preview;
  990. if (!skip_global) {
  991. global_code += vsnode->generate_global(get_mode(), type, node);
  992. String class_name = vsnode->get_class_name();
  993. if (class_name == "VisualShaderNodeCustom") {
  994. class_name = vsnode->get_script_instance()->get_script()->get_language()->get_global_class_name(vsnode->get_script_instance()->get_script()->get_path());
  995. }
  996. if (!r_classes.has(class_name)) {
  997. global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
  998. for (int i = 0; i < TYPE_MAX; i++) {
  999. global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
  1000. }
  1001. r_classes.insert(class_name);
  1002. }
  1003. }
  1004. code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
  1005. code += "\n"; //
  1006. processed.insert(node);
  1007. return OK;
  1008. }
  1009. void VisualShader::_update_shader() const {
  1010. if (!dirty)
  1011. return;
  1012. dirty = false;
  1013. StringBuilder global_code;
  1014. StringBuilder global_code_per_node;
  1015. Map<Type, StringBuilder> global_code_per_func;
  1016. StringBuilder code;
  1017. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1018. Set<StringName> classes;
  1019. List<int> insertion_pos;
  1020. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles" };
  1021. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1022. String render_mode;
  1023. {
  1024. //fill render mode enums
  1025. int idx = 0;
  1026. while (render_mode_enums[idx].string) {
  1027. if (shader_mode == render_mode_enums[idx].mode) {
  1028. if (modes.has(render_mode_enums[idx].string)) {
  1029. int which = modes[render_mode_enums[idx].string];
  1030. int count = 0;
  1031. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
  1032. String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
  1033. if (mode.begins_with(render_mode_enums[idx].string)) {
  1034. if (count == which) {
  1035. if (render_mode != String()) {
  1036. render_mode += ", ";
  1037. }
  1038. render_mode += mode;
  1039. break;
  1040. }
  1041. count++;
  1042. }
  1043. }
  1044. }
  1045. }
  1046. idx++;
  1047. }
  1048. //fill render mode flags
  1049. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
  1050. String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
  1051. if (flags.has(mode)) {
  1052. if (render_mode != String()) {
  1053. render_mode += ", ";
  1054. }
  1055. render_mode += mode;
  1056. }
  1057. }
  1058. }
  1059. if (render_mode != String()) {
  1060. global_code += "render_mode " + render_mode + ";\n\n";
  1061. }
  1062. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light" };
  1063. String global_expressions;
  1064. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1065. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  1066. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  1067. if (global_expression.is_valid()) {
  1068. String expr = "";
  1069. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1070. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1071. expr = expr.replace("\n", "\n\t");
  1072. expr += "\n";
  1073. global_expressions += expr;
  1074. }
  1075. }
  1076. }
  1077. for (int i = 0; i < TYPE_MAX; i++) {
  1078. //make it faster to go around through shader
  1079. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1080. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1081. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  1082. ConnectionKey from_key;
  1083. from_key.node = E->get().from_node;
  1084. from_key.port = E->get().from_port;
  1085. output_connections.insert(from_key, E);
  1086. ConnectionKey to_key;
  1087. to_key.node = E->get().to_node;
  1088. to_key.port = E->get().to_port;
  1089. input_connections.insert(to_key, E);
  1090. }
  1091. code += "\nvoid " + String(func_name[i]) + "() {\n";
  1092. Set<int> processed;
  1093. Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  1094. ERR_FAIL_COND(err != OK);
  1095. insertion_pos.push_back(code.get_string_length());
  1096. code += "}\n";
  1097. }
  1098. //set code secretly
  1099. global_code += "\n\n";
  1100. String final_code = global_code;
  1101. final_code += global_code_per_node;
  1102. final_code += global_expressions;
  1103. String tcode = code;
  1104. for (int i = 0; i < TYPE_MAX; i++) {
  1105. tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]);
  1106. }
  1107. final_code += tcode;
  1108. const_cast<VisualShader *>(this)->set_code(final_code);
  1109. for (int i = 0; i < default_tex_params.size(); i++) {
  1110. const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
  1111. }
  1112. if (previous_code != final_code) {
  1113. const_cast<VisualShader *>(this)->emit_signal("changed");
  1114. }
  1115. previous_code = final_code;
  1116. }
  1117. void VisualShader::_queue_update() {
  1118. if (dirty) {
  1119. return;
  1120. }
  1121. dirty = true;
  1122. call_deferred("_update_shader");
  1123. }
  1124. void VisualShader::_input_type_changed(Type p_type, int p_id) {
  1125. //erase connections using this input, as type changed
  1126. Graph *g = &graph[p_type];
  1127. for (List<Connection>::Element *E = g->connections.front(); E;) {
  1128. List<Connection>::Element *N = E->next();
  1129. if (E->get().from_node == p_id) {
  1130. g->connections.erase(E);
  1131. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  1132. }
  1133. E = N;
  1134. }
  1135. }
  1136. void VisualShader::rebuild() {
  1137. dirty = true;
  1138. _update_shader();
  1139. }
  1140. void VisualShader::_bind_methods() {
