visual_shader.cpp 150 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931
  1. /*************************************************************************/
  2. /* visual_shader.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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_particle_nodes.h"
  35. #include "visual_shader_sdf_nodes.h"
  36. String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  37. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  38. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  39. }
  40. bool VisualShaderNode::is_simple_decl() const {
  41. return simple_decl;
  42. }
  43. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  44. port_preview = p_index;
  45. }
  46. int VisualShaderNode::get_output_port_for_preview() const {
  47. return port_preview;
  48. }
  49. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
  50. default_input_values[p_port] = p_value;
  51. emit_changed();
  52. }
  53. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  54. if (default_input_values.has(p_port)) {
  55. return default_input_values[p_port];
  56. }
  57. return Variant();
  58. }
  59. void VisualShaderNode::remove_input_port_default_value(int p_port) {
  60. if (default_input_values.has(p_port)) {
  61. default_input_values.erase(p_port);
  62. emit_changed();
  63. }
  64. }
  65. void VisualShaderNode::clear_default_input_values() {
  66. if (!default_input_values.is_empty()) {
  67. default_input_values.clear();
  68. emit_changed();
  69. }
  70. }
  71. bool VisualShaderNode::is_port_separator(int p_index) const {
  72. return false;
  73. }
  74. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  75. if (connected_output_ports.has(p_port)) {
  76. return connected_output_ports[p_port] > 0;
  77. }
  78. return false;
  79. }
  80. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  81. if (p_connected) {
  82. connected_output_ports[p_port]++;
  83. } else {
  84. connected_output_ports[p_port]--;
  85. }
  86. }
  87. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  88. if (connected_input_ports.has(p_port)) {
  89. return connected_input_ports[p_port];
  90. }
  91. return false;
  92. }
  93. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  94. connected_input_ports[p_port] = p_connected;
  95. }
  96. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  97. return true;
  98. }
  99. bool VisualShaderNode::is_output_port_expandable(int p_port) const {
  100. return false;
  101. }
  102. bool VisualShaderNode::has_output_port_preview(int p_port) const {
  103. return true;
  104. }
  105. void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) {
  106. for (int i = 0; i < p_values.size(); i++) {
  107. expanded_output_ports[p_values[i]] = true;
  108. }
  109. emit_changed();
  110. }
  111. Array VisualShaderNode::_get_output_ports_expanded() const {
  112. Array arr;
  113. for (int i = 0; i < get_output_port_count(); i++) {
  114. if (_is_output_port_expanded(i)) {
  115. arr.push_back(i);
  116. }
  117. }
  118. return arr;
  119. }
  120. void VisualShaderNode::_set_output_port_expanded(int p_port, bool p_expanded) {
  121. expanded_output_ports[p_port] = p_expanded;
  122. emit_changed();
  123. }
  124. bool VisualShaderNode::_is_output_port_expanded(int p_port) const {
  125. if (expanded_output_ports.has(p_port)) {
  126. return expanded_output_ports[p_port];
  127. }
  128. return false;
  129. }
  130. int VisualShaderNode::get_expanded_output_port_count() const {
  131. int count = get_output_port_count();
  132. int count2 = count;
  133. for (int i = 0; i < count; i++) {
  134. if (is_output_port_expandable(i) && _is_output_port_expanded(i)) {
  135. if (get_output_port_type(i) == PORT_TYPE_VECTOR) {
  136. count2 += 3;
  137. }
  138. }
  139. }
  140. return count2;
  141. }
  142. bool VisualShaderNode::is_code_generated() const {
  143. return true;
  144. }
  145. bool VisualShaderNode::is_show_prop_names() const {
  146. return false;
  147. }
  148. bool VisualShaderNode::is_use_prop_slots() const {
  149. return false;
  150. }
  151. bool VisualShaderNode::is_disabled() const {
  152. return disabled;
  153. }
  154. void VisualShaderNode::set_disabled(bool p_disabled) {
  155. disabled = p_disabled;
  156. }
  157. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  158. return Vector<VisualShader::DefaultTextureParam>();
  159. }
  160. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  161. return String();
  162. }
  163. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  164. return String();
  165. }
  166. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  167. return String();
  168. }
  169. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  170. return Vector<StringName>();
  171. }
  172. Map<StringName, String> VisualShaderNode::get_editable_properties_names() const {
  173. return Map<StringName, String>();
  174. }
  175. Array VisualShaderNode::get_default_input_values() const {
  176. Array ret;
  177. for (const KeyValue<int, Variant> &E : default_input_values) {
  178. ret.push_back(E.key);
  179. ret.push_back(E.value);
  180. }
  181. return ret;
  182. }
  183. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  184. if (p_values.size() % 2 == 0) {
  185. for (int i = 0; i < p_values.size(); i += 2) {
  186. default_input_values[p_values[i + 0]] = p_values[i + 1];
  187. }
  188. }
  189. emit_changed();
  190. }
  191. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  192. return String();
  193. }
  194. bool VisualShaderNode::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  195. return false;
  196. }
  197. void VisualShaderNode::_bind_methods() {
  198. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  199. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  200. ClassDB::bind_method(D_METHOD("_set_output_port_expanded", "port"), &VisualShaderNode::_set_output_port_expanded);
  201. ClassDB::bind_method(D_METHOD("_is_output_port_expanded"), &VisualShaderNode::_is_output_port_expanded);
  202. ClassDB::bind_method(D_METHOD("_set_output_ports_expanded", "values"), &VisualShaderNode::_set_output_ports_expanded);
  203. ClassDB::bind_method(D_METHOD("_get_output_ports_expanded"), &VisualShaderNode::_get_output_ports_expanded);
  204. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
  205. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  206. ClassDB::bind_method(D_METHOD("remove_input_port_default_value", "port"), &VisualShaderNode::remove_input_port_default_value);
  207. ClassDB::bind_method(D_METHOD("clear_default_input_values"), &VisualShaderNode::clear_default_input_values);
  208. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  209. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  210. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  211. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  212. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded", "_get_output_ports_expanded");
  213. ADD_SIGNAL(MethodInfo("editor_refresh_request"));
  214. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  215. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  216. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
  217. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  218. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  219. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  220. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  221. }
  222. VisualShaderNode::VisualShaderNode() {
  223. }
  224. /////////////////////////////////////////////////////////
  225. void VisualShaderNodeCustom::update_ports() {
  226. {
  227. input_ports.clear();
  228. int input_port_count;
  229. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  230. for (int i = 0; i < input_port_count; i++) {
  231. Port port;
  232. if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) {
  233. port.name = "in" + itos(i);
  234. }
  235. if (!GDVIRTUAL_CALL(_get_input_port_type, i, port.type)) {
  236. port.type = (int)PortType::PORT_TYPE_SCALAR;
  237. }
  238. input_ports.push_back(port);
  239. }
  240. }
  241. }
  242. {
  243. output_ports.clear();
  244. int output_port_count;
  245. if (GDVIRTUAL_CALL(_get_output_port_count, output_port_count)) {
  246. for (int i = 0; i < output_port_count; i++) {
  247. Port port;
  248. if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) {
  249. port.name = "out" + itos(i);
  250. }
  251. if (!GDVIRTUAL_CALL(_get_output_port_type, i, port.type)) {
  252. port.type = (int)PortType::PORT_TYPE_SCALAR;
  253. }
  254. output_ports.push_back(port);
  255. }
  256. }
  257. }
  258. }
  259. String VisualShaderNodeCustom::get_caption() const {
  260. String ret;
  261. if (GDVIRTUAL_CALL(_get_name, ret)) {
  262. return ret;
  263. }
  264. return "Unnamed";
  265. }
  266. int VisualShaderNodeCustom::get_input_port_count() const {
  267. return input_ports.size();
  268. }
  269. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  270. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  271. return (PortType)input_ports[p_port].type;
  272. }
  273. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  274. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  275. return input_ports[p_port].name;
  276. }
  277. int VisualShaderNodeCustom::get_output_port_count() const {
  278. return output_ports.size();
  279. }
  280. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  281. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  282. return (PortType)output_ports[p_port].type;
  283. }
  284. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  285. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  286. return output_ports[p_port].name;
  287. }
  288. 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 {
  289. ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
  290. TypedArray<String> input_vars;
  291. for (int i = 0; i < get_input_port_count(); i++) {
  292. input_vars.push_back(p_input_vars[i]);
  293. }
  294. TypedArray<String> output_vars;
  295. for (int i = 0; i < get_output_port_count(); i++) {
  296. output_vars.push_back(p_output_vars[i]);
  297. }
  298. String code = " {\n";
  299. String _code;
  300. GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code);
  301. bool nend = _code.ends_with("\n");
  302. _code = _code.insert(0, " ");
  303. _code = _code.replace("\n", "\n ");
  304. code += _code;
  305. if (!nend) {
  306. code += "\n }";
  307. } else {
  308. code.remove_at(code.size() - 1);
  309. code += "}";
  310. }
  311. code += "\n";
  312. return code;
  313. }
  314. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  315. String ret;
  316. if (GDVIRTUAL_CALL(_get_global_code, p_mode, ret)) {
  317. String code = "// " + get_caption() + "\n";
  318. code += ret;
  319. code += "\n";
  320. return code;
  321. }
  322. return "";
  323. }
  324. void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value) {
  325. if (!is_initialized) {
  326. VisualShaderNode::set_input_port_default_value(p_port, p_value);
  327. }
  328. }
  329. void VisualShaderNodeCustom::set_default_input_values(const Array &p_values) {
  330. if (!is_initialized) {
  331. VisualShaderNode::set_default_input_values(p_values);
  332. }
  333. }
  334. void VisualShaderNodeCustom::remove_input_port_default_value(int p_port) {
  335. if (!is_initialized) {
  336. VisualShaderNode::remove_input_port_default_value(p_port);
  337. }
  338. }
  339. void VisualShaderNodeCustom::clear_default_input_values() {
  340. if (!is_initialized) {
  341. VisualShaderNode::clear_default_input_values();
  342. }
  343. }
  344. void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Variant &p_value) {
  345. VisualShaderNode::set_input_port_default_value(p_port, p_value);
  346. }
  347. bool VisualShaderNodeCustom::_is_initialized() {
  348. return is_initialized;
  349. }
  350. void VisualShaderNodeCustom::_set_initialized(bool p_enabled) {
  351. is_initialized = p_enabled;
  352. }
  353. void VisualShaderNodeCustom::_bind_methods() {
  354. GDVIRTUAL_BIND(_get_name);
  355. GDVIRTUAL_BIND(_get_description);
  356. GDVIRTUAL_BIND(_get_category);
  357. GDVIRTUAL_BIND(_get_return_icon_type);
  358. GDVIRTUAL_BIND(_get_input_port_count);
  359. GDVIRTUAL_BIND(_get_input_port_type, "port");
  360. GDVIRTUAL_BIND(_get_input_port_name, "port");
  361. GDVIRTUAL_BIND(_get_output_port_count);
  362. GDVIRTUAL_BIND(_get_output_port_type, "port");
  363. GDVIRTUAL_BIND(_get_output_port_name, "port");
