visual_shader.cpp 124 KB

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  1. /*************************************************************************/
  2. /* visual_shader.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader.h"
  31. #include "core/templates/vmap.h"
  32. #include "servers/rendering/shader_types.h"
  33. #include "visual_shader_nodes.h"
  34. #include "visual_shader_sdf_nodes.h"
  35. bool VisualShaderNode::is_simple_decl() const {
  36. return simple_decl;
  37. }
  38. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  39. port_preview = p_index;
  40. }
  41. int VisualShaderNode::get_output_port_for_preview() const {
  42. return port_preview;
  43. }
  44. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
  45. default_input_values[p_port] = p_value;
  46. emit_changed();
  47. }
  48. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  49. if (default_input_values.has(p_port)) {
  50. return default_input_values[p_port];
  51. }
  52. return Variant();
  53. }
  54. bool VisualShaderNode::is_port_separator(int p_index) const {
  55. return false;
  56. }
  57. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  58. if (connected_output_ports.has(p_port)) {
  59. return connected_output_ports[p_port] > 0;
  60. }
  61. return false;
  62. }
  63. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  64. if (p_connected) {
  65. connected_output_ports[p_port]++;
  66. } else {
  67. connected_output_ports[p_port]--;
  68. }
  69. }
  70. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  71. if (connected_input_ports.has(p_port)) {
  72. return connected_input_ports[p_port];
  73. }
  74. return false;
  75. }
  76. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  77. connected_input_ports[p_port] = p_connected;
  78. }
  79. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  80. return true;
  81. }
  82. bool VisualShaderNode::is_code_generated() const {
  83. return true;
  84. }
  85. bool VisualShaderNode::is_show_prop_names() const {
  86. return false;
  87. }
  88. bool VisualShaderNode::is_use_prop_slots() const {
  89. return false;
  90. }
  91. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  92. return Vector<VisualShader::DefaultTextureParam>();
  93. }
  94. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  95. return String();
  96. }
  97. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  98. return String();
  99. }
  100. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  101. return String();
  102. }
  103. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  104. return Vector<StringName>();
  105. }
  106. Array VisualShaderNode::get_default_input_values() const {
  107. Array ret;
  108. for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) {
  109. ret.push_back(E->key());
  110. ret.push_back(E->get());
  111. }
  112. return ret;
  113. }
  114. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  115. if (p_values.size() % 2 == 0) {
  116. for (int i = 0; i < p_values.size(); i += 2) {
  117. default_input_values[p_values[i + 0]] = p_values[i + 1];
  118. }
  119. }
  120. emit_changed();
  121. }
  122. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  123. return String();
  124. }
  125. String VisualShaderNode::get_input_port_default_hint(int p_port) const {
  126. return "";
  127. }
  128. void VisualShaderNode::_bind_methods() {
  129. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  130. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  131. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
  132. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  133. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  134. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  135. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  136. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  137. ADD_SIGNAL(MethodInfo("editor_refresh_request"));
  138. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  139. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  140. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
  141. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  142. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  143. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  144. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  145. }
  146. VisualShaderNode::VisualShaderNode() {
  147. }
  148. /////////////////////////////////////////////////////////
  149. void VisualShaderNodeCustom::update_ports() {
  150. ERR_FAIL_COND(!get_script_instance());
  151. input_ports.clear();
  152. if (get_script_instance()->has_method("_get_input_port_count")) {
  153. int input_port_count = (int)get_script_instance()->call("_get_input_port_count");
  154. bool has_name = get_script_instance()->has_method("_get_input_port_name");
  155. bool has_type = get_script_instance()->has_method("_get_input_port_type");
  156. for (int i = 0; i < input_port_count; i++) {
  157. Port port;
  158. if (has_name) {
  159. port.name = (String)get_script_instance()->call("_get_input_port_name", i);
  160. } else {
  161. port.name = "in" + itos(i);
  162. }
  163. if (has_type) {
  164. port.type = (int)get_script_instance()->call("_get_input_port_type", i);
  165. } else {
  166. port.type = (int)PortType::PORT_TYPE_SCALAR;
  167. }
  168. input_ports.push_back(port);
  169. }
  170. }
  171. output_ports.clear();
  172. if (get_script_instance()->has_method("_get_output_port_count")) {
  173. int output_port_count = (int)get_script_instance()->call("_get_output_port_count");
  174. bool has_name = get_script_instance()->has_method("_get_output_port_name");
  175. bool has_type = get_script_instance()->has_method("_get_output_port_type");
  176. for (int i = 0; i < output_port_count; i++) {
  177. Port port;
  178. if (has_name) {
  179. port.name = (String)get_script_instance()->call("_get_output_port_name", i);
  180. } else {
  181. port.name = "out" + itos(i);
  182. }
  183. if (has_type) {
  184. port.type = (int)get_script_instance()->call("_get_output_port_type", i);
  185. } else {
  186. port.type = (int)PortType::PORT_TYPE_SCALAR;
  187. }
  188. output_ports.push_back(port);
  189. }
  190. }
  191. }
  192. String VisualShaderNodeCustom::get_caption() const {
  193. ERR_FAIL_COND_V(!get_script_instance(), "");
  194. if (get_script_instance()->has_method("_get_name")) {
  195. return (String)get_script_instance()->call("_get_name");
  196. }
  197. return "Unnamed";
  198. }
  199. int VisualShaderNodeCustom::get_input_port_count() const {
  200. return input_ports.size();
  201. }
  202. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  203. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  204. return (PortType)input_ports[p_port].type;
  205. }
  206. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  207. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  208. return input_ports[p_port].name;
  209. }
  210. int VisualShaderNodeCustom::get_output_port_count() const {
  211. return output_ports.size();
  212. }
  213. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  214. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  215. return (PortType)output_ports[p_port].type;
  216. }
  217. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  218. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  219. return output_ports[p_port].name;
  220. }
  221. String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  222. ERR_FAIL_COND_V(!get_script_instance(), "");
  223. ERR_FAIL_COND_V(!get_script_instance()->has_method("_get_code"), "");
  224. Array input_vars;
  225. for (int i = 0; i < get_input_port_count(); i++) {
  226. input_vars.push_back(p_input_vars[i]);
  227. }
  228. Array output_vars;
  229. for (int i = 0; i < get_output_port_count(); i++) {
  230. output_vars.push_back(p_output_vars[i]);
  231. }
  232. String code = "\t{\n";
  233. String _code = (String)get_script_instance()->call("_get_code", input_vars, output_vars, (int)p_mode, (int)p_type);
  234. bool nend = _code.ends_with("\n");
  235. _code = _code.insert(0, "\t\t");
  236. _code = _code.replace("\n", "\n\t\t");
  237. code += _code;
  238. if (!nend) {
  239. code += "\n\t}";
  240. } else {
  241. code.remove(code.size() - 1);
  242. code += "}";
  243. }
  244. code += "\n";
  245. return code;
  246. }
  247. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  248. ERR_FAIL_COND_V(!get_script_instance(), "");
  249. if (get_script_instance()->has_method("_get_global_code")) {
  250. String code = "// " + get_caption() + "\n";
  251. code += (String)get_script_instance()->call("_get_global_code", (int)p_mode);
  252. code += "\n";
  253. return code;
  254. }
  255. return "";
  256. }
  257. void VisualShaderNodeCustom::_bind_methods() {
  258. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_name"));
  259. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_description"));
  260. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_category"));
  261. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_return_icon_type"));
  262. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_count"));
  263. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_type", PropertyInfo(Variant::INT, "port")));
  264. BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_input_port_name", PropertyInfo(Variant::INT, "port")));
  265. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_count"));
  266. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_type", PropertyInfo(Variant::INT, "port")));
  267. BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_output_port_name", PropertyInfo(Variant::INT, "port")));
  268. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_code", PropertyInfo(Variant::ARRAY, "input_vars"), PropertyInfo(Variant::ARRAY, "output_vars"), PropertyInfo(Variant::INT, "mode"), PropertyInfo(Variant::INT, "type")));
  269. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
  270. BIND_VMETHOD(MethodInfo(Variant::BOOL, "_is_highend"));
  271. }
  272. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  273. simple_decl = false;
  274. }
  275. /////////////////////////////////////////////////////////
  276. void VisualShader::set_shader_type(Type p_type) {
  277. current_type = p_type;
  278. }
  279. VisualShader::Type VisualShader::get_shader_type() const {
  280. return current_type;
  281. }
  282. void VisualShader::set_version(const String &p_version) {
  283. version = p_version;
  284. }
  285. String VisualShader::get_version() const {
  286. return version;
  287. }
  288. void VisualShader::update_version(const String &p_new_version) {
  289. if (version == "") {
  290. for (int i = 0; i < TYPE_MAX; i++) {
  291. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  292. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr());
  293. if (expression.is_valid()) {
  294. for (int j = 0; j < expression->get_input_port_count(); j++) {
  295. int type = expression->get_input_port_type(j);
  296. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  297. type += 1;
  298. }
  299. expression->set_input_port_type(j, type);
  300. }
  301. for (int j = 0; j < expression->get_output_port_count(); j++) {
  302. int type = expression->get_output_port_type(j);
  303. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  304. type += 1;
  305. }
  306. expression->set_output_port_type(j, type);
  307. }
  308. }
  309. Ref<VisualShaderNodeCompare> compare = Object::cast_to<VisualShaderNodeCompare>(E->get().node.ptr());
  310. if (compare.is_valid()) {
  311. int ctype = int(compare->get_comparison_type());
  312. if (int(ctype) > 0) { // + PORT_TYPE_SCALAR_INT
  313. ctype += 1;
  314. }
  315. compare->set_comparison_type(VisualShaderNodeCompare::ComparisonType(ctype));
  316. }
  317. }
  318. }
  319. }
  320. set_version(p_new_version);
  321. }
  322. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  323. ERR_FAIL_COND(p_node.is_null());
  324. ERR_FAIL_COND(p_id < 2);
  325. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  326. Graph *g = &graph[p_type];
  327. ERR_FAIL_COND(g->nodes.has(p_id));
  328. Node n;
  329. n.node = p_node;
  330. n.position = p_position;
  331. Ref<VisualShaderNodeUniform> uniform = n.node;
  332. if (uniform.is_valid()) {
  333. String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
  334. uniform->set_uniform_name(valid_name);
  335. }
  336. Ref<VisualShaderNodeInput> input = n.node;
  337. if (input.is_valid()) {
  338. input->shader_mode = shader_mode;
  339. input->shader_type = p_type;
  340. input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id));
  341. }
  342. n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  343. Ref<VisualShaderNodeCustom> custom = n.node;
  344. if (custom.is_valid()) {
  345. custom->update_ports();
  346. }
  347. g->nodes[p_id] = n;
  348. _queue_update();
  349. }
  350. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  351. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  352. Graph *g = &graph[p_type];
  353. ERR_FAIL_COND(!g->nodes.has(p_id));
  354. g->nodes[p_id].position = p_position;
  355. }
  356. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  357. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  358. const Graph *g = &graph[p_type];
  359. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  360. return g->nodes[p_id].position;