  1141. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  1142. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  1143. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  1144. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  1145. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  1146. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  1147. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  1148. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  1149. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  1150. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  1151. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  1152. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  1153. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  1154. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  1155. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  1156. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  1157. ClassDB::bind_method(D_METHOD("_queue_update"), &VisualShader::_queue_update);
  1158. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  1159. ClassDB::bind_method(D_METHOD("_input_type_changed"), &VisualShader::_input_type_changed);
  1160. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
  1161. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  1162. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  1163. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  1164. BIND_ENUM_CONSTANT(TYPE_MAX);
  1165. BIND_CONSTANT(NODE_ID_INVALID);
  1166. BIND_CONSTANT(NODE_ID_OUTPUT);
  1167. }
  1168. VisualShader::VisualShader() {
  1169. shader_mode = Shader::MODE_SPATIAL;
  1170. for (int i = 0; i < TYPE_MAX; i++) {
  1171. Ref<VisualShaderNodeOutput> output;
  1172. output.instance();
  1173. output->shader_type = Type(i);
  1174. output->shader_mode = shader_mode;
  1175. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  1176. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  1177. }
  1178. dirty = true;
  1179. }
  1180. ///////////////////////////////////////////////////////////
  1181. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  1182. // Spatial, Vertex
  1183. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1184. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1185. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1186. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1187. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1188. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1189. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1190. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1191. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1192. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1193. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
  1194. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1195. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1196. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1197. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1198. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1199. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
  1200. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1201. // Spatial, Fragment
  1202. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1203. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1204. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1205. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1206. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1207. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1208. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1209. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1210. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1211. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1212. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1213. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1214. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
  1215. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1216. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1217. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1218. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1219. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1220. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1221. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1222. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1223. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  1224. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1225. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
  1226. // Spatial, Light
  1227. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1228. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1229. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1230. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
  1231. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
  1232. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" },
  1233. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1234. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1235. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1236. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1237. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1238. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1239. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1240. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1241. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1242. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1243. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1244. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1245. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1246. // Canvas Item, Vertex
  1247. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1248. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1249. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1250. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1251. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1252. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1253. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1254. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1255. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" },