  364. GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type");
  365. GDVIRTUAL_BIND(_get_global_code, "mode");
  366. GDVIRTUAL_BIND(_is_highend);
  367. ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized);
  368. ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized);
  369. ClassDB::bind_method(D_METHOD("_set_input_port_default_value", "port", "value"), &VisualShaderNodeCustom::_set_input_port_default_value);
  370. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized", "_is_initialized");
  371. }
  372. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  373. simple_decl = false;
  374. }
  375. /////////////////////////////////////////////////////////
  376. void VisualShader::set_shader_type(Type p_type) {
  377. current_type = p_type;
  378. }
  379. VisualShader::Type VisualShader::get_shader_type() const {
  380. return current_type;
  381. }
  382. void VisualShader::set_engine_version(const Dictionary &p_engine_version) {
  383. ERR_FAIL_COND(!p_engine_version.has("major"));
  384. ERR_FAIL_COND(!p_engine_version.has("minor"));
  385. engine_version["major"] = p_engine_version["major"];
  386. engine_version["minor"] = p_engine_version["minor"];
  387. }
  388. Dictionary VisualShader::get_engine_version() const {
  389. return engine_version;
  390. }
  391. #ifndef DISABLE_DEPRECATED
  392. void VisualShader::update_engine_version(const Dictionary &p_new_version) {
  393. if (engine_version.is_empty()) { // before 4.0
  394. for (int i = 0; i < TYPE_MAX; i++) {
  395. for (KeyValue<int, Node> &E : graph[i].nodes) {
  396. Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(E.value.node.ptr());
  397. if (input.is_valid()) {
  398. if (input->get_input_name() == "side") {
  399. input->set_input_name("front_facing");
  400. }
  401. }
  402. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr());
  403. if (expression.is_valid()) {
  404. for (int j = 0; j < expression->get_input_port_count(); j++) {
  405. int type = expression->get_input_port_type(j);
  406. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  407. type += 1;
  408. }
  409. expression->set_input_port_type(j, type);
  410. }
  411. for (int j = 0; j < expression->get_output_port_count(); j++) {
  412. int type = expression->get_output_port_type(j);
  413. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  414. type += 1;
  415. }
  416. expression->set_output_port_type(j, type);
  417. }
  418. }
  419. Ref<VisualShaderNodeCompare> compare = Object::cast_to<VisualShaderNodeCompare>(E.value.node.ptr());
  420. if (compare.is_valid()) {
  421. int ctype = int(compare->get_comparison_type());
  422. if (int(ctype) > 0) { // + PORT_TYPE_SCALAR_INT
  423. ctype += 1;
  424. }
  425. compare->set_comparison_type(VisualShaderNodeCompare::ComparisonType(ctype));
  426. }
  427. }
  428. }
  429. }
  430. set_engine_version(p_new_version);
  431. }
  432. #endif /* DISABLE_DEPRECATED */
  433. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  434. ERR_FAIL_COND(p_node.is_null());
  435. ERR_FAIL_COND(p_id < 2);
  436. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  437. Graph *g = &graph[p_type];
  438. ERR_FAIL_COND(g->nodes.has(p_id));
  439. Node n;
  440. n.node = p_node;
  441. n.position = p_position;
  442. Ref<VisualShaderNodeUniform> uniform = n.node;
  443. if (uniform.is_valid()) {
  444. String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
  445. uniform->set_uniform_name(valid_name);
  446. }
  447. Ref<VisualShaderNodeInput> input = n.node;
  448. if (input.is_valid()) {
  449. input->shader_mode = shader_mode;
  450. input->shader_type = p_type;
  451. input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id));
  452. }
  453. n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  454. Ref<VisualShaderNodeCustom> custom = n.node;
  455. if (custom.is_valid()) {
  456. custom->update_ports();
  457. }
  458. g->nodes[p_id] = n;
  459. _queue_update();
  460. }
  461. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  462. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  463. Graph *g = &graph[p_type];
  464. ERR_FAIL_COND(!g->nodes.has(p_id));
  465. g->nodes[p_id].position = p_position;
  466. }
  467. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  468. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  469. const Graph *g = &graph[p_type];
  470. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  471. return g->nodes[p_id].position;
  472. }
  473. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  474. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  475. const Graph *g = &graph[p_type];
  476. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  477. return g->nodes[p_id].node;
  478. }
  479. Vector<int> VisualShader::get_node_list(Type p_type) const {
  480. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  481. const Graph *g = &graph[p_type];
  482. Vector<int> ret;
  483. for (const KeyValue<int, Node> &E : g->nodes) {
  484. ret.push_back(E.key);
  485. }
  486. return ret;
  487. }
  488. int VisualShader::get_valid_node_id(Type p_type) const {
  489. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  490. const Graph *g = &graph[p_type];
  491. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  492. }
  493. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  494. for (const KeyValue<int, Node> &E : graph[p_type].nodes) {
  495. if (E.value.node == p_node) {
  496. return E.key;
  497. }
  498. }
  499. return NODE_ID_INVALID;
  500. }
  501. void VisualShader::remove_node(Type p_type, int p_id) {
  502. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  503. ERR_FAIL_COND(p_id < 2);
  504. Graph *g = &graph[p_type];
  505. ERR_FAIL_COND(!g->nodes.has(p_id));
  506. Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
  507. if (input.is_valid()) {
  508. input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed));
  509. }
  510. g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
  511. g->nodes.erase(p_id);
  512. for (List<Connection>::Element *E = g->connections.front(); E;) {
  513. List<Connection>::Element *N = E->next();
  514. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  515. g->connections.erase(E);
  516. if (E->get().from_node == p_id) {
  517. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  518. g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
  519. }
  520. }
  521. E = N;
  522. }
  523. _queue_update();
  524. }
  525. void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) {
  526. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  527. ERR_FAIL_COND(p_id < 2);
  528. Graph *g = &graph[p_type];
  529. ERR_FAIL_COND(!g->nodes.has(p_id));
  530. if (g->nodes[p_id].node->get_class_name() == p_new_class) {
  531. return;
  532. }
  533. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class));
  534. vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  535. g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
  536. _queue_update();
  537. }
  538. 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 {
  539. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  540. const Graph *g = &graph[p_type];
  541. for (const Connection &E : g->connections) {
  542. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  543. return true;
  544. }
  545. }
  546. return false;
  547. }
  548. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  549. bool result = false;
  550. const VisualShader::Node &node = p_graph->nodes[p_node];
  551. for (const int &E : node.prev_connected_nodes) {
  552. if (E == p_target) {
  553. return true;
  554. }
  555. result = is_nodes_connected_relatively(p_graph, E, p_target);
  556. if (result) {
  557. break;
  558. }
  559. }
  560. return result;
  561. }
  562. 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 {
  563. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  564. const Graph *g = &graph[p_type];
  565. if (!g->nodes.has(p_from_node)) {
  566. return false;
  567. }
  568. if (p_from_node == p_to_node) {
  569. return false;
  570. }
  571. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_expanded_output_port_count()) {
  572. return false;
  573. }
  574. if (!g->nodes.has(p_to_node)) {
  575. return false;
  576. }
  577. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  578. return false;
  579. }
  580. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  581. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  582. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  583. return false;
  584. }
  585. for (const Connection &E : g->connections) {
  586. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  587. return false;
  588. }
  589. }
  590. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  591. return false;
  592. }
  593. return true;
  594. }
  595. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  596. return MAX(0, p_a - 3) == (MAX(0, p_b - 3));
  597. }
  598. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  599. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  600. Graph *g = &graph[p_type];
  601. ERR_FAIL_COND(!g->nodes.has(p_from_node));
  602. ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count());
  603. ERR_FAIL_COND(!g->nodes.has(p_to_node));
  604. ERR_FAIL_INDEX(p_to_port, g->nodes[p_to_node].node->get_input_port_count());
  605. Connection c;
  606. c.from_node = p_from_node;
  607. c.from_port = p_from_port;
  608. c.to_node = p_to_node;
  609. c.to_port = p_to_port;
  610. g->connections.push_back(c);
  611. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  612. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  613. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  614. _queue_update();
  615. }
  616. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  617. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  618. Graph *g = &graph[p_type];
  619. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  620. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count(), ERR_INVALID_PARAMETER);
  621. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  622. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  623. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  624. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  625. 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.");
  626. for (const Connection &E : g->connections) {
  627. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  628. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  629. }
  630. }
  631. Connection c;
  632. c.from_node = p_from_node;
  633. c.from_port = p_from_port;
  634. c.to_node = p_to_node;
  635. c.to_port = p_to_port;
  636. g->connections.push_back(c);
  637. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  638. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  639. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  640. _queue_update();
  641. return OK;
  642. }
  643. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  644. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  645. Graph *g = &graph[p_type];
  646. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  647. 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) {
  648. g->connections.erase(E);
  649. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  650. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  651. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  652. _queue_update();
  653. return;
  654. }
  655. }
  656. }
  657. Array VisualShader::_get_node_connections(Type p_type) const {
  658. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  659. const Graph *g = &graph[p_type];
  660. Array ret;
  661. for (const Connection &E : g->connections) {
  662. Dictionary d;
  663. d["from_node"] = E.from_node;
  664. d["from_port"] = E.from_port;
  665. d["to_node"] = E.to_node;
  666. d["to_port"] = E.to_port;
  667. ret.push_back(d);
  668. }
  669. return ret;
  670. }
  671. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  672. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  673. const Graph *g = &graph[p_type];
  674. for (const Connection &E : g->connections) {
  675. r_connections->push_back(E);
  676. }
  677. }
  678. void VisualShader::set_mode(Mode p_mode) {
  679. ERR_FAIL_INDEX_MSG(p_mode, Mode::MODE_MAX, vformat("Invalid shader mode: %d.", p_mode));
  680. if (shader_mode == p_mode) {
  681. return;
  682. }
  683. //erase input/output connections
  684. modes.clear();
  685. flags.clear();
  686. shader_mode = p_mode;
  687. for (int i = 0; i < TYPE_MAX; i++) {
  688. for (KeyValue<int, Node> &E : graph[i].nodes) {