  361. }
  362. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  363. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  364. const Graph *g = &graph[p_type];
  365. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  366. return g->nodes[p_id].node;
  367. }
  368. Vector<int> VisualShader::get_node_list(Type p_type) const {
  369. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  370. const Graph *g = &graph[p_type];
  371. Vector<int> ret;
  372. for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
  373. ret.push_back(E->key());
  374. }
  375. return ret;
  376. }
  377. int VisualShader::get_valid_node_id(Type p_type) const {
  378. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  379. const Graph *g = &graph[p_type];
  380. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  381. }
  382. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  383. for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) {
  384. if (E->get().node == p_node) {
  385. return E->key();
  386. }
  387. }
  388. return NODE_ID_INVALID;
  389. }
  390. void VisualShader::remove_node(Type p_type, int p_id) {
  391. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  392. ERR_FAIL_COND(p_id < 2);
  393. Graph *g = &graph[p_type];
  394. ERR_FAIL_COND(!g->nodes.has(p_id));
  395. Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
  396. if (input.is_valid()) {
  397. input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed));
  398. }
  399. g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
  400. g->nodes.erase(p_id);
  401. for (List<Connection>::Element *E = g->connections.front(); E;) {
  402. List<Connection>::Element *N = E->next();
  403. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  404. g->connections.erase(E);
  405. if (E->get().from_node == p_id) {
  406. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  407. g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
  408. }
  409. }
  410. E = N;
  411. }
  412. _queue_update();
  413. }
  414. void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) {
  415. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  416. ERR_FAIL_COND(p_id < 2);
  417. Graph *g = &graph[p_type];
  418. ERR_FAIL_COND(!g->nodes.has(p_id));
  419. if (g->nodes[p_id].node->get_class_name() == p_new_class) {
  420. return;
  421. }
  422. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(p_new_class));
  423. vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  424. g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
  425. _queue_update();
  426. }
  427. bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  428. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  429. const Graph *g = &graph[p_type];
  430. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  431. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  432. return true;
  433. }
  434. }
  435. return false;
  436. }
  437. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  438. bool result = false;
  439. const VisualShader::Node &node = p_graph->nodes[p_node];
  440. for (const List<int>::Element *E = node.prev_connected_nodes.front(); E; E = E->next()) {
  441. if (E->get() == p_target) {
  442. return true;
  443. }
  444. result = is_nodes_connected_relatively(p_graph, E->get(), p_target);
  445. if (result) {
  446. break;
  447. }
  448. }
  449. return result;
  450. }
  451. bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  452. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  453. const Graph *g = &graph[p_type];
  454. if (!g->nodes.has(p_from_node)) {
  455. return false;
  456. }
  457. if (p_from_node == p_to_node) {
  458. return false;
  459. }
  460. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count()) {
  461. return false;
  462. }
  463. if (!g->nodes.has(p_to_node)) {
  464. return false;
  465. }
  466. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  467. return false;
  468. }
  469. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  470. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  471. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  472. return false;
  473. }
  474. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  475. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  476. return false;
  477. }
  478. }
  479. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  480. return false;
  481. }
  482. return true;
  483. }
  484. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  485. return MAX(0, p_a - 3) == (MAX(0, p_b - 3));
  486. }
  487. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  488. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  489. Graph *g = &graph[p_type];
  490. Connection c;
  491. c.from_node = p_from_node;
  492. c.from_port = p_from_port;
  493. c.to_node = p_to_node;
  494. c.to_port = p_to_port;
  495. g->connections.push_back(c);
  496. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  497. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  498. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  499. _queue_update();
  500. }
  501. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  502. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  503. Graph *g = &graph[p_type];
  504. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  505. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
  506. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  507. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  508. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  509. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  510. ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
  511. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  512. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  513. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  514. }
  515. }
  516. Connection c;
  517. c.from_node = p_from_node;
  518. c.from_port = p_from_port;
  519. c.to_node = p_to_node;
  520. c.to_port = p_to_port;
  521. g->connections.push_back(c);
  522. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  523. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  524. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  525. _queue_update();
  526. return OK;
  527. }
  528. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  529. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  530. Graph *g = &graph[p_type];
  531. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  532. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  533. g->connections.erase(E);
  534. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  535. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  536. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  537. _queue_update();
  538. return;
  539. }
  540. }
  541. }
  542. Array VisualShader::_get_node_connections(Type p_type) const {
  543. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  544. const Graph *g = &graph[p_type];
  545. Array ret;
  546. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  547. Dictionary d;
  548. d["from_node"] = E->get().from_node;
  549. d["from_port"] = E->get().from_port;
  550. d["to_node"] = E->get().to_node;
  551. d["to_port"] = E->get().to_port;
  552. ret.push_back(d);
  553. }
  554. return ret;
  555. }
  556. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  557. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  558. const Graph *g = &graph[p_type];
  559. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  560. r_connections->push_back(E->get());
  561. }
  562. }
  563. void VisualShader::set_mode(Mode p_mode) {
  564. if (shader_mode == p_mode) {
  565. return;
  566. }
  567. //erase input/output connections
  568. modes.clear();
  569. flags.clear();
  570. shader_mode = p_mode;
  571. for (int i = 0; i < TYPE_MAX; i++) {
  572. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  573. Ref<VisualShaderNodeInput> input = E->get().node;
  574. if (input.is_valid()) {
  575. input->shader_mode = shader_mode;
  576. //input->input_index = 0;
  577. }
  578. }
  579. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  580. output->shader_mode = shader_mode;
  581. // clear connections since they are no longer valid
  582. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  583. bool keep = true;
  584. List<Connection>::Element *N = E->next();
  585. int from = E->get().from_node;
  586. int to = E->get().to_node;
  587. if (!graph[i].nodes.has(from)) {
  588. keep = false;
  589. } else {
  590. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  591. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  592. keep = false;
  593. }
  594. }
  595. if (!graph[i].nodes.has(to)) {
  596. keep = false;
  597. } else {
  598. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  599. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  600. keep = false;
  601. }
  602. }
  603. if (!keep) {
  604. graph[i].connections.erase(E);
  605. }
  606. E = N;
  607. }
  608. }
  609. _queue_update();
  610. notify_property_list_changed();
  611. }
  612. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  613. graph_offset = p_offset;
  614. }
  615. Vector2 VisualShader::get_graph_offset() const {
  616. return graph_offset;
  617. }
  618. Shader::Mode VisualShader::get_mode() const {
  619. return shader_mode;
  620. }
  621. bool VisualShader::is_text_shader() const {
  622. return false;
  623. }
  624. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  625. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  626. ERR_FAIL_COND_V(!node.is_valid(), String());
  627. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
  628. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  629. StringBuilder global_code;
  630. StringBuilder global_code_per_node;
  631. Map<Type, StringBuilder> global_code_per_func;
  632. StringBuilder code;
  633. Set<StringName> classes;
  634. global_code += String() + "shader_type canvas_item;\n";
  635. String global_expressions;
  636. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  637. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  638. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  639. if (global_expression.is_valid()) {
  640. String expr = "";
  641. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  642. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  643. expr = expr.replace("\n", "\n\t");
  644. expr += "\n";
  645. global_expressions += expr;
  646. }
  647. }
  648. }
  649. global_code += "\n";
  650. global_code += global_expressions;
  651. //make it faster to go around through shader
  652. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  653. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  654. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  655. ConnectionKey from_key;
  656. from_key.node = E->get().from_node;
  657. from_key.port = E->get().from_port;
  658. output_connections.insert(from_key, E);
  659. ConnectionKey to_key;
  660. to_key.node = E->get().to_node;
  661. to_key.port = E->get().to_port;
  662. input_connections.insert(to_key, E);
  663. }
  664. code += "\nvoid fragment() {\n";
  665. Set<int> processed;
  666. Error err = _write_node(p_type, global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  667. ERR_FAIL_COND_V(err != OK, String());
  668. if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
  669. code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
  670. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  671. code += "\tCOLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  672. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  673. code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  674. } else {
  675. code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  676. }
  677. code += "}\n";
  678. //set code secretly
  679. global_code += "\n\n";
  680. String final_code = global_code;
  681. final_code += global_code_per_node;
  682. final_code += code;
  683. return final_code;
  684. }
  685. #define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
  686. #define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_')
  687. String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
  688. String name = p_port_name;
  689. if (name == String()) {
  690. return String();
  691. }
  692. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  693. name = name.substr(1, name.length() - 1);
  694. }
  695. if (name != String()) {
  696. String valid_name;
  697. for (int i = 0; i < name.length(); i++) {
  698. if (IS_SYMBOL_CHAR(name[i])) {
  699. valid_name += String::chr(name[i]);
  700. } else if (name[i] == ' ') {
  701. valid_name += "_";
  702. }
  703. }
  704. name = valid_name;
  705. } else {
  706. return String();
  707. }
  708. List<String> input_names;
  709. List<String> output_names;
  710. for (int i = 0; i < p_node->get_input_port_count(); i++) {
  711. if (!p_output && i == p_port_id) {
  712. continue;
  713. }
  714. if (name == p_node->get_input_port_name(i)) {
  715. return String();
  716. }
  717. }
  718. for (int i = 0; i < p_node->get_output_port_count(); i++) {
  719. if (p_output && i == p_port_id) {
  720. continue;
  721. }
  722. if (name == p_node->get_output_port_name(i)) {
  723. return String();
  724. }
  725. }
  726. return name;
  727. }
  728. String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