  1256. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1257. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1258. // Canvas Item, Fragment
  1259. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1260. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1261. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1262. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1263. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1264. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1265. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
  1266. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1267. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1268. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1269. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1270. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  1271. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1272. // Canvas Item, Light
  1273. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1274. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1275. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1276. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1277. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1278. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC, 0.0)" },
  1279. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
  1280. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
  1281. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_alpha", "LIGHT_COLOR.a" },
  1282. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV, 0.0)" },
  1283. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
  1284. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1285. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1286. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1287. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1288. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1289. // Particles, Vertex
  1290. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1291. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1292. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1293. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1294. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1295. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1296. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1297. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1298. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1299. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1300. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "index", "float(INDEX)" },
  1301. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1302. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1303. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
  1304. };
  1305. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  1306. // Spatial, Fragment
  1307. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1308. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
  1309. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
  1310. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1311. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
  1312. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1313. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1314. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1315. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
  1316. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1317. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" },
  1318. // Spatial, Light
  1319. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1320. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1321. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  1322. // Canvas Item, Vertex
  1323. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1324. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1325. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1326. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1327. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1328. // Canvas Item, Fragment
  1329. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1330. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1331. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1332. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1333. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1334. // Canvas Item, Light
  1335. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1336. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1337. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1338. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1339. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1340. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1341. // Particles, Vertex
  1342. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1343. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1344. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0, 0.0, 1.0)" },
  1345. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1346. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
  1347. };
  1348. int VisualShaderNodeInput::get_input_port_count() const {
  1349. return 0;
  1350. }
  1351. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  1352. return PORT_TYPE_SCALAR;
  1353. }
  1354. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  1355. return "";
  1356. }
  1357. int VisualShaderNodeInput::get_output_port_count() const {
  1358. return 1;
  1359. }
  1360. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  1361. return get_input_type_by_name(input_name);
  1362. }
  1363. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  1364. return "";
  1365. }
  1366. String VisualShaderNodeInput::get_caption() const {