  689. Ref<VisualShaderNodeInput> input = E.value.node;
  690. if (input.is_valid()) {
  691. input->shader_mode = shader_mode;
  692. //input->input_index = 0;
  693. }
  694. }
  695. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  696. output->shader_mode = shader_mode;
  697. // clear connections since they are no longer valid
  698. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  699. bool keep = true;
  700. List<Connection>::Element *N = E->next();
  701. int from = E->get().from_node;
  702. int to = E->get().to_node;
  703. if (!graph[i].nodes.has(from)) {
  704. keep = false;
  705. } else {
  706. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  707. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  708. keep = false;
  709. }
  710. }
  711. if (!graph[i].nodes.has(to)) {
  712. keep = false;
  713. } else {
  714. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  715. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  716. keep = false;
  717. }
  718. }
  719. if (!keep) {
  720. graph[i].connections.erase(E);
  721. }
  722. E = N;
  723. }
  724. }
  725. _queue_update();
  726. notify_property_list_changed();
  727. }
  728. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  729. graph_offset = p_offset;
  730. }
  731. Vector2 VisualShader::get_graph_offset() const {
  732. return graph_offset;
  733. }
  734. Shader::Mode VisualShader::get_mode() const {
  735. return shader_mode;
  736. }
  737. bool VisualShader::is_text_shader() const {
  738. return false;
  739. }
  740. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  741. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  742. ERR_FAIL_COND_V(!node.is_valid(), String());
  743. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_expanded_output_port_count(), String());
  744. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  745. StringBuilder global_code;
  746. StringBuilder global_code_per_node;
  747. Map<Type, StringBuilder> global_code_per_func;
  748. StringBuilder code;
  749. Set<StringName> classes;
  750. global_code += String() + "shader_type canvas_item;\n";
  751. String global_expressions;
  752. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  753. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  754. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  755. if (global_expression.is_valid()) {
  756. String expr = "";
  757. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  758. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  759. expr = expr.replace("\n", "\n ");
  760. expr += "\n";
  761. global_expressions += expr;
  762. }
  763. }
  764. }
  765. global_code += "\n";
  766. global_code += global_expressions;
  767. //make it faster to go around through shader
  768. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  769. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  770. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  771. ConnectionKey from_key;
  772. from_key.node = E->get().from_node;
  773. from_key.port = E->get().from_port;
  774. output_connections.insert(from_key, E);
  775. ConnectionKey to_key;
  776. to_key.node = E->get().to_node;
  777. to_key.port = E->get().to_port;
  778. input_connections.insert(to_key, E);
  779. }
  780. code += "\nvoid fragment() {\n";
  781. Set<int> processed;
  782. 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);
  783. ERR_FAIL_COND_V(err != OK, String());
  784. if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
  785. code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
  786. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  787. code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  788. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  789. code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  790. } else {
  791. code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  792. }
  793. code += "}\n";
  794. //set code secretly
  795. global_code += "\n\n";
  796. String final_code = global_code;
  797. final_code += global_code_per_node;
  798. final_code += code;
  799. return final_code;
  800. }
  801. #define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
  802. #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) == '_')
  803. String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
  804. String name = p_port_name;
  805. if (name.is_empty()) {
  806. return String();
  807. }
  808. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  809. name = name.substr(1, name.length() - 1);
  810. }
  811. if (!name.is_empty()) {
  812. String valid_name;
  813. for (int i = 0; i < name.length(); i++) {
  814. if (IS_SYMBOL_CHAR(name[i])) {
  815. valid_name += String::chr(name[i]);
  816. } else if (name[i] == ' ') {
  817. valid_name += "_";
  818. }
  819. }
  820. name = valid_name;
  821. } else {
  822. return String();
  823. }
  824. List<String> input_names;
  825. List<String> output_names;
  826. for (int i = 0; i < p_node->get_input_port_count(); i++) {
  827. if (!p_output && i == p_port_id) {
  828. continue;
  829. }
  830. if (name == p_node->get_input_port_name(i)) {
  831. return String();
  832. }
  833. }
  834. for (int i = 0; i < p_node->get_output_port_count(); i++) {
  835. if (p_output && i == p_port_id) {
  836. continue;
  837. }
  838. if (name == p_node->get_output_port_name(i)) {
  839. return String();
  840. }
  841. }
  842. return name;
  843. }
  844. String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
  845. String name = p_name; //validate name first
  846. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  847. name = name.substr(1, name.length() - 1);
  848. }
  849. if (!name.is_empty()) {
  850. String valid_name;
  851. for (int i = 0; i < name.length(); i++) {
  852. if (IS_SYMBOL_CHAR(name[i])) {
  853. valid_name += String::chr(name[i]);
  854. } else if (name[i] == ' ') {
  855. valid_name += "_";
  856. }
  857. }
  858. name = valid_name;
  859. }
  860. if (name.is_empty()) {
  861. name = p_uniform->get_caption();
  862. }
  863. int attempt = 1;
  864. while (true) {
  865. bool exists = false;
  866. for (int i = 0; i < TYPE_MAX; i++) {
  867. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  868. Ref<VisualShaderNodeUniform> node = E.value.node;
  869. if (node == p_uniform) { //do not test on self
  870. continue;
  871. }
  872. if (node.is_valid() && node->get_uniform_name() == name) {
  873. exists = true;
  874. break;
  875. }
  876. }
  877. if (exists) {
  878. break;
  879. }
  880. }
  881. if (exists) {
  882. //remove numbers, put new and try again
  883. attempt++;
  884. while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
  885. name = name.substr(0, name.length() - 1);
  886. }
  887. ERR_FAIL_COND_V(name.is_empty(), String());
  888. name += itos(attempt);
  889. } else {
  890. break;
  891. }
  892. }
  893. return name;
  894. }
  895. static const char *type_string[VisualShader::TYPE_MAX] = {
  896. "vertex",
  897. "fragment",
  898. "light",
  899. "start",
  900. "process",
  901. "collide",
  902. "start_custom",
  903. "process_custom",
  904. "sky",
  905. "fog",
  906. };
  907. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  908. String name = p_name;
  909. if (name == "mode") {
  910. set_mode(Shader::Mode(int(p_value)));
  911. return true;
  912. } else if (name.begins_with("flags/")) {
  913. StringName flag = name.get_slicec('/', 1);
  914. bool enable = p_value;
  915. if (enable) {
  916. flags.insert(flag);
  917. } else {
  918. flags.erase(flag);
  919. }
  920. _queue_update();
  921. return true;
  922. } else if (name.begins_with("modes/")) {
  923. String mode = name.get_slicec('/', 1);
  924. int value = p_value;
  925. if (value == 0) {
  926. modes.erase(mode); //means it's default anyway, so don't store it
  927. } else {
  928. modes[mode] = value;
  929. }
  930. _queue_update();
  931. return true;
  932. } else if (name.begins_with("nodes/")) {
  933. String typestr = name.get_slicec('/', 1);
  934. Type type = TYPE_VERTEX;
  935. for (int i = 0; i < TYPE_MAX; i++) {
  936. if (typestr == type_string[i]) {
  937. type = Type(i);
  938. break;
  939. }
  940. }
  941. String index = name.get_slicec('/', 2);
  942. if (index == "connections") {
  943. Vector<int> conns = p_value;
  944. if (conns.size() % 4 == 0) {
  945. for (int i = 0; i < conns.size(); i += 4) {
  946. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  947. }
  948. }
  949. return true;
  950. }
  951. int id = index.to_int();
  952. String what = name.get_slicec('/', 3);
  953. if (what == "node") {
  954. add_node(type, p_value, Vector2(), id);
  955. return true;
  956. } else if (what == "position") {
  957. set_node_position(type, id, p_value);
  958. return true;
  959. } else if (what == "size") {
  960. ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->set_size(p_value);
  961. return true;
  962. } else if (what == "input_ports") {
  963. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  964. return true;
  965. } else if (what == "output_ports") {
  966. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  967. return true;
  968. } else if (what == "expression") {
  969. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  970. return true;
  971. }
  972. }
  973. return false;
  974. }
  975. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  976. String name = p_name;
  977. if (name == "mode") {
  978. r_ret = get_mode();
  979. return true;
  980. } else if (name.begins_with("flags/")) {
  981. StringName flag = name.get_slicec('/', 1);
  982. r_ret = flags.has(flag);
  983. return true;
  984. } else if (name.begins_with("modes/")) {
  985. String mode = name.get_slicec('/', 1);
  986. if (modes.has(mode)) {
  987. r_ret = modes[mode];
  988. } else {
  989. r_ret = 0;
  990. }
  991. return true;
  992. } else if (name.begins_with("nodes/")) {
  993. String typestr = name.get_slicec('/', 1);
  994. Type type = TYPE_VERTEX;
  995. for (int i = 0; i < TYPE_MAX; i++) {
  996. if (typestr == type_string[i]) {
  997. type = Type(i);
  998. break;
  999. }
  1000. }
  1001. String index = name.get_slicec('/', 2);
  1002. if (index == "connections") {
  1003. Vector<int> conns;
  1004. for (const Connection &E : graph[type].connections) {
  1005. conns.push_back(E.from_node);
  1006. conns.push_back(E.from_port);
  1007. conns.push_back(E.to_node);
  1008. conns.push_back(E.to_port);
  1009. }
  1010. r_ret = conns;
  1011. return true;
  1012. }
  1013. int id = index.to_int();
  1014. String what = name.get_slicec('/', 3);
  1015. if (what == "node") {
  1016. r_ret = get_node(type, id);
  1017. return true;
  1018. } else if (what == "position") {
  1019. r_ret = get_node_position(type, id);
  1020. return true;
  1021. } else if (what == "size") {
  1022. r_ret = ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->get_size();
  1023. return true;
  1024. } else if (what == "input_ports") {
  1025. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  1026. return true;
  1027. } else if (what == "output_ports") {
  1028. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  1029. return true;
  1030. } else if (what == "expression") {
  1031. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  1032. return true;
  1033. }
  1034. }
  1035. return false;
  1036. }
  1037. void VisualShader::reset_state() {
  1038. #ifndef _MSC_VER
  1039. #warning everything needs to be cleared here
  1040. #endif
  1041. emit_changed();
  1042. }
  1043. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  1044. //mode
  1045. p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog"));
  1046. //render modes
  1047. Map<String, String> blend_mode_enums;
  1048. Set<String> toggles;
  1049. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1050. for (int i = 0; i < rmodes.size(); i++) {
  1051. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1052. if (!info.options.is_empty()) {
  1053. const String begin = String(info.name);
  1054. for (int j = 0; j < info.options.size(); j++) {
  1055. const String option = String(info.options[j]);
  1056. if (!blend_mode_enums.has(begin)) {
  1057. blend_mode_enums[begin] = option;
  1058. } else {
  1059. blend_mode_enums[begin] += "," + option;
  1060. }
  1061. }
  1062. } else {
  1063. toggles.insert(String(info.name));
  1064. }
  1065. }
  1066. for (const KeyValue<String, String> &E : blend_mode_enums) {
  1067. p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E.key, PROPERTY_HINT_ENUM, E.value));