  729. String name = p_name; //validate name first
  730. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  731. name = name.substr(1, name.length() - 1);
  732. }
  733. if (name != String()) {
  734. String valid_name;
  735. for (int i = 0; i < name.length(); i++) {
  736. if (IS_SYMBOL_CHAR(name[i])) {
  737. valid_name += String::chr(name[i]);
  738. } else if (name[i] == ' ') {
  739. valid_name += "_";
  740. }
  741. }
  742. name = valid_name;
  743. }
  744. if (name == String()) {
  745. name = p_uniform->get_caption();
  746. }
  747. int attempt = 1;
  748. while (true) {
  749. bool exists = false;
  750. for (int i = 0; i < TYPE_MAX; i++) {
  751. for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  752. Ref<VisualShaderNodeUniform> node = E->get().node;
  753. if (node == p_uniform) { //do not test on self
  754. continue;
  755. }
  756. if (node.is_valid() && node->get_uniform_name() == name) {
  757. exists = true;
  758. break;
  759. }
  760. }
  761. if (exists) {
  762. break;
  763. }
  764. }
  765. if (exists) {
  766. //remove numbers, put new and try again
  767. attempt++;
  768. while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
  769. name = name.substr(0, name.length() - 1);
  770. }
  771. ERR_FAIL_COND_V(name == String(), String());
  772. name += itos(attempt);
  773. } else {
  774. break;
  775. }
  776. }
  777. return name;
  778. }
  779. VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
  780. { Shader::MODE_SPATIAL, "blend" },
  781. { Shader::MODE_SPATIAL, "depth_draw" },
  782. { Shader::MODE_SPATIAL, "cull" },
  783. { Shader::MODE_SPATIAL, "diffuse" },
  784. { Shader::MODE_SPATIAL, "specular" },
  785. { Shader::MODE_CANVAS_ITEM, "blend" },
  786. { Shader::MODE_CANVAS_ITEM, nullptr }
  787. };
  788. static const char *type_string[VisualShader::TYPE_MAX] = {
  789. "vertex",
  790. "fragment",
  791. "light",
  792. "emit",
  793. "process",
  794. "end"
  795. };
  796. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  797. String name = p_name;
  798. if (name == "mode") {
  799. set_mode(Shader::Mode(int(p_value)));
  800. return true;
  801. } else if (name.begins_with("flags/")) {
  802. StringName flag = name.get_slicec('/', 1);
  803. bool enable = p_value;
  804. if (enable) {
  805. flags.insert(flag);
  806. } else {
  807. flags.erase(flag);
  808. }
  809. _queue_update();
  810. return true;
  811. } else if (name.begins_with("modes/")) {
  812. String mode = name.get_slicec('/', 1);
  813. int value = p_value;
  814. if (value == 0) {
  815. modes.erase(mode); //means it's default anyway, so don't store it
  816. } else {
  817. modes[mode] = value;
  818. }
  819. _queue_update();
  820. return true;
  821. } else if (name.begins_with("nodes/")) {
  822. String typestr = name.get_slicec('/', 1);
  823. Type type = TYPE_VERTEX;
  824. for (int i = 0; i < TYPE_MAX; i++) {
  825. if (typestr == type_string[i]) {
  826. type = Type(i);
  827. break;
  828. }
  829. }
  830. String index = name.get_slicec('/', 2);
  831. if (index == "connections") {
  832. Vector<int> conns = p_value;
  833. if (conns.size() % 4 == 0) {
  834. for (int i = 0; i < conns.size(); i += 4) {
  835. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  836. }
  837. }
  838. return true;
  839. }
  840. int id = index.to_int();
  841. String what = name.get_slicec('/', 3);
  842. if (what == "node") {
  843. add_node(type, p_value, Vector2(), id);
  844. return true;
  845. } else if (what == "position") {
  846. set_node_position(type, id, p_value);
  847. return true;
  848. } else if (what == "size") {
  849. ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->set_size(p_value);
  850. return true;
  851. } else if (what == "input_ports") {
  852. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  853. return true;
  854. } else if (what == "output_ports") {
  855. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  856. return true;
  857. } else if (what == "expression") {
  858. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  859. return true;
  860. }
  861. }
  862. return false;
  863. }
  864. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  865. String name = p_name;
  866. if (name == "mode") {
  867. r_ret = get_mode();
  868. return true;
  869. } else if (name.begins_with("flags/")) {
  870. StringName flag = name.get_slicec('/', 1);
  871. r_ret = flags.has(flag);
  872. return true;
  873. } else if (name.begins_with("modes/")) {
  874. String mode = name.get_slicec('/', 1);
  875. if (modes.has(mode)) {
  876. r_ret = modes[mode];
  877. } else {
  878. r_ret = 0;
  879. }
  880. return true;
  881. } else if (name.begins_with("nodes/")) {
  882. String typestr = name.get_slicec('/', 1);
  883. Type type = TYPE_VERTEX;
  884. for (int i = 0; i < TYPE_MAX; i++) {
  885. if (typestr == type_string[i]) {
  886. type = Type(i);
  887. break;
  888. }
  889. }
  890. String index = name.get_slicec('/', 2);
  891. if (index == "connections") {
  892. Vector<int> conns;
  893. for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
  894. conns.push_back(E->get().from_node);
  895. conns.push_back(E->get().from_port);
  896. conns.push_back(E->get().to_node);
  897. conns.push_back(E->get().to_port);
  898. }
  899. r_ret = conns;
  900. return true;
  901. }
  902. int id = index.to_int();
  903. String what = name.get_slicec('/', 3);
  904. if (what == "node") {
  905. r_ret = get_node(type, id);
  906. return true;
  907. } else if (what == "position") {
  908. r_ret = get_node_position(type, id);
  909. return true;
  910. } else if (what == "size") {
  911. r_ret = ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->get_size();
  912. return true;
  913. } else if (what == "input_ports") {
  914. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  915. return true;
  916. } else if (what == "output_ports") {
  917. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  918. return true;
  919. } else if (what == "expression") {
  920. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  921. return true;
  922. }
  923. }
  924. return false;
  925. }
  926. void VisualShader::reset_state() {
  927. #ifndef _MSC_VER
  928. #warning everything needs to be cleared here
  929. #endif
  930. emit_changed();
  931. }
  932. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  933. //mode
  934. p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky"));
  935. //render modes
  936. Map<String, String> blend_mode_enums;
  937. Set<String> toggles;
  938. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  939. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  940. int idx = 0;
  941. bool in_enum = false;
  942. while (render_mode_enums[idx].string) {
  943. if (mode.begins_with(render_mode_enums[idx].string)) {
  944. String begin = render_mode_enums[idx].string;
  945. String option = mode.replace_first(begin + "_", "");
  946. if (!blend_mode_enums.has(begin)) {
  947. blend_mode_enums[begin] = option;
  948. } else {
  949. blend_mode_enums[begin] += "," + option;
  950. }
  951. in_enum = true;
  952. break;
  953. }
  954. idx++;
  955. }
  956. if (!in_enum) {
  957. toggles.insert(mode);
  958. }
  959. }
  960. for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) {
  961. p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get()));
  962. }
  963. for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
  964. p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
  965. }
  966. for (int i = 0; i < TYPE_MAX; i++) {
  967. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  968. String prop_name = "nodes/";
  969. prop_name += type_string[i];
  970. prop_name += "/" + itos(E->key());
  971. if (E->key() != NODE_ID_OUTPUT) {
  972. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
  973. }
  974. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  975. if (Object::cast_to<VisualShaderNodeGroupBase>(E->get().node.ptr()) != nullptr) {
  976. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  977. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  978. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  979. }
  980. if (Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()) != nullptr) {
  981. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  982. }
  983. }
  984. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  985. }
  986. }
  987. Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const {
  988. const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
  989. //check inputs recursively first
  990. int input_count = vsnode->get_input_port_count();
  991. for (int i = 0; i < input_count; i++) {
  992. ConnectionKey ck;
  993. ck.node = node;
  994. ck.port = i;
  995. if (input_connections.has(ck)) {
  996. int from_node = input_connections[ck]->get().from_node;
  997. if (processed.has(from_node)) {
  998. continue;
  999. }
  1000. Error err = _write_node(type, global_code, global_code_per_node, global_code_per_func, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview, r_classes);
  1001. if (err) {
  1002. return err;
  1003. }
  1004. }
  1005. }
  1006. // then this node
  1007. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
  1008. for (int i = 0; i < params.size(); i++) {
  1009. def_tex_params.push_back(params[i]);
  1010. }
  1011. Ref<VisualShaderNodeInput> input = vsnode;
  1012. bool skip_global = input.is_valid() && for_preview;
  1013. if (!skip_global) {
  1014. Ref<VisualShaderNodeUniform> uniform = vsnode;
  1015. if (!uniform.is_valid() || !uniform->is_global_code_generated()) {
  1016. global_code += vsnode->generate_global(get_mode(), type, node);
  1017. }
  1018. String class_name = vsnode->get_class_name();
  1019. if (class_name == "VisualShaderNodeCustom") {
  1020. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1021. }
  1022. if (!r_classes.has(class_name)) {
  1023. global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
  1024. for (int i = 0; i < TYPE_MAX; i++) {
  1025. global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
  1026. }
  1027. r_classes.insert(class_name);
  1028. }
  1029. }
  1030. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  1031. processed.insert(node);
  1032. return OK;
  1033. }
  1034. code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  1035. Vector<String> input_vars;
  1036. input_vars.resize(vsnode->get_input_port_count());
  1037. String *inputs = input_vars.ptrw();
  1038. for (int i = 0; i < input_count; i++) {
  1039. ConnectionKey ck;
  1040. ck.node = node;
  1041. ck.port = i;
  1042. if (input_connections.has(ck)) {
  1043. //connected to something, use that output
  1044. int from_node = input_connections[ck]->get().from_node;
  1045. int from_port = input_connections[ck]->get().from_port;
  1046. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1047. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1048. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1049. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1050. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  1051. if (ptr->has_method("get_input_real_name")) {
  1052. inputs[i] = ptr->call("get_input_real_name");
  1053. } else if (ptr->has_method("get_uniform_name")) {
  1054. inputs[i] = ptr->call("get_uniform_name");
  1055. } else {
  1056. inputs[i] = "";
  1057. }
  1058. } else if (in_type == out_type) {
  1059. inputs[i] = src_var;
  1060. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1061. inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
  1062. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1063. inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
  1064. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1065. inputs[i] = "vec3(" + src_var + ")";
  1066. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1067. inputs[i] = "vec3(float(" + src_var + "))";
  1068. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1069. inputs[i] = "all(bvec3(" + src_var + "))";
  1070. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1071. inputs[i] = src_var + " > 0.0 ? true : false";
  1072. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1073. inputs[i] = src_var + " > 0 ? true : false";
  1074. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1075. inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
  1076. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1077. inputs[i] = "(" + src_var + " ? 1 : 0)";
  1078. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1079. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  1080. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1081. inputs[i] = "float(" + src_var + ")";
  1082. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1083. inputs[i] = "int(" + src_var + ")";
  1084. }
  1085. } else {
  1086. if (!vsnode->is_generate_input_var(i)) {
  1087. continue;
  1088. }
  1089. Variant defval = vsnode->get_input_port_default_value(i);
  1090. if (defval.get_type() == Variant::FLOAT) {
  1091. float val = defval;
  1092. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1093. code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  1094. } else if (defval.get_type() == Variant::INT) {
  1095. int val = defval;
  1096. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1097. code += "\tint " + inputs[i] + " = " + itos(val) + ";\n";
  1098. } else if (defval.get_type() == Variant::BOOL) {