  1367. return "Input";
  1368. }
  1369. String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1370. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  1371. return "";
  1372. }
  1373. if (p_for_preview) {
  1374. int idx = 0;
  1375. String code;
  1376. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  1377. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  1378. code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  1379. break;
  1380. }
  1381. idx++;
  1382. }
  1383. if (code == String()) {
  1384. switch (get_output_port_type(0)) {
  1385. case PORT_TYPE_SCALAR: {
  1386. code = "\t" + p_output_vars[0] + " = 0.0;\n";
  1387. } break; //default (none found) is scalar
  1388. case PORT_TYPE_VECTOR: {
  1389. code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  1390. } break; //default (none found) is scalar
  1391. case PORT_TYPE_TRANSFORM: {
  1392. code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
  1393. } break; //default (none found) is scalar
  1394. case PORT_TYPE_BOOLEAN: {
  1395. code = "\t" + p_output_vars[0] + " = false;\n";
  1396. } break;
  1397. default:
  1398. break;
  1399. }
  1400. }
  1401. return code;
  1402. } else {
  1403. int idx = 0;
  1404. String code;
  1405. while (ports[idx].mode != Shader::MODE_MAX) {
  1406. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1407. code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  1408. break;
  1409. }
  1410. idx++;
  1411. }
  1412. if (code == String()) {
  1413. code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  1414. }
  1415. return code;
  1416. }
  1417. }
  1418. void VisualShaderNodeInput::set_input_name(String p_name) {
  1419. PortType prev_type = get_input_type_by_name(input_name);
  1420. input_name = p_name;
  1421. emit_changed();
  1422. if (get_input_type_by_name(input_name) != prev_type) {
  1423. emit_signal("input_type_changed");
  1424. }
  1425. }
  1426. String VisualShaderNodeInput::get_input_name() const {
  1427. return input_name;
  1428. }
  1429. String VisualShaderNodeInput::get_input_real_name() const {
  1430. int idx = 0;
  1431. while (ports[idx].mode != Shader::MODE_MAX) {
  1432. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1433. return String(ports[idx].string);
  1434. }
  1435. idx++;
  1436. }
  1437. return "";
  1438. }
  1439. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  1440. int idx = 0;
  1441. while (ports[idx].mode != Shader::MODE_MAX) {
  1442. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  1443. return ports[idx].type;
  1444. }
  1445. idx++;
  1446. }
  1447. return PORT_TYPE_SCALAR;
  1448. }
  1449. int VisualShaderNodeInput::get_input_index_count() const {
  1450. int idx = 0;
  1451. int count = 0;
  1452. while (ports[idx].mode != Shader::MODE_MAX) {
  1453. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1454. count++;
  1455. }
  1456. idx++;
  1457. }
  1458. return count;
  1459. }
  1460. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  1461. int idx = 0;
  1462. int count = 0;
  1463. while (ports[idx].mode != Shader::MODE_MAX) {
  1464. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1465. if (count == p_index) {
  1466. return ports[idx].type;
  1467. }
  1468. count++;
  1469. }
  1470. idx++;
  1471. }
  1472. return PORT_TYPE_SCALAR;
  1473. }
  1474. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  1475. int idx = 0;
  1476. int count = 0;
  1477. while (ports[idx].mode != Shader::MODE_MAX) {
  1478. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1479. if (count == p_index) {
  1480. return ports[idx].name;
  1481. }
  1482. count++;
  1483. }
  1484. idx++;
  1485. }
  1486. return "";
  1487. }
  1488. void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
  1489. if (property.name == "input_name") {
  1490. String port_list;
  1491. int idx = 0;
  1492. while (ports[idx].mode != Shader::MODE_MAX) {
  1493. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1494. if (port_list != String()) {
  1495. port_list += ",";
  1496. }
  1497. port_list += ports[idx].name;
  1498. }
  1499. idx++;
  1500. }
  1501. if (port_list == "") {
  1502. port_list = TTR("None");
  1503. }
  1504. property.hint_string = port_list;
  1505. }
  1506. }
  1507. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  1508. Vector<StringName> props;
  1509. props.push_back("input_name");
  1510. return props;
  1511. }
  1512. void VisualShaderNodeInput::_bind_methods() {
  1513. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  1514. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  1515. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  1516. ADD_PROPERTY(PropertyInfo(Variant::STRING, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  1517. ADD_SIGNAL(MethodInfo("input_type_changed"));
  1518. }
  1519. VisualShaderNodeInput::VisualShaderNodeInput() {
  1520. input_name = "[None]";
  1521. // changed when set
  1522. shader_type = VisualShader::TYPE_MAX;
  1523. shader_mode = Shader::MODE_MAX;
  1524. }
  1525. ////////////////////////////////////////////
  1526. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  1527. // Spatial, Vertex
  1528. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1529. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1530. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1531. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1532. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1533. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
  1534. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1535. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1536. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1537. // Spatial, Fragment
  1538. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1539. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  1540. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  1541. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1542. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