  1068. }
  1069. for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
  1070. p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
  1071. }
  1072. for (int i = 0; i < TYPE_MAX; i++) {
  1073. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1074. String prop_name = "nodes/";
  1075. prop_name += type_string[i];
  1076. prop_name += "/" + itos(E.key);
  1077. if (E.key != NODE_ID_OUTPUT) {
  1078. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
  1079. }
  1080. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1081. if (Object::cast_to<VisualShaderNodeGroupBase>(E.value.node.ptr()) != nullptr) {
  1082. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1083. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1084. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1085. }
  1086. if (Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr()) != nullptr) {
  1087. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1088. }
  1089. }
  1090. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1091. }
  1092. }
  1093. 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 {
  1094. const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
  1095. if (vsnode->is_disabled()) {
  1096. code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  1097. code += " // Node is disabled and code is not generated.\n";
  1098. return OK;
  1099. }
  1100. //check inputs recursively first
  1101. int input_count = vsnode->get_input_port_count();
  1102. for (int i = 0; i < input_count; i++) {
  1103. ConnectionKey ck;
  1104. ck.node = node;
  1105. ck.port = i;
  1106. if (input_connections.has(ck)) {
  1107. int from_node = input_connections[ck]->get().from_node;
  1108. if (processed.has(from_node)) {
  1109. continue;
  1110. }
  1111. 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);
  1112. if (err) {
  1113. return err;
  1114. }
  1115. }
  1116. }
  1117. // then this node
  1118. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
  1119. for (int i = 0; i < params.size(); i++) {
  1120. def_tex_params.push_back(params[i]);
  1121. }
  1122. Ref<VisualShaderNodeInput> input = vsnode;
  1123. bool skip_global = input.is_valid() && for_preview;
  1124. if (!skip_global) {
  1125. Ref<VisualShaderNodeUniform> uniform = vsnode;
  1126. if (!uniform.is_valid() || !uniform->is_global_code_generated()) {
  1127. global_code += vsnode->generate_global(get_mode(), type, node);
  1128. }
  1129. String class_name = vsnode->get_class_name();
  1130. if (class_name == "VisualShaderNodeCustom") {
  1131. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1132. }
  1133. if (!r_classes.has(class_name)) {
  1134. global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
  1135. for (int i = 0; i < TYPE_MAX; i++) {
  1136. global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
  1137. }
  1138. r_classes.insert(class_name);
  1139. }
  1140. }
  1141. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  1142. processed.insert(node);
  1143. return OK;
  1144. }
  1145. String node_name = "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  1146. String node_code;
  1147. Vector<String> input_vars;
  1148. input_vars.resize(vsnode->get_input_port_count());
  1149. String *inputs = input_vars.ptrw();
  1150. for (int i = 0; i < input_count; i++) {
  1151. ConnectionKey ck;
  1152. ck.node = node;
  1153. ck.port = i;
  1154. if (input_connections.has(ck)) {
  1155. //connected to something, use that output
  1156. int from_node = input_connections[ck]->get().from_node;
  1157. if (graph[type].nodes[from_node].node->is_disabled()) {
  1158. continue;
  1159. }
  1160. int from_port = input_connections[ck]->get().from_port;
  1161. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1162. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1163. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1164. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1165. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  1166. if (ptr->has_method("get_input_real_name")) {
  1167. inputs[i] = ptr->call("get_input_real_name");
  1168. } else if (ptr->has_method("get_uniform_name")) {
  1169. inputs[i] = ptr->call("get_uniform_name");
  1170. } else {
  1171. inputs[i] = "";
  1172. }
  1173. } else if (in_type == out_type) {
  1174. inputs[i] = src_var;
  1175. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1176. inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
  1177. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1178. inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
  1179. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1180. inputs[i] = "vec3(" + src_var + ")";
  1181. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1182. inputs[i] = "vec3(float(" + src_var + "))";
  1183. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1184. inputs[i] = "all(bvec3(" + src_var + "))";
  1185. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1186. inputs[i] = src_var + " > 0.0 ? true : false";
  1187. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1188. inputs[i] = src_var + " > 0 ? true : false";
  1189. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1190. inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
  1191. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1192. inputs[i] = "(" + src_var + " ? 1 : 0)";
  1193. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1194. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  1195. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1196. inputs[i] = "float(" + src_var + ")";
  1197. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1198. inputs[i] = "int(" + src_var + ")";
  1199. }
  1200. } else {
  1201. if (!vsnode->is_generate_input_var(i)) {
  1202. continue;
  1203. }
  1204. Variant defval = vsnode->get_input_port_default_value(i);
  1205. if (defval.get_type() == Variant::FLOAT) {
  1206. float val = defval;
  1207. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1208. node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  1209. } else if (defval.get_type() == Variant::INT) {
  1210. int val = defval;
  1211. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1212. node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
  1213. } else if (defval.get_type() == Variant::BOOL) {
  1214. bool val = defval;
  1215. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1216. node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1217. } else if (defval.get_type() == Variant::VECTOR3) {
  1218. Vector3 val = defval;
  1219. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1220. node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1221. } else if (defval.get_type() == Variant::TRANSFORM3D) {
  1222. Transform3D val = defval;
  1223. val.basis.transpose();
  1224. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1225. Array values;
  1226. for (int j = 0; j < 3; j++) {
  1227. values.push_back(val.basis[j].x);
  1228. values.push_back(val.basis[j].y);
  1229. values.push_back(val.basis[j].z);
  1230. }
  1231. values.push_back(val.origin.x);
  1232. values.push_back(val.origin.y);
  1233. values.push_back(val.origin.z);
  1234. bool err = false;
  1235. node_code += " mat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
  1236. } else {
  1237. //will go empty, node is expected to know what it is doing at this point and handle it
  1238. }
  1239. }
  1240. }
  1241. int output_count = vsnode->get_output_port_count();
  1242. int initial_output_count = output_count;
  1243. Map<int, bool> expanded_output_ports;
  1244. for (int i = 0; i < initial_output_count; i++) {
  1245. bool expanded = false;
  1246. if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) {
  1247. expanded = true;
  1248. if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
  1249. output_count += 3;
  1250. }
  1251. }
  1252. expanded_output_ports.insert(i, expanded);
  1253. }
  1254. Vector<String> output_vars;
  1255. output_vars.resize(output_count);
  1256. String *outputs = output_vars.ptrw();
  1257. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1258. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1259. String var_name = "n_out" + itos(node) + "p" + itos(j);
  1260. switch (vsnode->get_output_port_type(i)) {
  1261. case VisualShaderNode::PORT_TYPE_SCALAR:
  1262. outputs[i] = "float " + var_name;
  1263. break;
  1264. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1265. outputs[i] = "int " + var_name;
  1266. break;
  1267. case VisualShaderNode::PORT_TYPE_VECTOR:
  1268. outputs[i] = "vec3 " + var_name;
  1269. break;
  1270. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1271. outputs[i] = "bool " + var_name;
  1272. break;
  1273. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1274. outputs[i] = "mat4 " + var_name;
  1275. break;
  1276. default: {
  1277. }
  1278. }
  1279. if (expanded_output_ports[i]) {
  1280. if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
  1281. j += 3;
  1282. }
  1283. }
  1284. }
  1285. } else {
  1286. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1287. outputs[i] = "n_out" + itos(node) + "p" + itos(j);
  1288. switch (vsnode->get_output_port_type(i)) {
  1289. case VisualShaderNode::PORT_TYPE_SCALAR:
  1290. code += " float " + outputs[i] + ";\n";
  1291. break;
  1292. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1293. code += " int " + outputs[i] + ";\n";
  1294. break;
  1295. case VisualShaderNode::PORT_TYPE_VECTOR:
  1296. code += " vec3 " + outputs[i] + ";\n";
  1297. break;
  1298. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1299. code += " bool " + outputs[i] + ";\n";
  1300. break;
  1301. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1302. code += " mat4 " + outputs[i] + ";\n";
  1303. break;
  1304. default: {
  1305. }
  1306. }
  1307. if (expanded_output_ports[i]) {
  1308. if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
  1309. j += 3;
  1310. }
  1311. }
  1312. }
  1313. }
  1314. node_code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
  1315. if (!node_code.is_empty()) {
  1316. code += node_name;
  1317. code += node_code;
  1318. code += "\n";
  1319. }
  1320. for (int i = 0; i < output_count; i++) {
  1321. bool new_line_inserted = false;
  1322. if (expanded_output_ports[i]) {
  1323. if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
  1324. if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1325. if (!new_line_inserted) {
  1326. code += "\n";
  1327. new_line_inserted = true;
  1328. }
  1329. String r = "n_out" + itos(node) + "p" + itos(i + 1);
  1330. code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
  1331. outputs[i + 1] = r;
  1332. }
  1333. if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1334. if (!new_line_inserted) {
  1335. code += "\n";
  1336. new_line_inserted = true;
  1337. }
  1338. String g = "n_out" + itos(node) + "p" + itos(i + 2);
  1339. code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
  1340. outputs[i + 2] = g;
  1341. }
  1342. if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  1343. if (!new_line_inserted) {
  1344. code += "\n";
  1345. new_line_inserted = true;
  1346. }
  1347. String b = "n_out" + itos(node) + "p" + itos(i + 3);
  1348. code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
  1349. outputs[i + 3] = b;
  1350. }
  1351. i += 3;
  1352. }
  1353. }
  1354. }
  1355. code += "\n"; //
  1356. processed.insert(node);
  1357. return OK;
  1358. }
  1359. bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
  1360. if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
  1361. if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
  1362. if (p_func_name == "start_custom" || p_func_name == "process_custom" || p_func_name == "collide") {
  1363. return true;
  1364. }
  1365. }
  1366. return false;
  1367. }
  1368. return true;
  1369. }
  1370. void VisualShader::_update_shader() const {
  1371. if (!dirty.is_set()) {
  1372. return;
  1373. }
  1374. dirty.clear();
  1375. StringBuilder global_code;
  1376. StringBuilder global_code_per_node;
  1377. Map<Type, StringBuilder> global_code_per_func;
  1378. StringBuilder code;
  1379. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1380. Set<StringName> classes;
  1381. Map<int, int> insertion_pos;
  1382. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" };
  1383. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1384. String render_mode;
  1385. {
  1386. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1387. Vector<String> flag_names;
  1388. // Add enum modes first.