  1099. bool val = defval;
  1100. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1101. code += "\tbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1102. } else if (defval.get_type() == Variant::VECTOR3) {
  1103. Vector3 val = defval;
  1104. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1105. code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1106. } else if (defval.get_type() == Variant::TRANSFORM) {
  1107. Transform val = defval;
  1108. val.basis.transpose();
  1109. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1110. Array values;
  1111. for (int j = 0; j < 3; j++) {
  1112. values.push_back(val.basis[j].x);
  1113. values.push_back(val.basis[j].y);
  1114. values.push_back(val.basis[j].z);
  1115. }
  1116. values.push_back(val.origin.x);
  1117. values.push_back(val.origin.y);
  1118. values.push_back(val.origin.z);
  1119. bool err = false;
  1120. code += "\tmat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
  1121. } else {
  1122. //will go empty, node is expected to know what it is doing at this point and handle it
  1123. }
  1124. }
  1125. }
  1126. int output_count = vsnode->get_output_port_count();
  1127. Vector<String> output_vars;
  1128. output_vars.resize(vsnode->get_output_port_count());
  1129. String *outputs = output_vars.ptrw();
  1130. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1131. for (int i = 0; i < output_count; i++) {
  1132. String var_name = "n_out" + itos(node) + "p" + itos(i);
  1133. switch (vsnode->get_output_port_type(i)) {
  1134. case VisualShaderNode::PORT_TYPE_SCALAR:
  1135. outputs[i] = "float " + var_name;
  1136. break;
  1137. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1138. outputs[i] = "int " + var_name;
  1139. break;
  1140. case VisualShaderNode::PORT_TYPE_VECTOR:
  1141. outputs[i] = "vec3 " + var_name;
  1142. break;
  1143. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1144. outputs[i] = "bool " + var_name;
  1145. break;
  1146. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1147. outputs[i] = "mat4 " + var_name;
  1148. break;
  1149. default: {
  1150. }
  1151. }
  1152. }
  1153. } else {
  1154. for (int i = 0; i < output_count; i++) {
  1155. outputs[i] = "n_out" + itos(node) + "p" + itos(i);
  1156. switch (vsnode->get_output_port_type(i)) {
  1157. case VisualShaderNode::PORT_TYPE_SCALAR:
  1158. code += String() + "\tfloat " + outputs[i] + ";\n";
  1159. break;
  1160. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1161. code += String() + "\tint " + outputs[i] + ";\n";
  1162. break;
  1163. case VisualShaderNode::PORT_TYPE_VECTOR:
  1164. code += String() + "\tvec3 " + outputs[i] + ";\n";
  1165. break;
  1166. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1167. code += String() + "\tbool " + outputs[i] + ";\n";
  1168. break;
  1169. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1170. code += String() + "\tmat4 " + outputs[i] + ";\n";
  1171. break;
  1172. default: {
  1173. }
  1174. }
  1175. }
  1176. }
  1177. code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
  1178. code += "\n"; //
  1179. processed.insert(node);
  1180. return OK;
  1181. }
  1182. bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
  1183. if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
  1184. if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
  1185. if (p_func_name == "emit" || p_func_name == "process" || p_func_name == "end") {
  1186. return true;
  1187. }
  1188. }
  1189. return false;
  1190. }
  1191. return true;
  1192. }
  1193. void VisualShader::_update_shader() const {
  1194. if (!dirty) {
  1195. return;
  1196. }
  1197. dirty = false;
  1198. StringBuilder global_code;
  1199. StringBuilder global_code_per_node;
  1200. Map<Type, StringBuilder> global_code_per_func;
  1201. StringBuilder code;
  1202. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1203. Set<StringName> classes;
  1204. Map<int, int> insertion_pos;
  1205. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky" };
  1206. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1207. String render_mode;
  1208. {
  1209. //fill render mode enums
  1210. int idx = 0;
  1211. bool specular = false;
  1212. while (render_mode_enums[idx].string) {
  1213. if (shader_mode == render_mode_enums[idx].mode) {
  1214. if (shader_mode == Shader::MODE_SPATIAL) {
  1215. if (String(render_mode_enums[idx].string) == "specular") {
  1216. specular = true;
  1217. }
  1218. }
  1219. if (modes.has(render_mode_enums[idx].string) || specular) {
  1220. int which = 0;
  1221. if (modes.has(render_mode_enums[idx].string)) {
  1222. which = modes[render_mode_enums[idx].string];
  1223. }
  1224. int count = 0;
  1225. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  1226. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  1227. if (mode.begins_with(render_mode_enums[idx].string)) {
  1228. if (count == which) {
  1229. if (render_mode != String()) {
  1230. render_mode += ", ";
  1231. }
  1232. render_mode += mode;
  1233. break;
  1234. }
  1235. count++;
  1236. }
  1237. }
  1238. }
  1239. }
  1240. idx++;
  1241. }
  1242. //fill render mode flags
  1243. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  1244. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  1245. if (flags.has(mode)) {
  1246. if (render_mode != String()) {
  1247. render_mode += ", ";
  1248. }
  1249. render_mode += mode;
  1250. }
  1251. }
  1252. }
  1253. if (render_mode != String()) {
  1254. global_code += "render_mode " + render_mode + ";\n\n";
  1255. }
  1256. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "emit", "process", "end" };
  1257. String global_expressions;
  1258. Set<String> used_uniform_names;
  1259. List<VisualShaderNodeUniform *> uniforms;
  1260. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1261. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1262. continue;
  1263. }
  1264. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  1265. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  1266. if (global_expression.is_valid()) {
  1267. String expr = "";
  1268. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1269. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1270. expr = expr.replace("\n", "\n\t");
  1271. expr += "\n";
  1272. global_expressions += expr;
  1273. }
  1274. Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(E->get().node.ptr());
  1275. if (uniform_ref.is_valid()) {
  1276. used_uniform_names.insert(uniform_ref->get_uniform_name());
  1277. }
  1278. Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(E->get().node.ptr());
  1279. if (uniform.is_valid()) {
  1280. uniforms.push_back(uniform.ptr());
  1281. }
  1282. }
  1283. }
  1284. for (int i = 0; i < uniforms.size(); i++) {
  1285. VisualShaderNodeUniform *uniform = uniforms[i];
  1286. if (used_uniform_names.has(uniform->get_uniform_name())) {
  1287. global_code += uniform->generate_global(get_mode(), Type(i), -1);
  1288. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(true);
  1289. } else {
  1290. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(false);
  1291. }
  1292. }
  1293. Map<int, String> code_map;
  1294. for (int i = 0; i < TYPE_MAX; i++) {
  1295. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1296. continue;
  1297. }
  1298. //make it faster to go around through shader
  1299. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1300. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1301. StringBuilder func_code;
  1302. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  1303. ConnectionKey from_key;
  1304. from_key.node = E->get().from_node;
  1305. from_key.port = E->get().from_port;
  1306. output_connections.insert(from_key, E);
  1307. ConnectionKey to_key;
  1308. to_key.node = E->get().to_node;
  1309. to_key.port = E->get().to_port;
  1310. input_connections.insert(to_key, E);
  1311. }
  1312. if (shader_mode != Shader::MODE_PARTICLES) {
  1313. func_code += "\nvoid " + String(func_name[i]) + "() {\n";
  1314. }
  1315. insertion_pos.insert(i, code.get_string_length() + func_code.get_string_length());
  1316. Set<int> processed;
  1317. Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  1318. ERR_FAIL_COND(err != OK);
  1319. if (shader_mode == Shader::MODE_PARTICLES) {
  1320. code_map.insert(i, func_code);
  1321. } else {
  1322. func_code += "}\n";
  1323. code += func_code;
  1324. }
  1325. }
  1326. if (shader_mode == Shader::MODE_PARTICLES) {
  1327. code += "\nvoid compute() {\n";
  1328. code += "\tif (RESTART) {\n";
  1329. code += code_map[TYPE_EMIT];
  1330. code += "\t} else {\n";
  1331. code += code_map[TYPE_PROCESS];
  1332. code += "\t}\n";
  1333. code += "}\n";
  1334. }
  1335. //set code secretly
  1336. global_code += "\n\n";
  1337. String final_code = global_code;
  1338. final_code += global_code_per_node;
  1339. final_code += global_expressions;
  1340. String tcode = code;
  1341. for (int i = 0; i < TYPE_MAX; i++) {
  1342. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1343. continue;
  1344. }
  1345. tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]);
  1346. }
  1347. final_code += tcode;
  1348. const_cast<VisualShader *>(this)->set_code(final_code);
  1349. for (int i = 0; i < default_tex_params.size(); i++) {
  1350. const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
  1351. }
  1352. if (previous_code != final_code) {
  1353. const_cast<VisualShader *>(this)->emit_signal("changed");
  1354. }
  1355. previous_code = final_code;
  1356. }
  1357. void VisualShader::_queue_update() {
  1358. if (dirty) {
  1359. return;
  1360. }
  1361. dirty = true;
  1362. call_deferred("_update_shader");
  1363. }
  1364. void VisualShader::_input_type_changed(Type p_type, int p_id) {
  1365. //erase connections using this input, as type changed
  1366. Graph *g = &graph[p_type];
  1367. for (List<Connection>::Element *E = g->connections.front(); E;) {
  1368. List<Connection>::Element *N = E->next();
  1369. if (E->get().from_node == p_id) {
  1370. g->connections.erase(E);
  1371. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  1372. }
  1373. E = N;
  1374. }
  1375. }
  1376. void VisualShader::rebuild() {
  1377. dirty = true;
  1378. _update_shader();
  1379. }
  1380. void VisualShader::_bind_methods() {
  1381. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  1382. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  1383. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  1384. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  1385. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  1386. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  1387. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  1388. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  1389. ClassDB::bind_method(D_METHOD("replace_node", "type", "id", "new_class"), &VisualShader::replace_node);
  1390. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  1391. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  1392. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  1393. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  1394. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  1395. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  1396. ClassDB::bind_method(D_METHOD("set_version", "version"), &VisualShader::set_version);
  1397. ClassDB::bind_method(D_METHOD("get_version"), &VisualShader::get_version);
  1398. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  1399. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  1400. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  1401. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
  1402. ADD_PROPERTY(PropertyInfo(Variant::STRING, "version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_version", "get_version");
  1403. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  1404. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  1405. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  1406. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  1407. BIND_ENUM_CONSTANT(TYPE_EMIT);
  1408. BIND_ENUM_CONSTANT(TYPE_PROCESS);
  1409. BIND_ENUM_CONSTANT(TYPE_END);
  1410. BIND_ENUM_CONSTANT(TYPE_MAX);
  1411. BIND_CONSTANT(NODE_ID_INVALID);
  1412. BIND_CONSTANT(NODE_ID_OUTPUT);
  1413. }
  1414. VisualShader::VisualShader() {
  1415. for (int i = 0; i < TYPE_MAX; i++) {
  1416. Ref<VisualShaderNodeOutput> output;
  1417. output.instance();
  1418. output->shader_type = Type(i);
  1419. output->shader_mode = shader_mode;
  1420. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  1421. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  1422. }
  1423. }
  1424. ///////////////////////////////////////////////////////////
  1425. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  1426. // Spatial, Vertex
  1427. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1428. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1429. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1430. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1431. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1432. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1433. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1434. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1435. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1436. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1437. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