  1543. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
  1544. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
  1545. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1546. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1547. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1548. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
  1549. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
  1550. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
  1551. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
  1552. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
  1553. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
  1554. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
  1555. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1556. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" },
  1557. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
  1558. // Spatial, Light
  1559. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1560. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1561. // Canvas Item, Vertex
  1562. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
  1563. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1564. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1565. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1566. // Canvas Item, Fragment
  1567. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1568. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1569. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1570. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1571. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1572. // Canvas Item, Light
  1573. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
  1574. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
  1575. // Particles, Vertex
  1576. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1577. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1578. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1579. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1580. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1581. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1582. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
  1583. };
  1584. int VisualShaderNodeOutput::get_input_port_count() const {
  1585. int idx = 0;
  1586. int count = 0;
  1587. while (ports[idx].mode != Shader::MODE_MAX) {
  1588. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1589. count++;
  1590. }
  1591. idx++;
  1592. }
  1593. return count;
  1594. }
  1595. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  1596. int idx = 0;
  1597. int count = 0;
  1598. while (ports[idx].mode != Shader::MODE_MAX) {
  1599. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1600. if (count == p_port) {
  1601. return ports[idx].type;
  1602. }
  1603. count++;
  1604. }
  1605. idx++;
  1606. }
  1607. return PORT_TYPE_SCALAR;
  1608. }
  1609. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  1610. int idx = 0;
  1611. int count = 0;
  1612. while (ports[idx].mode != Shader::MODE_MAX) {
  1613. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1614. if (count == p_port) {
  1615. return String(ports[idx].name).capitalize();
  1616. }
  1617. count++;
  1618. }
  1619. idx++;
  1620. }
  1621. return String();
  1622. }
  1623. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  1624. return Variant();
  1625. }
  1626. int VisualShaderNodeOutput::get_output_port_count() const {
  1627. return 0;
  1628. }
  1629. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  1630. return PORT_TYPE_SCALAR;
  1631. }
  1632. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  1633. return String();
  1634. }
  1635. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  1636. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  1637. String name = get_input_port_name(p_index);
  1638. return (name == "Normal" || name == "Rim" || name == "Alpha Scissor");
  1639. }
  1640. return false;
  1641. }
  1642. String VisualShaderNodeOutput::get_caption() const {
  1643. return "Output";
  1644. }
  1645. String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1646. int idx = 0;
  1647. int count = 0;
  1648. String code;
  1649. while (ports[idx].mode != Shader::MODE_MAX) {
  1650. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1651. if (p_input_vars[count] != String()) {
  1652. String s = ports[idx].string;
  1653. if (s.find(":") != -1) {
  1654. code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  1655. } else {
  1656. code += "\t" + s + " = " + p_input_vars[count] + ";\n";
  1657. }
  1658. }
  1659. count++;
  1660. }
  1661. idx++;
  1662. }
  1663. return code;
  1664. }
  1665. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  1666. }
  1667. ///////////////////////////
  1668. void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
  1669. uniform_name = p_name;
  1670. emit_signal("name_changed");
  1671. emit_changed();
  1672. }
  1673. String VisualShaderNodeUniform::get_uniform_name() const {
  1674. return uniform_name;
  1675. }
  1676. void VisualShaderNodeUniform::_bind_methods() {
  1677. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
  1678. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
  1679. ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
  1680. }
  1681. VisualShaderNodeUniform::VisualShaderNodeUniform() {
  1682. }
  1683. ////////////// GroupBase
  1684. String VisualShaderNodeGroupBase::get_caption() const {
  1685. return "Group";
  1686. }
  1687. void VisualShaderNodeGroupBase::set_size(const Vector2 &p_size) {
  1688. size = p_size;
  1689. }
  1690. Vector2 VisualShaderNodeGroupBase::get_size() const {
  1691. return size;
  1692. }