  1389. for (int i = 0; i < rmodes.size(); i++) {
  1390. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1391. const String temp = String(info.name);
  1392. if (!info.options.is_empty()) {
  1393. if (modes.has(temp) && modes[temp] < info.options.size()) {
  1394. if (!render_mode.is_empty()) {
  1395. render_mode += ", ";
  1396. }
  1397. render_mode += temp + "_" + info.options[modes[temp]];
  1398. }
  1399. } else if (flags.has(temp)) {
  1400. flag_names.push_back(temp);
  1401. }
  1402. }
  1403. // Add flags afterward.
  1404. for (int i = 0; i < flag_names.size(); i++) {
  1405. if (!render_mode.is_empty()) {
  1406. render_mode += ", ";
  1407. }
  1408. render_mode += flag_names[i];
  1409. }
  1410. }
  1411. if (!render_mode.is_empty()) {
  1412. global_code += "render_mode " + render_mode + ";\n\n";
  1413. }
  1414. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  1415. String global_expressions;
  1416. Set<String> used_uniform_names;
  1417. List<VisualShaderNodeUniform *> uniforms;
  1418. Map<int, List<int>> emitters;
  1419. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1420. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1421. continue;
  1422. }
  1423. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  1424. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  1425. if (global_expression.is_valid()) {
  1426. String expr = "";
  1427. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1428. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1429. expr = expr.replace("\n", "\n ");
  1430. expr += "\n";
  1431. global_expressions += expr;
  1432. }
  1433. Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(E->get().node.ptr());
  1434. if (uniform_ref.is_valid()) {
  1435. used_uniform_names.insert(uniform_ref->get_uniform_name());
  1436. }
  1437. Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(E->get().node.ptr());
  1438. if (uniform.is_valid()) {
  1439. uniforms.push_back(uniform.ptr());
  1440. }
  1441. Ref<VisualShaderNodeParticleEmit> emit_particle = Object::cast_to<VisualShaderNodeParticleEmit>(E->get().node.ptr());
  1442. if (emit_particle.is_valid()) {
  1443. if (!emitters.has(i)) {
  1444. emitters.insert(i, List<int>());
  1445. }
  1446. for (const KeyValue<int, Node> &M : graph[i].nodes) {
  1447. if (M.value.node == emit_particle.ptr()) {
  1448. emitters[i].push_back(M.key);
  1449. break;
  1450. }
  1451. }
  1452. }
  1453. }
  1454. }
  1455. for (int i = 0; i < uniforms.size(); i++) {
  1456. VisualShaderNodeUniform *uniform = uniforms[i];
  1457. if (used_uniform_names.has(uniform->get_uniform_name())) {
  1458. global_code += uniform->generate_global(get_mode(), Type(i), -1);
  1459. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(true);
  1460. } else {
  1461. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(false);
  1462. }
  1463. }
  1464. Map<int, String> code_map;
  1465. Set<int> empty_funcs;
  1466. for (int i = 0; i < TYPE_MAX; i++) {
  1467. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1468. continue;
  1469. }
  1470. //make it faster to go around through shader
  1471. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1472. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1473. StringBuilder func_code;
  1474. bool is_empty_func = false;
  1475. if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
  1476. is_empty_func = true;
  1477. }
  1478. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  1479. ConnectionKey from_key;
  1480. from_key.node = E->get().from_node;
  1481. from_key.port = E->get().from_port;
  1482. output_connections.insert(from_key, E);
  1483. ConnectionKey to_key;
  1484. to_key.node = E->get().to_node;
  1485. to_key.port = E->get().to_port;
  1486. input_connections.insert(to_key, E);
  1487. if (is_empty_func && to_key.node == NODE_ID_OUTPUT) {
  1488. is_empty_func = false;
  1489. }
  1490. }
  1491. if (is_empty_func) {
  1492. empty_funcs.insert(i);
  1493. continue;
  1494. }
  1495. if (shader_mode != Shader::MODE_PARTICLES) {
  1496. func_code += "\nvoid " + String(func_name[i]) + "() {\n";
  1497. }
  1498. insertion_pos.insert(i, code.get_string_length() + func_code.get_string_length());
  1499. Set<int> processed;
  1500. 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);
  1501. ERR_FAIL_COND(err != OK);
  1502. if (emitters.has(i)) {
  1503. for (int &E : emitters[i]) {
  1504. err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  1505. ERR_FAIL_COND(err != OK);
  1506. }
  1507. }
  1508. if (shader_mode == Shader::MODE_PARTICLES) {
  1509. code_map.insert(i, func_code);
  1510. } else {
  1511. func_code += "}\n";
  1512. code += func_code;
  1513. }
  1514. }
  1515. String global_compute_code;
  1516. if (shader_mode == Shader::MODE_PARTICLES) {
  1517. bool has_start = !code_map[TYPE_START].is_empty();
  1518. bool has_start_custom = !code_map[TYPE_START_CUSTOM].is_empty();
  1519. bool has_process = !code_map[TYPE_PROCESS].is_empty();
  1520. bool has_process_custom = !code_map[TYPE_PROCESS_CUSTOM].is_empty();
  1521. bool has_collide = !code_map[TYPE_COLLIDE].is_empty();
  1522. code += "void start() {\n";
  1523. if (has_start || has_start_custom) {
  1524. code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  1525. code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
  1526. code += " float __radians;\n";
  1527. code += " vec3 __vec3_buff1;\n";
  1528. code += " vec3 __vec3_buff2;\n";
  1529. code += " float __scalar_buff1;\n";
  1530. code += " float __scalar_buff2;\n";
  1531. code += " int __scalar_ibuff;\n";
  1532. code += " vec4 __vec4_buff;\n";
  1533. code += " vec3 __ndiff = normalize(__diff);\n\n";
  1534. }
  1535. if (has_start) {
  1536. code += " {\n";
  1537. code += code_map[TYPE_START].replace("\n ", "\n ");
  1538. code += " }\n";
  1539. if (has_start_custom) {
  1540. code += " \n";
  1541. }
  1542. }
  1543. if (has_start_custom) {
  1544. code += " {\n";
  1545. code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
  1546. code += " }\n";
  1547. }
  1548. code += "}\n\n";
  1549. code += "void process() {\n";
  1550. if (has_process || has_process_custom || has_collide) {
  1551. code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  1552. code += " vec3 __vec3_buff1;\n";
  1553. code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
  1554. code += " vec3 __ndiff = normalize(__diff);\n\n";
  1555. }
  1556. code += " {\n";
  1557. String tab = " ";
  1558. if (has_collide) {
  1559. code += " if (COLLIDED) {\n\n";
  1560. code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
  1561. if (has_process) {
  1562. code += " } else {\n\n";
  1563. tab += " ";
  1564. }
  1565. }
  1566. if (has_process) {
  1567. code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
  1568. }
  1569. if (has_collide) {
  1570. code += " }\n";
  1571. }
  1572. code += " }\n";
  1573. if (has_process_custom) {
  1574. code += " {\n\n";
  1575. code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
  1576. code += " }\n";
  1577. }
  1578. code += "}\n\n";
  1579. global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
  1580. global_compute_code += " int k;\n";
  1581. global_compute_code += " int s = int(seed);\n";
  1582. global_compute_code += " if (s == 0)\n";
  1583. global_compute_code += " s = 305420679;\n";
  1584. global_compute_code += " k = s / 127773;\n";
  1585. global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
  1586. global_compute_code += " if (s < 0)\n";
  1587. global_compute_code += " s += 2147483647;\n";
  1588. global_compute_code += " seed = uint(s);\n";
  1589. global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n";
  1590. global_compute_code += "}\n\n";
  1591. global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n";
  1592. global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n";
  1593. global_compute_code += "}\n\n";
  1594. global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n";
  1595. global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
  1596. global_compute_code += "}\n\n";
  1597. global_compute_code += "vec3 __randv_range(inout uint seed, vec3 from, vec3 to) {\n";
  1598. global_compute_code += " return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n";
  1599. global_compute_code += "}\n\n";
  1600. global_compute_code += "uint __hash(uint x) {\n";
  1601. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  1602. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  1603. global_compute_code += " x = (x >> uint(16)) ^ x;\n";
  1604. global_compute_code += " return x;\n";
  1605. global_compute_code += "}\n\n";
  1606. global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n";
  1607. global_compute_code += " axis = normalize(axis);\n";
  1608. global_compute_code += " float s = sin(angle);\n";
  1609. global_compute_code += " float c = cos(angle);\n";
  1610. global_compute_code += " float oc = 1.0 - c;\n";
  1611. global_compute_code += " return mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n";
  1612. global_compute_code += "}\n\n";
  1613. global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n";
  1614. global_compute_code += " axis = normalize(axis);\n";
  1615. global_compute_code += " float s = sin(angle);\n";
  1616. global_compute_code += " float c = cos(angle);\n";
  1617. global_compute_code += " float oc = 1.0 - c;\n";
  1618. global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
  1619. global_compute_code += "}\n\n";
  1620. global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
  1621. global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  1622. global_compute_code += "}\n\n";
  1623. global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
  1624. global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  1625. global_compute_code += "}\n\n";
  1626. }
  1627. //set code secretly
  1628. global_code += "\n\n";
  1629. String final_code = global_code;
  1630. final_code += global_compute_code;
  1631. final_code += global_code_per_node;
  1632. final_code += global_expressions;
  1633. String tcode = code;
  1634. for (int i = 0; i < TYPE_MAX; i++) {
  1635. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1636. continue;
  1637. }
  1638. String func_code = global_code_per_func[Type(i)].as_string();
  1639. if (empty_funcs.has(Type(i)) && !func_code.is_empty()) {
  1640. func_code = vformat("%s%s%s", String("\nvoid " + String(func_name[i]) + "() {\n"), func_code, "}\n");
  1641. }
  1642. tcode = tcode.insert(insertion_pos[i], func_code);
  1643. }
  1644. final_code += tcode;
  1645. const_cast<VisualShader *>(this)->set_code(final_code);
  1646. for (int i = 0; i < default_tex_params.size(); i++) {
  1647. for (int j = 0; j < default_tex_params[i].params.size(); j++) {
  1648. const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].params[j], j);
  1649. }
  1650. }
  1651. if (previous_code != final_code) {
  1652. const_cast<VisualShader *>(this)->emit_signal(SNAME("changed"));
  1653. }
  1654. previous_code = final_code;
  1655. }
  1656. void VisualShader::_queue_update() {
  1657. if (dirty.is_set()) {
  1658. return;
  1659. }
  1660. dirty.set();
  1661. call_deferred(SNAME("_update_shader"));
  1662. }
  1663. void VisualShader::_input_type_changed(Type p_type, int p_id) {
  1664. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1665. //erase connections using this input, as type changed
  1666. Graph *g = &graph[p_type];
  1667. for (List<Connection>::Element *E = g->connections.front(); E;) {
  1668. List<Connection>::Element *N = E->next();
  1669. if (E->get().from_node == p_id) {
  1670. g->connections.erase(E);
  1671. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  1672. }
  1673. E = N;
  1674. }
  1675. }
  1676. void VisualShader::rebuild() {
  1677. dirty.set();
  1678. _update_shader();
  1679. }
  1680. void VisualShader::_bind_methods() {
  1681. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  1682. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  1683. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  1684. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  1685. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  1686. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  1687. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  1688. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  1689. ClassDB::bind_method(D_METHOD("replace_node", "type", "id", "new_class"), &VisualShader::replace_node);
  1690. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  1691. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  1692. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  1693. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  1694. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  1695. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  1696. ClassDB::bind_method(D_METHOD("set_engine_version", "version"), &VisualShader::set_engine_version);
  1697. ClassDB::bind_method(D_METHOD("get_engine_version"), &VisualShader::get_engine_version);
  1698. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  1699. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  1700. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  1701. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_graph_offset", "get_graph_offset");
  1702. ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "engine_version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_engine_version", "get_engine_version");
  1703. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  1704. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  1705. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  1706. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  1707. BIND_ENUM_CONSTANT(TYPE_START);
  1708. BIND_ENUM_CONSTANT(TYPE_PROCESS);
  1709. BIND_ENUM_CONSTANT(TYPE_COLLIDE);
  1710. BIND_ENUM_CONSTANT(TYPE_START_CUSTOM);
  1711. BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM);
  1712. BIND_ENUM_CONSTANT(TYPE_SKY);
  1713. BIND_ENUM_CONSTANT(TYPE_FOG);
  1714. BIND_ENUM_CONSTANT(TYPE_MAX);
  1715. BIND_CONSTANT(NODE_ID_INVALID);
  1716. BIND_CONSTANT(NODE_ID_OUTPUT);
  1717. }
  1718. VisualShader::VisualShader() {
  1719. dirty.set();
  1720. for (int i = 0; i < TYPE_MAX; i++) {
  1721. if (i > (int)TYPE_LIGHT && i < (int)TYPE_SKY) {
  1722. Ref<VisualShaderNodeParticleOutput> output;
  1723. output.instantiate();
  1724. output->shader_type = Type(i);
  1725. output->shader_mode = shader_mode;
  1726. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  1727. } else {
  1728. Ref<VisualShaderNodeOutput> output;
  1729. output.instantiate();
  1730. output->shader_type = Type(i);
  1731. output->shader_mode = shader_mode;
  1732. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  1733. }
  1734. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  1735. }
  1736. }
  1737. ///////////////////////////////////////////////////////////
  1738. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  1739. // Node3D
  1740. // Node3D, Vertex
  1741. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1742. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1743. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1744. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1745. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1746. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1747. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1748. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1749. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1750. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  1751. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "instance_custom", "INSTANCE_CUSTOM.rgb" },