  1438. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1439. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1440. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1441. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1442. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1443. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
  1444. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1445. // Spatial, Fragment
  1446. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1447. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1448. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1449. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1450. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1451. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1452. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1453. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1454. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1455. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1456. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1457. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1458. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
  1459. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1460. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1461. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1462. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1463. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1464. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1465. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1466. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1467. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  1468. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1469. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
  1470. // Spatial, Light
  1471. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1472. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1473. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1474. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
  1475. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
  1476. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
  1477. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1478. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" },
  1479. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1480. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1481. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1482. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  1483. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1484. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1485. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1486. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1487. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1488. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1489. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1490. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1491. // Canvas Item, Vertex
  1492. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1493. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1494. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1495. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1496. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1497. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1498. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1499. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas", "CANVAS_MATRIX" },
  1500. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen", "SCREEN_MATRIX" },
  1501. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1502. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  1503. // Canvas Item, Fragment
  1504. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1505. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1506. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1507. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1508. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1509. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1510. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
  1511. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1512. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1513. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  1514. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1515. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  1516. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1517. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "specular_shininess", "SPECULAR_SHININESS.rgb" },
  1518. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
  1519. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
  1520. // Canvas Item, Light
  1521. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1522. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1523. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1524. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1525. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1526. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
  1527. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
  1528. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
  1529. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_color_alpha", "LIGHT_COLOR.a" },
  1530. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_position", "LIGHT_POSITION" },
  1531. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" },
  1532. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_MODULATE.rgb" },
  1533. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_MODULATE.a" },
  1534. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1535. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1536. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1537. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1538. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1539. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular_shininess", "SPECULAR_SHININESS.rgb" },
  1540. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
  1541. // Particles, Emit
  1542. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1543. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1544. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1545. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1546. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1547. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1548. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1549. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1550. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1551. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1552. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1553. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1554. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1555. // Particles, Process
  1556. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1557. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1558. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1559. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1560. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1561. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1562. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1563. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1564. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1565. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1566. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1567. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1568. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1569. // Particles, End
  1570. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1571. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1572. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1573. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1574. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1575. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1576. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1577. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1578. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1579. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1580. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1581. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1582. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1583. // Sky, Fragment
  1584. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  1585. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  1586. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  1587. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" },
  1588. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" },
  1589. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
  1590. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" },
  1591. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" },
  1592. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  1593. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  1594. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" },
  1595. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" },
  1596. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  1597. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  1598. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" },
  1599. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" },
  1600. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  1601. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  1602. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" },
  1603. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" },
  1604. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  1605. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  1606. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" },
  1607. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
  1608. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
  1609. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  1610. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1611. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "sky_coords", "vec3(SKY_COORDS, 0.0)" },
  1612. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1613. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1614. };
  1615. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  1616. // Spatial, Fragment
  1617. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1618. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
  1619. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
  1620. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1621. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
  1622. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1623. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1624. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1625. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
  1626. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1627. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  1628. // Spatial, Light
  1629. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1630. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1631. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  1632. // Canvas Item, Vertex
  1633. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1634. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1635. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1636. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1637. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1638. // Canvas Item, Fragment
  1639. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1640. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1641. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1642. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1643. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1644. // Canvas Item, Light
  1645. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1646. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1647. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1648. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1649. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1650. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1651. // Particles, Vertex
  1652. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1653. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1654. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0, 0.0, 1.0)" },
  1655. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1656. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1657. };
  1658. int VisualShaderNodeInput::get_input_port_count() const {
  1659. return 0;
  1660. }
  1661. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  1662. return PORT_TYPE_SCALAR;
  1663. }
  1664. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  1665. return "";
  1666. }
  1667. int VisualShaderNodeInput::get_output_port_count() const {
  1668. return 1;
  1669. }
  1670. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  1671. return get_input_type_by_name(input_name);
  1672. }
  1673. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  1674. return "";
  1675. }
  1676. String VisualShaderNodeInput::get_caption() const {