  1693. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  1694. if (inputs == p_inputs)
  1695. return;
  1696. clear_input_ports();
  1697. inputs = p_inputs;
  1698. Vector<String> input_strings = inputs.split(";", false);
  1699. int input_port_count = input_strings.size();
  1700. for (int i = 0; i < input_port_count; i++) {
  1701. Vector<String> arr = input_strings[i].split(",");
  1702. ERR_FAIL_COND(arr.size() != 3);
  1703. int port_idx = arr[0].to_int();
  1704. int port_type = arr[1].to_int();
  1705. String port_name = arr[2];
  1706. Port port;
  1707. port.type = (PortType)port_type;
  1708. port.name = port_name;
  1709. input_ports[port_idx] = port;
  1710. }
  1711. }
  1712. String VisualShaderNodeGroupBase::get_inputs() const {
  1713. return inputs;
  1714. }
  1715. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  1716. if (outputs == p_outputs)
  1717. return;
  1718. clear_output_ports();
  1719. outputs = p_outputs;
  1720. Vector<String> output_strings = outputs.split(";", false);
  1721. int output_port_count = output_strings.size();
  1722. for (int i = 0; i < output_port_count; i++) {
  1723. Vector<String> arr = output_strings[i].split(",");
  1724. ERR_FAIL_COND(arr.size() != 3);
  1725. int port_idx = arr[0].to_int();
  1726. int port_type = arr[1].to_int();
  1727. String port_name = arr[2];
  1728. Port port;
  1729. port.type = (PortType)port_type;
  1730. port.name = port_name;
  1731. output_ports[port_idx] = port;
  1732. }
  1733. }
  1734. String VisualShaderNodeGroupBase::get_outputs() const {
  1735. return outputs;
  1736. }
  1737. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  1738. if (!p_name.is_valid_identifier()) {
  1739. return false;
  1740. }
  1741. for (int i = 0; i < get_input_port_count(); i++) {
  1742. if (get_input_port_name(i) == p_name) {
  1743. return false;
  1744. }
  1745. }
  1746. for (int i = 0; i < get_output_port_count(); i++) {
  1747. if (get_output_port_name(i) == p_name) {
  1748. return false;
  1749. }
  1750. }
  1751. return true;
  1752. }
  1753. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  1754. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  1755. Vector<String> inputs_strings = inputs.split(";", false);
  1756. int index = 0;
  1757. if (p_id < inputs_strings.size()) {
  1758. for (int i = 0; i < inputs_strings.size(); i++) {
  1759. if (i == p_id) {
  1760. inputs = inputs.insert(index, str);
  1761. break;
  1762. }
  1763. index += inputs_strings[i].size();
  1764. }
  1765. } else {
  1766. inputs += str;
  1767. }
  1768. inputs_strings = inputs.split(";", false);
  1769. index = 0;
  1770. for (int i = 0; i < inputs_strings.size(); i++) {
  1771. int count = 0;
  1772. for (int j = 0; j < inputs_strings[i].size(); j++) {
  1773. if (inputs_strings[i][j] == ',') {
  1774. break;
  1775. }
  1776. count++;
  1777. }
  1778. inputs.erase(index, count);
  1779. inputs = inputs.insert(index, itos(i));
  1780. index += inputs_strings[i].size();
  1781. }
  1782. _apply_port_changes();
  1783. }
  1784. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  1785. ERR_FAIL_COND(!has_input_port(p_id));
  1786. Vector<String> inputs_strings = inputs.split(";", false);
  1787. int count = 0;
  1788. int index = 0;
  1789. for (int i = 0; i < inputs_strings.size(); i++) {
  1790. Vector<String> arr = inputs_strings[i].split(",");
  1791. if (arr[0].to_int() == p_id) {
  1792. count = inputs_strings[i].size();
  1793. break;
  1794. }
  1795. index += inputs_strings[i].size();
  1796. }
  1797. inputs.erase(index, count);
  1798. inputs_strings = inputs.split(";", false);
  1799. for (int i = p_id; i < inputs_strings.size(); i++) {
  1800. inputs = inputs.replace_first(inputs_strings[i].split(",")[0], itos(i));
  1801. }
  1802. _apply_port_changes();
  1803. }
  1804. int VisualShaderNodeGroupBase::get_input_port_count() const {
  1805. return input_ports.size();
  1806. }
  1807. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  1808. return input_ports.has(p_id);
  1809. }
  1810. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  1811. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  1812. Vector<String> outputs_strings = outputs.split(";", false);
  1813. int index = 0;
  1814. if (p_id < outputs_strings.size()) {
  1815. for (int i = 0; i < outputs_strings.size(); i++) {
  1816. if (i == p_id) {
  1817. outputs = outputs.insert(index, str);
  1818. break;
  1819. }
  1820. index += outputs_strings[i].size();
  1821. }
  1822. } else {
  1823. outputs += str;
  1824. }
  1825. outputs_strings = outputs.split(";", false);
  1826. index = 0;
  1827. for (int i = 0; i < outputs_strings.size(); i++) {
  1828. int count = 0;
  1829. for (int j = 0; j < outputs_strings[i].size(); j++) {
  1830. if (outputs_strings[i][j] == ',') {
  1831. break;
  1832. }
  1833. count++;
  1834. }
  1835. outputs.erase(index, count);
  1836. outputs = outputs.insert(index, itos(i));
  1837. index += outputs_strings[i].size();
  1838. }
  1839. _apply_port_changes();
  1840. }
  1841. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  1842. ERR_FAIL_COND(!has_output_port(p_id));
  1843. Vector<String> outputs_strings = outputs.split(";", false);
  1844. int count = 0;
  1845. int index = 0;
  1846. for (int i = 0; i < outputs_strings.size(); i++) {
  1847. Vector<String> arr = outputs_strings[i].split(",");
  1848. if (arr[0].to_int() == p_id) {
  1849. count = outputs_strings[i].size();
  1850. break;
  1851. }
  1852. index += outputs_strings[i].size();
  1853. }
  1854. outputs.erase(index, count);
  1855. outputs_strings = outputs.split(";", false);
  1856. for (int i = p_id; i < outputs_strings.size(); i++) {
  1857. outputs = outputs.replace_first(outputs_strings[i].split(",")[0], itos(i));
  1858. }
  1859. _apply_port_changes();
  1860. }