  1752. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
  1753. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1754. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1755. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
  1756. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1757. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1758. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1759. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1760. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1761. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
  1762. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1763. // Node3D, Fragment
  1764. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1765. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1766. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1767. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1768. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1769. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1770. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1771. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1772. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1773. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1774. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1775. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1776. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1777. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1778. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1779. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1780. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1781. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1782. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1783. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1784. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  1785. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1786. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_roughness_texture", "NORMAL_ROUGHNESS_TEXTURE" },
  1787. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
  1788. // Node3D, Light
  1789. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1790. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1791. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1792. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1793. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1794. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
  1795. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
  1796. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
  1797. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1798. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" },
  1799. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1800. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1801. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1802. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  1803. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1804. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1805. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1806. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1807. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1808. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1809. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1810. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1811. // Canvas Item
  1812. // Canvas Item, Vertex
  1813. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1814. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1815. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1816. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1817. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1818. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1819. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1820. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas", "CANVAS_MATRIX" },
  1821. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen", "SCREEN_MATRIX" },
  1822. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1823. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  1824. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "instance_custom", "INSTANCE_CUSTOM.rgb" },
  1825. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
  1826. // Canvas Item, Fragment
  1827. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1828. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1829. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1830. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1831. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1832. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1833. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
  1834. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1835. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1836. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  1837. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1838. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  1839. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1840. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "specular_shininess", "SPECULAR_SHININESS.rgb" },
  1841. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
  1842. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
  1843. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1844. // Canvas Item, Light
  1845. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1846. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1847. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1848. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1849. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1850. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
  1851. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
  1852. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
  1853. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_color_alpha", "LIGHT_COLOR.a" },
  1854. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_position", "LIGHT_POSITION" },
  1855. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" },
  1856. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow", "SHADOW_MODULATE.rgb" },
  1857. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_MODULATE.a" },
  1858. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1859. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1860. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1861. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1862. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1863. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular_shininess", "SPECULAR_SHININESS.rgb" },
  1864. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
  1865. // Particles, Start
  1866. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
  1867. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1868. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1869. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1870. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  1871. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  1872. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1873. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1874. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1875. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1876. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1877. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1878. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1879. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1880. // Particles, Start (Custom)
  1881. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
  1882. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1883. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1884. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1885. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  1886. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  1887. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1888. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1889. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1890. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1891. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1892. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1893. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1894. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1895. // Particles, Process
  1896. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
  1897. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1898. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1899. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1900. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  1901. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  1902. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1903. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1904. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1905. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1906. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1907. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1908. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1909. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1910. // Particles, Process (Custom)
  1911. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
  1912. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1913. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1914. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1915. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  1916. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  1917. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1918. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1919. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1920. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1921. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1922. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1923. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1924. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1925. // Particles, Collide
  1926. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
  1927. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
  1928. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "collision_normal", "COLLISION_NORMAL" },
  1929. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1930. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1931. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1932. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  1933. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  1934. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1935. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1936. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1937. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1938. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1939. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1940. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1941. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1942. // Sky, Sky
  1943. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  1944. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  1945. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  1946. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" },
  1947. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" },
  1948. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
  1949. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" },
  1950. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" },
  1951. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  1952. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  1953. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" },
  1954. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" },
  1955. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  1956. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  1957. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" },
  1958. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" },
  1959. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  1960. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  1961. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" },
  1962. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" },
  1963. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  1964. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  1965. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" },
  1966. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
  1967. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
  1968. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  1969. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1970. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "sky_coords", "vec3(SKY_COORDS, 0.0)" },
  1971. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1972. // Fog, Fog
  1973. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "world_position", "WORLD_POSITION" },
  1974. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "object_position", "OBJECT_POSITION" },
  1975. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "uvw", "UVW" },
  1976. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "extents", "EXTENTS" },
  1977. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1978. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
  1979. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1980. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1981. };
  1982. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  1983. // Spatial, Vertex
  1984. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1985. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
  1986. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
  1987. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1988. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
  1989. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1990. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1991. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  1992. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1993. // Spatial, Fragment
  1994. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
  1995. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1996. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
  1997. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
  1998. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1999. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
  2000. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  2001. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2002. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  2003. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  2004. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2005. // Spatial, Light
  2006. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
  2007. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  2008. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  2009. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