  1677. return "Input";
  1678. }
  1679. String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1680. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  1681. return "";
  1682. }
  1683. if (p_for_preview) {
  1684. int idx = 0;
  1685. String code;
  1686. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  1687. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  1688. code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  1689. break;
  1690. }
  1691. idx++;
  1692. }
  1693. if (code == String()) {
  1694. switch (get_output_port_type(0)) {
  1695. case PORT_TYPE_SCALAR: {
  1696. code = "\t" + p_output_vars[0] + " = 0.0;\n";
  1697. } break;
  1698. case PORT_TYPE_SCALAR_INT: {
  1699. code = "\t" + p_output_vars[0] + " = 0;\n";
  1700. } break;
  1701. case PORT_TYPE_VECTOR: {
  1702. code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  1703. } break;
  1704. case PORT_TYPE_TRANSFORM: {
  1705. code = "\t" + p_output_vars[0] + " = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  1706. } break;
  1707. case PORT_TYPE_BOOLEAN: {
  1708. code = "\t" + p_output_vars[0] + " = false;\n";
  1709. } break;
  1710. default: //default (none found) is scalar
  1711. break;
  1712. }
  1713. }
  1714. return code;
  1715. } else {
  1716. int idx = 0;
  1717. String code;
  1718. while (ports[idx].mode != Shader::MODE_MAX) {
  1719. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1720. code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  1721. break;
  1722. }
  1723. idx++;
  1724. }
  1725. if (code == String()) {
  1726. code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  1727. }
  1728. return code;
  1729. }
  1730. }
  1731. void VisualShaderNodeInput::set_input_name(String p_name) {
  1732. PortType prev_type = get_input_type_by_name(input_name);
  1733. input_name = p_name;
  1734. emit_changed();
  1735. if (get_input_type_by_name(input_name) != prev_type) {
  1736. emit_signal("input_type_changed");
  1737. }
  1738. }
  1739. String VisualShaderNodeInput::get_input_name() const {
  1740. return input_name;
  1741. }
  1742. String VisualShaderNodeInput::get_input_real_name() const {
  1743. int idx = 0;
  1744. while (ports[idx].mode != Shader::MODE_MAX) {
  1745. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1746. return String(ports[idx].string);
  1747. }
  1748. idx++;
  1749. }
  1750. return "";
  1751. }
  1752. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  1753. int idx = 0;
  1754. while (ports[idx].mode != Shader::MODE_MAX) {
  1755. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  1756. return ports[idx].type;
  1757. }
  1758. idx++;
  1759. }
  1760. return PORT_TYPE_SCALAR;
  1761. }
  1762. int VisualShaderNodeInput::get_input_index_count() const {
  1763. int idx = 0;
  1764. int count = 0;
  1765. while (ports[idx].mode != Shader::MODE_MAX) {
  1766. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1767. count++;
  1768. }
  1769. idx++;
  1770. }
  1771. return count;
  1772. }
  1773. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  1774. int idx = 0;
  1775. int count = 0;
  1776. while (ports[idx].mode != Shader::MODE_MAX) {
  1777. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1778. if (count == p_index) {
  1779. return ports[idx].type;
  1780. }
  1781. count++;
  1782. }
  1783. idx++;
  1784. }
  1785. return PORT_TYPE_SCALAR;
  1786. }
  1787. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  1788. int idx = 0;
  1789. int count = 0;
  1790. while (ports[idx].mode != Shader::MODE_MAX) {
  1791. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1792. if (count == p_index) {
  1793. return ports[idx].name;
  1794. }
  1795. count++;
  1796. }
  1797. idx++;
  1798. }
  1799. return "";
  1800. }
  1801. void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
  1802. if (property.name == "input_name") {
  1803. String port_list;
  1804. int idx = 0;
  1805. while (ports[idx].mode != Shader::MODE_MAX) {
  1806. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1807. if (port_list != String()) {
  1808. port_list += ",";
  1809. }
  1810. port_list += ports[idx].name;
  1811. }
  1812. idx++;
  1813. }
  1814. if (port_list == "") {
  1815. port_list = TTR("None");
  1816. }
  1817. property.hint_string = port_list;
  1818. }
  1819. }
  1820. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  1821. Vector<StringName> props;
  1822. props.push_back("input_name");
  1823. return props;
  1824. }
  1825. void VisualShaderNodeInput::_bind_methods() {
  1826. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  1827. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  1828. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  1829. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  1830. ADD_SIGNAL(MethodInfo("input_type_changed"));
  1831. }
  1832. VisualShaderNodeInput::VisualShaderNodeInput() {
  1833. }
  1834. ////////////// UniformRef
  1835. List<VisualShaderNodeUniformRef::Uniform> uniforms;
  1836. void VisualShaderNodeUniformRef::add_uniform(const String &p_name, UniformType p_type) {
  1837. uniforms.push_back({ p_name, p_type });
  1838. }
  1839. void VisualShaderNodeUniformRef::clear_uniforms() {
  1840. uniforms.clear();
  1841. }
  1842. bool VisualShaderNodeUniformRef::has_uniform(const String &p_name) {
  1843. for (List<VisualShaderNodeUniformRef::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  1844. if (E->get().name == p_name) {
  1845. return true;
  1846. }
  1847. }
  1848. return false;
  1849. }
  1850. String VisualShaderNodeUniformRef::get_caption() const {
  1851. return "UniformRef";
  1852. }
  1853. int VisualShaderNodeUniformRef::get_input_port_count() const {
  1854. return 0;
  1855. }
  1856. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_input_port_type(int p_port) const {
  1857. return PortType::PORT_TYPE_SCALAR;
  1858. }
  1859. String VisualShaderNodeUniformRef::get_input_port_name(int p_port) const {
  1860. return "";
  1861. }
  1862. int VisualShaderNodeUniformRef::get_output_port_count() const {
  1863. switch (uniform_type) {
  1864. case UniformType::UNIFORM_TYPE_FLOAT:
  1865. return 1;
  1866. case UniformType::UNIFORM_TYPE_INT:
  1867. return 1;
  1868. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1869. return 1;
  1870. case UniformType::UNIFORM_TYPE_VECTOR:
  1871. return 1;
  1872. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1873. return 1;
  1874. case UniformType::UNIFORM_TYPE_COLOR:
  1875. return 2;
  1876. case UniformType::UNIFORM_TYPE_SAMPLER:
  1877. return 1;
  1878. default:
  1879. break;
  1880. }
  1881. return 1;
  1882. }
  1883. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port_type(int p_port) const {
  1884. switch (uniform_type) {
  1885. case UniformType::UNIFORM_TYPE_FLOAT:
  1886. return PortType::PORT_TYPE_SCALAR;
  1887. case UniformType::UNIFORM_TYPE_INT:
  1888. return PortType::PORT_TYPE_SCALAR_INT;
  1889. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1890. return PortType::PORT_TYPE_BOOLEAN;
  1891. case UniformType::UNIFORM_TYPE_VECTOR:
  1892. return PortType::PORT_TYPE_VECTOR;
  1893. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1894. return PortType::PORT_TYPE_TRANSFORM;
  1895. case UniformType::UNIFORM_TYPE_COLOR:
  1896. if (p_port == 0) {
  1897. return PortType::PORT_TYPE_VECTOR;
  1898. } else if (p_port == 1) {
  1899. return PORT_TYPE_SCALAR;
  1900. }
  1901. break;
  1902. case UniformType::UNIFORM_TYPE_SAMPLER:
  1903. return PortType::PORT_TYPE_SAMPLER;
  1904. default:
  1905. break;
  1906. }
  1907. return PORT_TYPE_SCALAR;
  1908. }
  1909. String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
  1910. switch (uniform_type) {
  1911. case UniformType::UNIFORM_TYPE_FLOAT:
  1912. return "";
  1913. case UniformType::UNIFORM_TYPE_INT:
  1914. return "";
  1915. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1916. return "";
  1917. case UniformType::UNIFORM_TYPE_VECTOR:
  1918. return "";
  1919. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1920. return "";
  1921. case UniformType::UNIFORM_TYPE_COLOR:
  1922. if (p_port == 0) {
  1923. return "rgb";
  1924. } else if (p_port == 1) {
  1925. return "alpha";
  1926. }
  1927. break;
  1928. case UniformType::UNIFORM_TYPE_SAMPLER:
  1929. return "";
  1930. break;
  1931. default:
  1932. break;
  1933. }
  1934. return "";
  1935. }
  1936. void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) {
  1937. uniform_name = p_name;
  1938. if (uniform_name != "[None]") {
  1939. uniform_type = get_uniform_type_by_name(uniform_name);
  1940. } else {
  1941. uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
  1942. }
  1943. emit_changed();
  1944. }
  1945. String VisualShaderNodeUniformRef::get_uniform_name() const {
  1946. return uniform_name;
  1947. }
  1948. int VisualShaderNodeUniformRef::get_uniforms_count() const {
  1949. return uniforms.size();
  1950. }
  1951. String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const {
  1952. if (p_idx >= 0 && p_idx < uniforms.size()) {
  1953. return uniforms[p_idx].name;
  1954. }
  1955. return "";
  1956. }
  1957. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const {
  1958. for (int i = 0; i < uniforms.size(); i++) {
  1959. if (uniforms[i].name == p_name) {
  1960. return uniforms[i].type;
  1961. }
  1962. }
  1963. return UniformType::UNIFORM_TYPE_FLOAT;
  1964. }
  1965. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const {
  1966. if (p_idx >= 0 && p_idx < uniforms.size()) {
  1967. return uniforms[p_idx].type;
  1968. }
  1969. return UniformType::UNIFORM_TYPE_FLOAT;
  1970. }
  1971. String VisualShaderNodeUniformRef::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 {
  1972. switch (uniform_type) {
  1973. case UniformType::UNIFORM_TYPE_FLOAT:
  1974. if (uniform_name == "[None]") {
  1975. return "\t" + p_output_vars[0] + " = 0.0;\n";
  1976. }
  1977. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1978. case UniformType::UNIFORM_TYPE_INT:
  1979. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1980. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1981. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1982. case UniformType::UNIFORM_TYPE_VECTOR:
  1983. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1984. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1985. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1986. case UniformType::UNIFORM_TYPE_COLOR: {
  1987. String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  1988. code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  1989. return code;
  1990. } break;
  1991. case UniformType::UNIFORM_TYPE_SAMPLER:
  1992. break;
  1993. default:
  1994. break;
  1995. }
  1996. return "";
  1997. }
  1998. void VisualShaderNodeUniformRef::_set_uniform_type(int p_uniform_type) {
  1999. uniform_type = (UniformType)p_uniform_type;
  2000. }
  2001. int VisualShaderNodeUniformRef::_get_uniform_type() const {
  2002. return (int)uniform_type;
  2003. }
  2004. void VisualShaderNodeUniformRef::_bind_methods() {
  2005. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniformRef::set_uniform_name);
  2006. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniformRef::get_uniform_name);
  2007. ClassDB::bind_method(D_METHOD("_set_uniform_type", "type"), &VisualShaderNodeUniformRef::_set_uniform_type);
  2008. ClassDB::bind_method(D_METHOD("_get_uniform_type"), &VisualShaderNodeUniformRef::_get_uniform_type);
  2009. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name", PROPERTY_HINT_ENUM, ""), "set_uniform_name", "get_uniform_name");
  2010. ADD_PROPERTY(PropertyInfo(Variant::INT, "uniform_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_uniform_type", "_get_uniform_type");
  2011. }
  2012. Vector<StringName> VisualShaderNodeUniformRef::get_editable_properties() const {
  2013. Vector<StringName> props;
  2014. props.push_back("uniform_name");
  2015. props.push_back("uniform_type");
  2016. return props;
  2017. }
  2018. VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() {
  2019. }
  2020. ////////////////////////////////////////////
  2021. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  2022. // Spatial, Vertex
  2023. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  2024. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  2025. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  2026. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  2027. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  2028. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
  2029. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2030. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2031. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2032. // Spatial, Fragment
  2033. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  2034. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  2035. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  2036. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2037. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
  2038. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
  2039. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
  2040. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  2041. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
  2042. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