  1861. int VisualShaderNodeGroupBase::get_output_port_count() const {
  1862. return output_ports.size();
  1863. }
  1864. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  1865. return output_ports.has(p_id);
  1866. }
  1867. void VisualShaderNodeGroupBase::clear_input_ports() {
  1868. input_ports.clear();
  1869. }
  1870. void VisualShaderNodeGroupBase::clear_output_ports() {
  1871. output_ports.clear();
  1872. }
  1873. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  1874. ERR_FAIL_COND(!has_input_port(p_id));
  1875. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  1876. if (input_ports[p_id].type == p_type)
  1877. return;
  1878. Vector<String> inputs_strings = inputs.split(";", false);
  1879. int count = 0;
  1880. int index = 0;
  1881. for (int i = 0; i < inputs_strings.size(); i++) {
  1882. Vector<String> arr = inputs_strings[i].split(",");
  1883. ERR_FAIL_COND(arr.size() != 3);
  1884. if (arr[0].to_int() == p_id) {
  1885. index += arr[0].size();
  1886. count = arr[1].size() - 1;
  1887. break;
  1888. }
  1889. index += inputs_strings[i].size();
  1890. }
  1891. inputs.erase(index, count);
  1892. inputs = inputs.insert(index, itos(p_type));
  1893. _apply_port_changes();
  1894. }
  1895. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  1896. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  1897. return input_ports[p_id].type;
  1898. }
  1899. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  1900. ERR_FAIL_COND(!has_input_port(p_id));
  1901. ERR_FAIL_COND(!is_valid_port_name(p_name));
  1902. if (input_ports[p_id].name == p_name)
  1903. return;
  1904. Vector<String> inputs_strings = inputs.split(";", false);
  1905. int count = 0;
  1906. int index = 0;
  1907. for (int i = 0; i < inputs_strings.size(); i++) {
  1908. Vector<String> arr = inputs_strings[i].split(",");
  1909. ERR_FAIL_COND(arr.size() != 3);
  1910. if (arr[0].to_int() == p_id) {
  1911. index += arr[0].size() + arr[1].size();
  1912. count = arr[2].size() - 1;
  1913. break;
  1914. }
  1915. index += inputs_strings[i].size();
  1916. }
  1917. inputs.erase(index, count);
  1918. inputs = inputs.insert(index, p_name);
  1919. _apply_port_changes();
  1920. }
  1921. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  1922. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  1923. return input_ports[p_id].name;
  1924. }
  1925. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  1926. ERR_FAIL_COND(!has_output_port(p_id));
  1927. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  1928. if (output_ports[p_id].type == p_type)
  1929. return;
  1930. Vector<String> output_strings = outputs.split(";", false);
  1931. int count = 0;
  1932. int index = 0;
  1933. for (int i = 0; i < output_strings.size(); i++) {
  1934. Vector<String> arr = output_strings[i].split(",");
  1935. ERR_FAIL_COND(arr.size() != 3);
  1936. if (arr[0].to_int() == p_id) {
  1937. index += arr[0].size();
  1938. count = arr[1].size() - 1;
  1939. break;
  1940. }
  1941. index += output_strings[i].size();
  1942. }
  1943. outputs.erase(index, count);
  1944. outputs = outputs.insert(index, itos(p_type));
  1945. _apply_port_changes();
  1946. }
  1947. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  1948. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  1949. return output_ports[p_id].type;
  1950. }
  1951. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  1952. ERR_FAIL_COND(!has_output_port(p_id));
  1953. ERR_FAIL_COND(!is_valid_port_name(p_name));
  1954. if (output_ports[p_id].name == p_name)
  1955. return;
  1956. Vector<String> output_strings = outputs.split(";", false);
  1957. int count = 0;
  1958. int index = 0;
  1959. for (int i = 0; i < output_strings.size(); i++) {
  1960. Vector<String> arr = output_strings[i].split(",");
  1961. ERR_FAIL_COND(arr.size() != 3);
  1962. if (arr[0].to_int() == p_id) {
  1963. index += arr[0].size() + arr[1].size();
  1964. count = arr[2].size() - 1;
  1965. break;
  1966. }
  1967. index += output_strings[i].size();
  1968. }
  1969. outputs.erase(index, count);
  1970. outputs = outputs.insert(index, p_name);
  1971. _apply_port_changes();
  1972. }
  1973. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  1974. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  1975. return output_ports[p_id].name;
  1976. }
  1977. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  1978. return input_ports.size();
  1979. }
  1980. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  1981. return output_ports.size();
  1982. }
  1983. void VisualShaderNodeGroupBase::set_control(Control *p_control, int p_index) {
  1984. controls[p_index] = p_control;
  1985. }
  1986. Control *VisualShaderNodeGroupBase::get_control(int p_index) {
  1987. ERR_FAIL_COND_V(!controls.has(p_index), NULL);
  1988. return controls[p_index];
  1989. }
  1990. void VisualShaderNodeGroupBase::_apply_port_changes() {
  1991. Vector<String> inputs_strings = inputs.split(";", false);
  1992. Vector<String> outputs_strings = outputs.split(";", false);
  1993. clear_input_ports();
  1994. clear_output_ports();
  1995. for (int i = 0; i < inputs_strings.size(); i++) {
  1996. Vector<String> arr = inputs_strings[i].split(",");
  1997. ERR_FAIL_COND(arr.size() != 3);
  1998. Port port;
  1999. port.type = (PortType)arr[1].to_int();
  2000. port.name = arr[2];
  2001. input_ports[i] = port;
  2002. }
  2003. for (int i = 0; i < outputs_strings.size(); i++) {
  2004. Vector<String> arr = outputs_strings[i].split(",");
  2005. ERR_FAIL_COND(arr.size() != 3);
  2006. Port port;
  2007. port.type = (PortType)arr[1].to_int();
  2008. port.name = arr[2];
  2009. output_ports[i] = port;
  2010. }
  2011. }
  2012. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  2013. editable = p_enabled;
  2014. }
  2015. bool VisualShaderNodeGroupBase::is_editable() const {
  2016. return editable;