  2010. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  2011. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2012. // Canvas Item, Vertex
  2013. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  2014. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  2015. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  2016. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2017. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2018. // Canvas Item, Fragment
  2019. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
  2020. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  2021. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  2022. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2023. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  2024. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2025. // Canvas Item, Light
  2026. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
  2027. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  2028. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  2029. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  2030. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2031. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  2032. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2033. // Particles
  2034. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2035. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2036. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2037. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2038. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2039. // Sky
  2040. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  2041. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2042. // Fog
  2043. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2044. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2045. };
  2046. int VisualShaderNodeInput::get_input_port_count() const {
  2047. return 0;
  2048. }
  2049. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  2050. return PORT_TYPE_SCALAR;
  2051. }
  2052. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  2053. return "";
  2054. }
  2055. int VisualShaderNodeInput::get_output_port_count() const {
  2056. return 1;
  2057. }
  2058. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  2059. return get_input_type_by_name(input_name);
  2060. }
  2061. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  2062. return "";
  2063. }
  2064. String VisualShaderNodeInput::get_caption() const {
  2065. return "Input";
  2066. }
  2067. 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 {
  2068. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  2069. return "";
  2070. }
  2071. if (p_for_preview) {
  2072. int idx = 0;
  2073. String code;
  2074. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  2075. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  2076. code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  2077. break;
  2078. }
  2079. idx++;
  2080. }
  2081. if (code.is_empty()) {
  2082. switch (get_output_port_type(0)) {
  2083. case PORT_TYPE_SCALAR: {
  2084. code = " " + p_output_vars[0] + " = 0.0;\n";
  2085. } break;
  2086. case PORT_TYPE_SCALAR_INT: {
  2087. code = " " + p_output_vars[0] + " = 0;\n";
  2088. } break;
  2089. case PORT_TYPE_VECTOR: {
  2090. code = " " + p_output_vars[0] + " = vec3(0.0);\n";
  2091. } break;
  2092. case PORT_TYPE_BOOLEAN: {
  2093. code = " " + p_output_vars[0] + " = false;\n";
  2094. } break;
  2095. default:
  2096. break;
  2097. }
  2098. }
  2099. return code;
  2100. } else {
  2101. int idx = 0;
  2102. String code;
  2103. while (ports[idx].mode != Shader::MODE_MAX) {
  2104. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2105. code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  2106. break;
  2107. }
  2108. idx++;
  2109. }
  2110. if (code.is_empty()) {
  2111. code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  2112. }
  2113. return code;
  2114. }
  2115. }
  2116. void VisualShaderNodeInput::set_input_name(String p_name) {
  2117. PortType prev_type = get_input_type_by_name(input_name);
  2118. input_name = p_name;
  2119. emit_changed();
  2120. if (get_input_type_by_name(input_name) != prev_type) {
  2121. emit_signal(SNAME("input_type_changed"));
  2122. }
  2123. }
  2124. String VisualShaderNodeInput::get_input_name() const {
  2125. return input_name;
  2126. }
  2127. String VisualShaderNodeInput::get_input_real_name() const {
  2128. int idx = 0;
  2129. while (ports[idx].mode != Shader::MODE_MAX) {
  2130. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2131. return String(ports[idx].string);
  2132. }
  2133. idx++;
  2134. }
  2135. return "";
  2136. }
  2137. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  2138. int idx = 0;
  2139. while (ports[idx].mode != Shader::MODE_MAX) {
  2140. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  2141. return ports[idx].type;
  2142. }
  2143. idx++;
  2144. }
  2145. return PORT_TYPE_SCALAR;
  2146. }
  2147. int VisualShaderNodeInput::get_input_index_count() const {
  2148. int idx = 0;
  2149. int count = 0;
  2150. while (ports[idx].mode != Shader::MODE_MAX) {
  2151. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2152. count++;
  2153. }
  2154. idx++;
  2155. }
  2156. return count;
  2157. }
  2158. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  2159. int idx = 0;
  2160. int count = 0;
  2161. while (ports[idx].mode != Shader::MODE_MAX) {
  2162. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2163. if (count == p_index) {
  2164. return ports[idx].type;
  2165. }
  2166. count++;
  2167. }
  2168. idx++;
  2169. }
  2170. return PORT_TYPE_SCALAR;
  2171. }
  2172. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  2173. int idx = 0;
  2174. int count = 0;
  2175. while (ports[idx].mode != Shader::MODE_MAX) {
  2176. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2177. if (count == p_index) {
  2178. return ports[idx].name;
  2179. }
  2180. count++;
  2181. }
  2182. idx++;
  2183. }
  2184. return "";
  2185. }
  2186. void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
  2187. if (property.name == "input_name") {
  2188. String port_list;
  2189. int idx = 0;
  2190. while (ports[idx].mode != Shader::MODE_MAX) {
  2191. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2192. if (!port_list.is_empty()) {
  2193. port_list += ",";
  2194. }
  2195. port_list += ports[idx].name;
  2196. }
  2197. idx++;
  2198. }
  2199. if (port_list.is_empty()) {
  2200. port_list = TTR("None");
  2201. }
  2202. property.hint_string = port_list;
  2203. }
  2204. }
  2205. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  2206. Vector<StringName> props;
  2207. props.push_back("input_name");
  2208. return props;
  2209. }
  2210. void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) {
  2211. shader_type = p_shader_type;
  2212. }
  2213. void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) {
  2214. shader_mode = p_shader_mode;
  2215. }
  2216. void VisualShaderNodeInput::_bind_methods() {
  2217. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  2218. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  2219. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  2220. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  2221. ADD_SIGNAL(MethodInfo("input_type_changed"));
  2222. }
  2223. VisualShaderNodeInput::VisualShaderNodeInput() {
  2224. }
  2225. ////////////// UniformRef
  2226. List<VisualShaderNodeUniformRef::Uniform> uniforms;
  2227. void VisualShaderNodeUniformRef::add_uniform(const String &p_name, UniformType p_type) {
  2228. uniforms.push_back({ p_name, p_type });
  2229. }
  2230. void VisualShaderNodeUniformRef::clear_uniforms() {
  2231. uniforms.clear();
  2232. }
  2233. bool VisualShaderNodeUniformRef::has_uniform(const String &p_name) {
  2234. for (const VisualShaderNodeUniformRef::Uniform &E : uniforms) {
  2235. if (E.name == p_name) {
  2236. return true;
  2237. }
  2238. }
  2239. return false;
  2240. }
  2241. String VisualShaderNodeUniformRef::get_caption() const {
  2242. return "UniformRef";
  2243. }
  2244. int VisualShaderNodeUniformRef::get_input_port_count() const {
  2245. return 0;
  2246. }
  2247. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_input_port_type(int p_port) const {
  2248. return PortType::PORT_TYPE_SCALAR;
  2249. }
  2250. String VisualShaderNodeUniformRef::get_input_port_name(int p_port) const {
  2251. return "";
  2252. }
  2253. int VisualShaderNodeUniformRef::get_output_port_count() const {
  2254. switch (uniform_type) {
  2255. case UniformType::UNIFORM_TYPE_FLOAT:
  2256. return 1;
  2257. case UniformType::UNIFORM_TYPE_INT:
  2258. return 1;
  2259. case UniformType::UNIFORM_TYPE_BOOLEAN:
  2260. return 1;
  2261. case UniformType::UNIFORM_TYPE_VECTOR:
  2262. return 1;
  2263. case UniformType::UNIFORM_TYPE_TRANSFORM:
  2264. return 1;
  2265. case UniformType::UNIFORM_TYPE_COLOR:
  2266. return 2;
  2267. case UniformType::UNIFORM_TYPE_SAMPLER:
  2268. return 1;
  2269. default:
  2270. break;
  2271. }
  2272. return 1;
  2273. }
  2274. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port_type(int p_port) const {
  2275. switch (uniform_type) {
  2276. case UniformType::UNIFORM_TYPE_FLOAT:
  2277. return PortType::PORT_TYPE_SCALAR;
  2278. case UniformType::UNIFORM_TYPE_INT:
  2279. return PortType::PORT_TYPE_SCALAR_INT;
  2280. case UniformType::UNIFORM_TYPE_BOOLEAN:
  2281. return PortType::PORT_TYPE_BOOLEAN;
  2282. case UniformType::UNIFORM_TYPE_VECTOR:
  2283. return PortType::PORT_TYPE_VECTOR;
  2284. case UniformType::UNIFORM_TYPE_TRANSFORM:
  2285. return PortType::PORT_TYPE_TRANSFORM;
  2286. case UniformType::UNIFORM_TYPE_COLOR:
  2287. if (p_port == 0) {
  2288. return PortType::PORT_TYPE_VECTOR;
  2289. } else if (p_port == 1) {
  2290. return PORT_TYPE_SCALAR;
  2291. }
  2292. break;
  2293. case UniformType::UNIFORM_TYPE_SAMPLER:
  2294. return PortType::PORT_TYPE_SAMPLER;
  2295. default:
  2296. break;
  2297. }
  2298. return PORT_TYPE_SCALAR;
  2299. }
  2300. String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
  2301. switch (uniform_type) {
  2302. case UniformType::UNIFORM_TYPE_FLOAT:
  2303. return "";
  2304. case UniformType::UNIFORM_TYPE_INT:
  2305. return "";
  2306. case UniformType::UNIFORM_TYPE_BOOLEAN:
  2307. return "";
  2308. case UniformType::UNIFORM_TYPE_VECTOR:
  2309. return "";
  2310. case UniformType::UNIFORM_TYPE_TRANSFORM:
  2311. return "";
  2312. case UniformType::UNIFORM_TYPE_COLOR:
  2313. if (p_port == 0) {
  2314. return "rgb";
  2315. } else if (p_port == 1) {
  2316. return "alpha";
  2317. }
  2318. break;
  2319. case UniformType::UNIFORM_TYPE_SAMPLER:
  2320. return "";
  2321. break;
  2322. default:
  2323. break;
  2324. }
  2325. return "";
  2326. }
  2327. void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) {
  2328. uniform_name = p_name;
  2329. if (uniform_name != "[None]") {
  2330. uniform_type = get_uniform_type_by_name(uniform_name);
  2331. } else {
  2332. uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
  2333. }
  2334. emit_changed();
  2335. }
  2336. String VisualShaderNodeUniformRef::get_uniform_name() const {
  2337. return uniform_name;
  2338. }
  2339. int VisualShaderNodeUniformRef::get_uniforms_count() const {
  2340. return uniforms.size();
  2341. }
  2342. String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const {
  2343. if (p_idx >= 0 && p_idx < uniforms.size()) {
  2344. return uniforms[p_idx].name;
  2345. }
  2346. return "";
  2347. }
  2348. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const {
  2349. for (int i = 0; i < uniforms.size(); i++) {
  2350. if (uniforms[i].name == p_name) {
  2351. return uniforms[i].type;
  2352. }
  2353. }
  2354. return UniformType::UNIFORM_TYPE_FLOAT;
  2355. }
  2356. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const {
  2357. if (p_idx >= 0 && p_idx < uniforms.size()) {
  2358. return uniforms[p_idx].type;
  2359. }
  2360. return UniformType::UNIFORM_TYPE_FLOAT;
  2361. }
  2362. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_by_index(int p_idx) const {
  2363. if (p_idx >= 0 && p_idx < uniforms.size()) {
  2364. switch (uniforms[p_idx].type) {
  2365. case UniformType::UNIFORM_TYPE_FLOAT:
  2366. return PORT_TYPE_SCALAR;
  2367. case UniformType::UNIFORM_TYPE_INT:
  2368. return PORT_TYPE_SCALAR_INT;
  2369. case UniformType::UNIFORM_TYPE_SAMPLER:
  2370. return PORT_TYPE_SAMPLER;
  2371. case UniformType::UNIFORM_TYPE_VECTOR:
  2372. return PORT_TYPE_VECTOR;
  2373. case UniformType::UNIFORM_TYPE_TRANSFORM:
  2374. return PORT_TYPE_TRANSFORM;
  2375. case UniformType::UNIFORM_TYPE_COLOR:
  2376. return PORT_TYPE_VECTOR;
  2377. default:
  2378. break;
  2379. }
  2380. }
  2381. return PORT_TYPE_SCALAR;
  2382. }
  2383. 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 {
  2384. switch (uniform_type) {
  2385. case UniformType::UNIFORM_TYPE_FLOAT:
  2386. if (uniform_name == "[None]") {
  2387. return " " + p_output_vars[0] + " = 0.0;\n";
  2388. }
  2389. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2390. case UniformType::UNIFORM_TYPE_INT:
  2391. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2392. case UniformType::UNIFORM_TYPE_BOOLEAN:
  2393. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2394. case UniformType::UNIFORM_TYPE_VECTOR:
  2395. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2396. case UniformType::UNIFORM_TYPE_TRANSFORM:
  2397. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2398. case UniformType::UNIFORM_TYPE_COLOR: {
  2399. String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  2400. code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  2401. return code;
  2402. } break;
  2403. case UniformType::UNIFORM_TYPE_SAMPLER:
  2404. break;
  2405. default:
  2406. break;
  2407. }
  2408. return "";
  2409. }
  2410. void VisualShaderNodeUniformRef::_set_uniform_type(int p_uniform_type) {
  2411. uniform_type = (UniformType)p_uniform_type;
  2412. }
  2413. int VisualShaderNodeUniformRef::_get_uniform_type() const {
  2414. return (int)uniform_type;
  2415. }
  2416. void VisualShaderNodeUniformRef::_bind_methods() {
  2417. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniformRef::set_uniform_name);
  2418. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniformRef::get_uniform_name);
  2419. ClassDB::bind_method(D_METHOD("_set_uniform_type", "type"), &VisualShaderNodeUniformRef::_set_uniform_type);
  2420. ClassDB::bind_method(D_METHOD("_get_uniform_type"), &VisualShaderNodeUniformRef::_get_uniform_type);
  2421. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name", PROPERTY_HINT_ENUM, ""), "set_uniform_name", "get_uniform_name");
  2422. ADD_PROPERTY(PropertyInfo(Variant::INT, "uniform_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_uniform_type", "_get_uniform_type");
  2423. }
  2424. Vector<StringName> VisualShaderNodeUniformRef::get_editable_properties() const {
  2425. Vector<StringName> props;
  2426. props.push_back("uniform_name");
  2427. props.push_back("uniform_type");
  2428. return props;
  2429. }
  2430. VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() {
  2431. }
  2432. ////////////////////////////////////////////
  2433. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  2434. ////////////////////////////////////////////////////////////////////////
  2435. // Node3D.