  2043. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
  2044. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
  2045. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
  2046. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
  2047. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
  2048. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
  2049. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
  2050. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" },
  2051. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor_threshold", "ALPHA_SCISSOR_THRESHOLD" },
  2052. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
  2053. // Spatial, Light
  2054. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  2055. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  2056. // Canvas Item, Vertex
  2057. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
  2058. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  2059. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2060. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2061. // Canvas Item, Fragment
  2062. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2063. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2064. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  2065. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
  2066. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
  2067. // Canvas Item, Light
  2068. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
  2069. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
  2070. // Particles, Emit
  2071. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2072. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2073. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  2074. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  2075. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2076. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2077. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2078. // Particles, Process
  2079. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2080. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2081. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  2082. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  2083. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2084. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2085. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2086. // Particles, End
  2087. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2088. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2089. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  2090. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  2091. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2092. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2093. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2094. // Sky, Fragment
  2095. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" },
  2096. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  2097. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2098. };
  2099. int VisualShaderNodeOutput::get_input_port_count() const {
  2100. int idx = 0;
  2101. int count = 0;
  2102. while (ports[idx].mode != Shader::MODE_MAX) {
  2103. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2104. count++;
  2105. }
  2106. idx++;
  2107. }
  2108. return count;
  2109. }
  2110. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  2111. int idx = 0;
  2112. int count = 0;
  2113. while (ports[idx].mode != Shader::MODE_MAX) {
  2114. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2115. if (count == p_port) {
  2116. return ports[idx].type;
  2117. }
  2118. count++;
  2119. }
  2120. idx++;
  2121. }
  2122. return PORT_TYPE_SCALAR;
  2123. }
  2124. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  2125. int idx = 0;
  2126. int count = 0;
  2127. while (ports[idx].mode != Shader::MODE_MAX) {
  2128. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2129. if (count == p_port) {
  2130. return String(ports[idx].name).capitalize();
  2131. }
  2132. count++;
  2133. }
  2134. idx++;
  2135. }
  2136. return String();
  2137. }
  2138. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  2139. return Variant();
  2140. }
  2141. int VisualShaderNodeOutput::get_output_port_count() const {
  2142. return 0;
  2143. }
  2144. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  2145. return PORT_TYPE_SCALAR;
  2146. }
  2147. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  2148. return String();
  2149. }
  2150. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  2151. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  2152. String name = get_input_port_name(p_index);
  2153. return (name == "Normal" || name == "Rim" || name == "Alpha Scissor Threshold");
  2154. }
  2155. return false;
  2156. }
  2157. String VisualShaderNodeOutput::get_caption() const {
  2158. return "Output";
  2159. }
  2160. String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2161. int idx = 0;
  2162. int count = 0;
  2163. String code;
  2164. while (ports[idx].mode != Shader::MODE_MAX) {
  2165. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2166. if (p_input_vars[count] != String()) {
  2167. String s = ports[idx].string;
  2168. if (s.find(":") != -1) {
  2169. code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  2170. } else {
  2171. code += "\t" + s + " = " + p_input_vars[count] + ";\n";
  2172. }
  2173. }
  2174. count++;
  2175. }
  2176. idx++;
  2177. }
  2178. return code;
  2179. }
  2180. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  2181. }
  2182. ///////////////////////////
  2183. void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
  2184. uniform_name = p_name;
  2185. emit_signal("name_changed");
  2186. emit_changed();
  2187. }
  2188. String VisualShaderNodeUniform::get_uniform_name() const {
  2189. return uniform_name;
  2190. }
  2191. void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) {
  2192. qualifier = p_qual;
  2193. emit_changed();
  2194. }
  2195. VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const {
  2196. return qualifier;
  2197. }
  2198. void VisualShaderNodeUniform::set_global_code_generated(bool p_enabled) {
  2199. global_code_generated = p_enabled;
  2200. }
  2201. bool VisualShaderNodeUniform::is_global_code_generated() const {
  2202. return global_code_generated;
  2203. }
  2204. void VisualShaderNodeUniform::_bind_methods() {
  2205. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
  2206. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
  2207. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier);
  2208. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier);
  2209. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name");
  2210. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  2211. BIND_ENUM_CONSTANT(QUAL_NONE);
  2212. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  2213. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  2214. }
  2215. String VisualShaderNodeUniform::_get_qual_str() const {
  2216. if (is_qualifier_supported(qualifier)) {
  2217. switch (qualifier) {
  2218. case QUAL_NONE:
  2219. break;
  2220. case QUAL_GLOBAL:
  2221. return "global ";
  2222. case QUAL_INSTANCE:
  2223. return "instance ";
  2224. }
  2225. }
  2226. return String();
  2227. }
  2228. String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  2229. List<String> keyword_list;
  2230. ShaderLanguage::get_keyword_list(&keyword_list);
  2231. if (keyword_list.find(uniform_name)) {
  2232. return TTR("Uniform name cannot be equal to a shader keyword. Choose another name.");
  2233. }
  2234. if (!is_qualifier_supported(qualifier)) {
  2235. return "This uniform type does not support that qualifier.";
  2236. }
  2237. return String();
  2238. }
  2239. Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const {
  2240. Vector<StringName> props;
  2241. props.push_back("qualifier");
  2242. return props;
  2243. }
  2244. VisualShaderNodeUniform::VisualShaderNodeUniform() {
  2245. }
  2246. ////////////// ResizeableBase
  2247. void VisualShaderNodeResizableBase::set_size(const Vector2 &p_size) {
  2248. size = p_size;
  2249. }
  2250. Vector2 VisualShaderNodeResizableBase::get_size() const {
  2251. return size;
  2252. }
  2253. void VisualShaderNodeResizableBase::set_allow_v_resize(bool p_enabled) {
  2254. allow_v_resize = p_enabled;
  2255. }
  2256. bool VisualShaderNodeResizableBase::is_allow_v_resize() const {
  2257. return allow_v_resize;
  2258. }
  2259. void VisualShaderNodeResizableBase::_bind_methods() {
  2260. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeResizableBase::set_size);
  2261. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeResizableBase::get_size);
  2262. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  2263. }
  2264. VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() {
  2265. set_allow_v_resize(true);
  2266. }
  2267. ////////////// GroupBase
  2268. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  2269. if (inputs == p_inputs) {
  2270. return;
  2271. }
  2272. clear_input_ports();
  2273. inputs = p_inputs;
  2274. Vector<String> input_strings = inputs.split(";", false);
  2275. int input_port_count = input_strings.size();
  2276. for (int i = 0; i < input_port_count; i++) {
  2277. Vector<String> arr = input_strings[i].split(",");
  2278. ERR_FAIL_COND(arr.size() != 3);
  2279. int port_idx = arr[0].to_int();
  2280. int port_type = arr[1].to_int();
  2281. String port_name = arr[2];
  2282. Port port;
  2283. port.type = (PortType)port_type;
  2284. port.name = port_name;
  2285. input_ports[port_idx] = port;
  2286. }
  2287. }
  2288. String VisualShaderNodeGroupBase::get_inputs() const {
  2289. return inputs;
  2290. }
  2291. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  2292. if (outputs == p_outputs) {
  2293. return;
  2294. }
  2295. clear_output_ports();
  2296. outputs = p_outputs;
  2297. Vector<String> output_strings = outputs.split(";", false);
  2298. int output_port_count = output_strings.size();
  2299. for (int i = 0; i < output_port_count; i++) {
  2300. Vector<String> arr = output_strings[i].split(",");
  2301. ERR_FAIL_COND(arr.size() != 3);
  2302. int port_idx = arr[0].to_int();
  2303. int port_type = arr[1].to_int();
  2304. String port_name = arr[2];
  2305. Port port;
  2306. port.type = (PortType)port_type;
  2307. port.name = port_name;
  2308. output_ports[port_idx] = port;
  2309. }
  2310. }
  2311. String VisualShaderNodeGroupBase::get_outputs() const {
  2312. return outputs;
  2313. }
  2314. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  2315. if (!p_name.is_valid_identifier()) {
  2316. return false;
  2317. }
  2318. for (int i = 0; i < get_input_port_count(); i++) {
  2319. if (get_input_port_name(i) == p_name) {
  2320. return false;
  2321. }
  2322. }
  2323. for (int i = 0; i < get_output_port_count(); i++) {
  2324. if (get_output_port_name(i) == p_name) {
  2325. return false;
  2326. }
  2327. }
  2328. return true;
  2329. }
  2330. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  2331. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  2332. Vector<String> inputs_strings = inputs.split(";", false);
  2333. int index = 0;
  2334. if (p_id < inputs_strings.size()) {
  2335. for (int i = 0; i < inputs_strings.size(); i++) {
  2336. if (i == p_id) {
  2337. inputs = inputs.insert(index, str);
  2338. break;
  2339. }
  2340. index += inputs_strings[i].size();
  2341. }
  2342. } else {
  2343. inputs += str;
  2344. }
  2345. inputs_strings = inputs.split(";", false);
  2346. index = 0;
  2347. for (int i = 0; i < inputs_strings.size(); i++) {
  2348. int count = 0;
  2349. for (int j = 0; j < inputs_strings[i].size(); j++) {
  2350. if (inputs_strings[i][j] == ',') {
  2351. break;
  2352. }
  2353. count++;
  2354. }
  2355. inputs.erase(index, count);
  2356. inputs = inputs.insert(index, itos(i));
  2357. index += inputs_strings[i].size();
  2358. }
  2359. _apply_port_changes();
  2360. emit_changed();
  2361. }
  2362. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  2363. ERR_FAIL_COND(!has_input_port(p_id));
  2364. Vector<String> inputs_strings = inputs.split(";", false);
  2365. int count = 0;
  2366. int index = 0;
  2367. for (int i = 0; i < inputs_strings.size(); i++) {
  2368. Vector<String> arr = inputs_strings[i].split(",");
  2369. if (arr[0].to_int() == p_id) {
  2370. count = inputs_strings[i].size();
  2371. break;
  2372. }
  2373. index += inputs_strings[i].size();
  2374. }
  2375. inputs.erase(index, count);
  2376. inputs_strings = inputs.split(";", false);
  2377. inputs = inputs.substr(0, index);
  2378. for (int i = p_id; i < inputs_strings.size(); i++) {
  2379. inputs += inputs_strings[i].replace_first(inputs_strings[i].split(",")[0], itos(i)) + ";";
  2380. }
  2381. _apply_port_changes();
  2382. emit_changed();
  2383. }
  2384. int VisualShaderNodeGroupBase::get_input_port_count() const {
  2385. return input_ports.size();
  2386. }
  2387. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  2388. return input_ports.has(p_id);
  2389. }
  2390. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  2391. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  2392. Vector<String> outputs_strings = outputs.split(";", false);