  2017. }
  2018. void VisualShaderNodeGroupBase::_bind_methods() {
  2019. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeGroupBase::set_size);
  2020. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeGroupBase::get_size);
  2021. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  2022. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  2023. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  2024. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  2025. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  2026. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  2027. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  2028. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  2029. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  2030. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  2031. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  2032. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  2033. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  2034. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  2035. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  2036. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  2037. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  2038. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  2039. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  2040. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  2041. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  2042. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  2043. }
  2044. String VisualShaderNodeGroupBase::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2045. return "";
  2046. }
  2047. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  2048. size = Size2(0, 0);
  2049. inputs = "";
  2050. outputs = "";
  2051. editable = false;
  2052. simple_decl = false;
  2053. }
  2054. ////////////// Expression
  2055. String VisualShaderNodeExpression::get_caption() const {
  2056. return "Expression";
  2057. }
  2058. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  2059. expression = p_expression;
  2060. }
  2061. String VisualShaderNodeExpression::get_expression() const {
  2062. return expression;
  2063. }
  2064. String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2065. String _expression = expression;
  2066. _expression = _expression.insert(0, "\n");
  2067. _expression = _expression.replace("\n", "\n\t\t");
  2068. static Vector<String> pre_symbols;
  2069. if (pre_symbols.empty()) {
  2070. pre_symbols.push_back("\t");
  2071. pre_symbols.push_back(",");
  2072. pre_symbols.push_back(";");
  2073. pre_symbols.push_back("{");
  2074. pre_symbols.push_back("[");
  2075. pre_symbols.push_back("]");
  2076. pre_symbols.push_back("(");
  2077. pre_symbols.push_back(" ");
  2078. pre_symbols.push_back("-");
  2079. pre_symbols.push_back("*");
  2080. pre_symbols.push_back("/");
  2081. pre_symbols.push_back("+");
  2082. pre_symbols.push_back("=");
  2083. pre_symbols.push_back("&");
  2084. pre_symbols.push_back("|");
  2085. pre_symbols.push_back("!");
  2086. }
  2087. static Vector<String> post_symbols;
  2088. if (post_symbols.empty()) {
  2089. post_symbols.push_back("\t");
  2090. post_symbols.push_back("\n");
  2091. post_symbols.push_back(",");
  2092. post_symbols.push_back(";");
  2093. post_symbols.push_back("}");
  2094. post_symbols.push_back("[");
  2095. post_symbols.push_back("]");
  2096. post_symbols.push_back(")");
  2097. post_symbols.push_back(" ");
  2098. post_symbols.push_back(".");
  2099. post_symbols.push_back("-");
  2100. post_symbols.push_back("*");
  2101. post_symbols.push_back("/");
  2102. post_symbols.push_back("+");
  2103. post_symbols.push_back("=");
  2104. post_symbols.push_back("&");
  2105. post_symbols.push_back("|");
  2106. post_symbols.push_back("!");
  2107. }
  2108. for (int i = 0; i < get_input_port_count(); i++) {
  2109. for (int j = 0; j < pre_symbols.size(); j++) {
  2110. for (int k = 0; k < post_symbols.size(); k++) {
  2111. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  2112. }
  2113. }
  2114. }
  2115. for (int i = 0; i < get_output_port_count(); i++) {
  2116. for (int j = 0; j < pre_symbols.size(); j++) {
  2117. for (int k = 0; k < post_symbols.size(); k++) {
  2118. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  2119. }
  2120. }
  2121. }
  2122. String output_initializer;
  2123. for (int i = 0; i < get_output_port_count(); i++) {
  2124. int port_type = get_output_port_type(i);
  2125. String tk = "";
  2126. switch (port_type) {
  2127. case PORT_TYPE_SCALAR:
  2128. tk = "0.0";
  2129. break;
  2130. case PORT_TYPE_VECTOR:
  2131. tk = "vec3(0.0, 0.0, 0.0)";
  2132. break;
  2133. case PORT_TYPE_BOOLEAN:
  2134. tk = "false";
  2135. break;
  2136. case PORT_TYPE_TRANSFORM:
  2137. tk = "mat4(1.0)";
  2138. break;
  2139. default:
  2140. continue;
  2141. }
  2142. output_initializer += "\t" + p_output_vars[i] + " = " + tk + ";\n";
  2143. }
  2144. String code;
  2145. code += output_initializer;
  2146. code += "\t{";
  2147. code += _expression;
  2148. code += "\n\t}";
  2149. return code;
  2150. }
  2151. void VisualShaderNodeExpression::_bind_methods() {
  2152. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  2153. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  2154. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  2155. }
  2156. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  2157. expression = "";
  2158. set_editable(true);
  2159. }
  2160. ////////////// Global Expression
  2161. String VisualShaderNodeGlobalExpression::get_caption() const {
  2162. return "GlobalExpression";
  2163. }
  2164. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2165. return expression;
  2166. }
  2167. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  2168. set_editable(false);
  2169. }