visual_shader_nodes.cpp 122 KB

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