  2393. int index = 0;
  2394. if (p_id < outputs_strings.size()) {
  2395. for (int i = 0; i < outputs_strings.size(); i++) {
  2396. if (i == p_id) {
  2397. outputs = outputs.insert(index, str);
  2398. break;
  2399. }
  2400. index += outputs_strings[i].size();
  2401. }
  2402. } else {
  2403. outputs += str;
  2404. }
  2405. outputs_strings = outputs.split(";", false);
  2406. index = 0;
  2407. for (int i = 0; i < outputs_strings.size(); i++) {
  2408. int count = 0;
  2409. for (int j = 0; j < outputs_strings[i].size(); j++) {
  2410. if (outputs_strings[i][j] == ',') {
  2411. break;
  2412. }
  2413. count++;
  2414. }
  2415. outputs.erase(index, count);
  2416. outputs = outputs.insert(index, itos(i));
  2417. index += outputs_strings[i].size();
  2418. }
  2419. _apply_port_changes();
  2420. emit_changed();
  2421. }
  2422. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  2423. ERR_FAIL_COND(!has_output_port(p_id));
  2424. Vector<String> outputs_strings = outputs.split(";", false);
  2425. int count = 0;
  2426. int index = 0;
  2427. for (int i = 0; i < outputs_strings.size(); i++) {
  2428. Vector<String> arr = outputs_strings[i].split(",");
  2429. if (arr[0].to_int() == p_id) {
  2430. count = outputs_strings[i].size();
  2431. break;
  2432. }
  2433. index += outputs_strings[i].size();
  2434. }
  2435. outputs.erase(index, count);
  2436. outputs_strings = outputs.split(";", false);
  2437. outputs = outputs.substr(0, index);
  2438. for (int i = p_id; i < outputs_strings.size(); i++) {
  2439. outputs += outputs_strings[i].replace_first(outputs_strings[i].split(",")[0], itos(i)) + ";";
  2440. }
  2441. _apply_port_changes();
  2442. emit_changed();
  2443. }
  2444. int VisualShaderNodeGroupBase::get_output_port_count() const {
  2445. return output_ports.size();
  2446. }
  2447. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  2448. return output_ports.has(p_id);
  2449. }
  2450. void VisualShaderNodeGroupBase::clear_input_ports() {
  2451. input_ports.clear();
  2452. }
  2453. void VisualShaderNodeGroupBase::clear_output_ports() {
  2454. output_ports.clear();
  2455. }
  2456. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  2457. ERR_FAIL_COND(!has_input_port(p_id));
  2458. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  2459. if (input_ports[p_id].type == p_type) {
  2460. return;
  2461. }
  2462. Vector<String> inputs_strings = inputs.split(";", false);
  2463. int count = 0;
  2464. int index = 0;
  2465. for (int i = 0; i < inputs_strings.size(); i++) {
  2466. Vector<String> arr = inputs_strings[i].split(",");
  2467. ERR_FAIL_COND(arr.size() != 3);
  2468. if (arr[0].to_int() == p_id) {
  2469. index += arr[0].size();
  2470. count = arr[1].size() - 1;
  2471. break;
  2472. }
  2473. index += inputs_strings[i].size();
  2474. }
  2475. inputs.erase(index, count);
  2476. inputs = inputs.insert(index, itos(p_type));
  2477. _apply_port_changes();
  2478. emit_changed();
  2479. }
  2480. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  2481. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  2482. return input_ports[p_id].type;
  2483. }
  2484. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  2485. ERR_FAIL_COND(!has_input_port(p_id));
  2486. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2487. if (input_ports[p_id].name == p_name) {
  2488. return;
  2489. }
  2490. Vector<String> inputs_strings = inputs.split(";", false);
  2491. int count = 0;
  2492. int index = 0;
  2493. for (int i = 0; i < inputs_strings.size(); i++) {
  2494. Vector<String> arr = inputs_strings[i].split(",");
  2495. ERR_FAIL_COND(arr.size() != 3);
  2496. if (arr[0].to_int() == p_id) {
  2497. index += arr[0].size() + arr[1].size();
  2498. count = arr[2].size() - 1;
  2499. break;
  2500. }
  2501. index += inputs_strings[i].size();
  2502. }
  2503. inputs.erase(index, count);
  2504. inputs = inputs.insert(index, p_name);
  2505. _apply_port_changes();
  2506. emit_changed();
  2507. }
  2508. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  2509. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  2510. return input_ports[p_id].name;
  2511. }
  2512. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  2513. ERR_FAIL_COND(!has_output_port(p_id));
  2514. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  2515. if (output_ports[p_id].type == p_type) {
  2516. return;
  2517. }
  2518. Vector<String> output_strings = outputs.split(";", false);
  2519. int count = 0;
  2520. int index = 0;
  2521. for (int i = 0; i < output_strings.size(); i++) {
  2522. Vector<String> arr = output_strings[i].split(",");
  2523. ERR_FAIL_COND(arr.size() != 3);
  2524. if (arr[0].to_int() == p_id) {
  2525. index += arr[0].size();
  2526. count = arr[1].size() - 1;
  2527. break;
  2528. }
  2529. index += output_strings[i].size();
  2530. }
  2531. outputs.erase(index, count);
  2532. outputs = outputs.insert(index, itos(p_type));
  2533. _apply_port_changes();
  2534. emit_changed();
  2535. }
  2536. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  2537. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  2538. return output_ports[p_id].type;
  2539. }
  2540. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  2541. ERR_FAIL_COND(!has_output_port(p_id));
  2542. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2543. if (output_ports[p_id].name == p_name) {
  2544. return;
  2545. }
  2546. Vector<String> output_strings = outputs.split(";", false);
  2547. int count = 0;
  2548. int index = 0;
  2549. for (int i = 0; i < output_strings.size(); i++) {
  2550. Vector<String> arr = output_strings[i].split(",");
  2551. ERR_FAIL_COND(arr.size() != 3);
  2552. if (arr[0].to_int() == p_id) {
  2553. index += arr[0].size() + arr[1].size();
  2554. count = arr[2].size() - 1;
  2555. break;
  2556. }
  2557. index += output_strings[i].size();
  2558. }
  2559. outputs.erase(index, count);
  2560. outputs = outputs.insert(index, p_name);
  2561. _apply_port_changes();
  2562. emit_changed();
  2563. }
  2564. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  2565. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  2566. return output_ports[p_id].name;
  2567. }
  2568. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  2569. return input_ports.size();
  2570. }
  2571. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  2572. return output_ports.size();
  2573. }
  2574. void VisualShaderNodeGroupBase::set_control(Control *p_control, int p_index) {
  2575. controls[p_index] = p_control;
  2576. }
  2577. Control *VisualShaderNodeGroupBase::get_control(int p_index) {
  2578. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  2579. return controls[p_index];
  2580. }
  2581. void VisualShaderNodeGroupBase::_apply_port_changes() {
  2582. Vector<String> inputs_strings = inputs.split(";", false);
  2583. Vector<String> outputs_strings = outputs.split(";", false);
  2584. clear_input_ports();
  2585. clear_output_ports();
  2586. for (int i = 0; i < inputs_strings.size(); i++) {
  2587. Vector<String> arr = inputs_strings[i].split(",");
  2588. ERR_FAIL_COND(arr.size() != 3);
  2589. Port port;
  2590. port.type = (PortType)arr[1].to_int();
  2591. port.name = arr[2];
  2592. input_ports[i] = port;
  2593. }
  2594. for (int i = 0; i < outputs_strings.size(); i++) {
  2595. Vector<String> arr = outputs_strings[i].split(",");
  2596. ERR_FAIL_COND(arr.size() != 3);
  2597. Port port;
  2598. port.type = (PortType)arr[1].to_int();
  2599. port.name = arr[2];
  2600. output_ports[i] = port;
  2601. }
  2602. }
  2603. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  2604. editable = p_enabled;
  2605. }
  2606. bool VisualShaderNodeGroupBase::is_editable() const {
  2607. return editable;
  2608. }
  2609. void VisualShaderNodeGroupBase::_bind_methods() {
  2610. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  2611. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  2612. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  2613. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  2614. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  2615. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  2616. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  2617. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  2618. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  2619. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  2620. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  2621. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  2622. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  2623. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  2624. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  2625. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  2626. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  2627. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  2628. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  2629. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  2630. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  2631. }
  2632. String VisualShaderNodeGroupBase::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2633. return "";
  2634. }
  2635. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  2636. simple_decl = false;
  2637. }
  2638. ////////////// Expression
  2639. String VisualShaderNodeExpression::get_caption() const {
  2640. return "Expression";
  2641. }
  2642. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  2643. expression = p_expression;
  2644. emit_changed();
  2645. }
  2646. String VisualShaderNodeExpression::get_expression() const {
  2647. return expression;
  2648. }
  2649. String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2650. String _expression = expression;
  2651. _expression = _expression.insert(0, "\n");
  2652. _expression = _expression.replace("\n", "\n\t\t");
  2653. static Vector<String> pre_symbols;
  2654. if (pre_symbols.is_empty()) {
  2655. pre_symbols.push_back("\t");
  2656. pre_symbols.push_back(",");
  2657. pre_symbols.push_back(";");
  2658. pre_symbols.push_back("{");
  2659. pre_symbols.push_back("[");
  2660. pre_symbols.push_back("]");
  2661. pre_symbols.push_back("(");
  2662. pre_symbols.push_back(" ");
  2663. pre_symbols.push_back("-");
  2664. pre_symbols.push_back("*");
  2665. pre_symbols.push_back("/");
  2666. pre_symbols.push_back("+");
  2667. pre_symbols.push_back("=");
  2668. pre_symbols.push_back("&");
  2669. pre_symbols.push_back("|");
  2670. pre_symbols.push_back("!");
  2671. }
  2672. static Vector<String> post_symbols;
  2673. if (post_symbols.is_empty()) {
  2674. post_symbols.push_back("\t");
  2675. post_symbols.push_back("\n");
  2676. post_symbols.push_back(",");
  2677. post_symbols.push_back(";");
  2678. post_symbols.push_back("}");
  2679. post_symbols.push_back("[");
  2680. post_symbols.push_back("]");
  2681. post_symbols.push_back(")");
  2682. post_symbols.push_back(" ");
  2683. post_symbols.push_back(".");
  2684. post_symbols.push_back("-");
  2685. post_symbols.push_back("*");
  2686. post_symbols.push_back("/");
  2687. post_symbols.push_back("+");
  2688. post_symbols.push_back("=");
  2689. post_symbols.push_back("&");
  2690. post_symbols.push_back("|");
  2691. post_symbols.push_back("!");
  2692. }
  2693. for (int i = 0; i < get_input_port_count(); i++) {
  2694. for (int j = 0; j < pre_symbols.size(); j++) {
  2695. for (int k = 0; k < post_symbols.size(); k++) {
  2696. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  2697. }
  2698. }
  2699. }
  2700. for (int i = 0; i < get_output_port_count(); i++) {
  2701. for (int j = 0; j < pre_symbols.size(); j++) {
  2702. for (int k = 0; k < post_symbols.size(); k++) {
  2703. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  2704. }
  2705. }
  2706. }
  2707. String output_initializer;
  2708. for (int i = 0; i < get_output_port_count(); i++) {
  2709. int port_type = get_output_port_type(i);
  2710. String tk = "";
  2711. switch (port_type) {
  2712. case PORT_TYPE_SCALAR:
  2713. tk = "0.0";
  2714. break;
  2715. case PORT_TYPE_SCALAR_INT:
  2716. tk = "0";
  2717. break;
  2718. case PORT_TYPE_VECTOR:
  2719. tk = "vec3(0.0, 0.0, 0.0)";
  2720. break;
  2721. case PORT_TYPE_BOOLEAN:
  2722. tk = "false";
  2723. break;
  2724. case PORT_TYPE_TRANSFORM:
  2725. tk = "mat4(1.0)";
  2726. break;
  2727. default:
  2728. continue;
  2729. }
  2730. output_initializer += "\t" + p_output_vars[i] + " = " + tk + ";\n";
  2731. }
  2732. String code;
  2733. code += output_initializer;
  2734. code += "\t{";
  2735. code += _expression;
  2736. code += "\n\t}\n";
  2737. return code;
  2738. }
  2739. void VisualShaderNodeExpression::_bind_methods() {
  2740. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  2741. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  2742. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  2743. }
  2744. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  2745. set_editable(true);
  2746. }
  2747. ////////////// Global Expression
  2748. String VisualShaderNodeGlobalExpression::get_caption() const {
  2749. return "GlobalExpression";
  2750. }
  2751. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2752. return expression;
  2753. }
  2754. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  2755. set_editable(false);
  2756. }