  2436. ////////////////////////////////////////////////////////////////////////
  2437. // Node3D, Vertex.
  2438. ////////////////////////////////////////////////////////////////////////
  2439. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  2440. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  2441. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  2442. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  2443. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  2444. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
  2445. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2446. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2447. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2448. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" },
  2449. ////////////////////////////////////////////////////////////////////////
  2450. // Node3D, Fragment.
  2451. ////////////////////////////////////////////////////////////////////////
  2452. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  2453. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  2454. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  2455. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2456. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
  2457. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
  2458. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
  2459. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  2460. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
  2461. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
  2462. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
  2463. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
  2464. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
  2465. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
  2466. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
  2467. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
  2468. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
  2469. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" },
  2470. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor_threshold", "ALPHA_SCISSOR_THRESHOLD" },
  2471. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
  2472. ////////////////////////////////////////////////////////////////////////
  2473. // Node3D, Light.
  2474. ////////////////////////////////////////////////////////////////////////
  2475. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  2476. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  2477. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  2478. ////////////////////////////////////////////////////////////////////////
  2479. // Canvas Item.
  2480. ////////////////////////////////////////////////////////////////////////
  2481. // Canvas Item, Vertex.
  2482. ////////////////////////////////////////////////////////////////////////
  2483. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
  2484. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  2485. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2486. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2487. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2488. ////////////////////////////////////////////////////////////////////////
  2489. // Canvas Item, Fragment.
  2490. ////////////////////////////////////////////////////////////////////////
  2491. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2492. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2493. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  2494. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
  2495. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
  2496. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" },
  2497. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_vertex", "SHADOW_VERTEX:xy" },
  2498. ////////////////////////////////////////////////////////////////////////
  2499. // Canvas Item, Light.
  2500. ////////////////////////////////////////////////////////////////////////
  2501. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
  2502. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
  2503. ////////////////////////////////////////////////////////////////////////
  2504. // Sky, Sky.
  2505. ////////////////////////////////////////////////////////////////////////
  2506. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" },
  2507. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  2508. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "fog", "FOG.rgb" },
  2509. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" },
  2510. ////////////////////////////////////////////////////////////////////////
  2511. // Fog, Fog.
  2512. ////////////////////////////////////////////////////////////////////////
  2513. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "density", "DENSITY" },
  2514. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  2515. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
  2516. ////////////////////////////////////////////////////////////////////////
  2517. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2518. };
  2519. int VisualShaderNodeOutput::get_input_port_count() const {
  2520. int idx = 0;
  2521. int count = 0;
  2522. while (ports[idx].mode != Shader::MODE_MAX) {
  2523. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2524. count++;
  2525. }
  2526. idx++;
  2527. }
  2528. return count;
  2529. }
  2530. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  2531. int idx = 0;
  2532. int count = 0;
  2533. while (ports[idx].mode != Shader::MODE_MAX) {
  2534. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2535. if (count == p_port) {
  2536. return ports[idx].type;
  2537. }
  2538. count++;
  2539. }
  2540. idx++;
  2541. }
  2542. return PORT_TYPE_SCALAR;
  2543. }
  2544. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  2545. int idx = 0;
  2546. int count = 0;
  2547. while (ports[idx].mode != Shader::MODE_MAX) {
  2548. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2549. if (count == p_port) {
  2550. return String(ports[idx].name).capitalize();
  2551. }
  2552. count++;
  2553. }
  2554. idx++;
  2555. }
  2556. return String();
  2557. }
  2558. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  2559. return Variant();
  2560. }
  2561. int VisualShaderNodeOutput::get_output_port_count() const {
  2562. return 0;
  2563. }
  2564. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  2565. return PORT_TYPE_SCALAR;
  2566. }
  2567. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  2568. return String();
  2569. }
  2570. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  2571. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_VERTEX) {
  2572. String name = get_input_port_name(p_index);
  2573. return bool(name == "Model View Matrix");
  2574. }
  2575. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  2576. String name = get_input_port_name(p_index);
  2577. return bool(name == "Normal" || name == "Rim" || name == "Alpha Scissor Threshold");
  2578. }
  2579. return false;
  2580. }
  2581. String VisualShaderNodeOutput::get_caption() const {
  2582. return "Output";
  2583. }
  2584. 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 {
  2585. int idx = 0;
  2586. int count = 0;
  2587. String code;
  2588. while (ports[idx].mode != Shader::MODE_MAX) {
  2589. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2590. if (!p_input_vars[count].is_empty()) {
  2591. String s = ports[idx].string;
  2592. if (s.find(":") != -1) {
  2593. code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  2594. } else {
  2595. code += " " + s + " = " + p_input_vars[count] + ";\n";
  2596. }
  2597. }
  2598. count++;
  2599. }
  2600. idx++;
  2601. }
  2602. return code;
  2603. }
  2604. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  2605. }
  2606. ///////////////////////////
  2607. void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
  2608. uniform_name = p_name;
  2609. emit_signal(SNAME("name_changed"));
  2610. emit_changed();
  2611. }
  2612. String VisualShaderNodeUniform::get_uniform_name() const {
  2613. return uniform_name;
  2614. }
  2615. void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) {
  2616. ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX));
  2617. if (qualifier == p_qual) {
  2618. return;
  2619. }
  2620. qualifier = p_qual;
  2621. emit_changed();
  2622. }
  2623. VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const {
  2624. return qualifier;
  2625. }
  2626. void VisualShaderNodeUniform::set_global_code_generated(bool p_enabled) {
  2627. global_code_generated = p_enabled;
  2628. }
  2629. bool VisualShaderNodeUniform::is_global_code_generated() const {
  2630. return global_code_generated;
  2631. }
  2632. void VisualShaderNodeUniform::_bind_methods() {
  2633. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
  2634. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
  2635. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier);
  2636. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier);
  2637. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name");
  2638. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  2639. BIND_ENUM_CONSTANT(QUAL_NONE);
  2640. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  2641. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  2642. BIND_ENUM_CONSTANT(QUAL_MAX);
  2643. }
  2644. String VisualShaderNodeUniform::_get_qual_str() const {
  2645. if (is_qualifier_supported(qualifier)) {
  2646. switch (qualifier) {
  2647. case QUAL_NONE:
  2648. break;
  2649. case QUAL_GLOBAL:
  2650. return "global ";
  2651. case QUAL_INSTANCE:
  2652. return "instance ";
  2653. default:
  2654. break;
  2655. }
  2656. }
  2657. return String();
  2658. }
  2659. String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  2660. List<String> keyword_list;
  2661. ShaderLanguage::get_keyword_list(&keyword_list);
  2662. if (keyword_list.find(uniform_name)) {
  2663. return TTR("Shader keywords cannot be used as uniform names.\nChoose another name.");
  2664. }
  2665. if (!is_qualifier_supported(qualifier)) {
  2666. String qualifier_str;
  2667. switch (qualifier) {
  2668. case QUAL_NONE:
  2669. break;
  2670. case QUAL_GLOBAL:
  2671. qualifier_str = "global";
  2672. break;
  2673. case QUAL_INSTANCE:
  2674. qualifier_str = "instance";
  2675. break;
  2676. default:
  2677. break;
  2678. }
  2679. return vformat(TTR("This uniform type does not support the '%s' qualifier."), qualifier_str);
  2680. } else if (qualifier == Qualifier::QUAL_GLOBAL) {
  2681. RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(uniform_name);
  2682. if (gvt == RS::GLOBAL_VAR_TYPE_MAX) {
  2683. return vformat(TTR("Global uniform '%s' does not exist.\nCreate it in the Project Settings."), uniform_name);
  2684. }
  2685. bool incompatible_type = false;
  2686. switch (gvt) {
  2687. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  2688. if (!Object::cast_to<VisualShaderNodeFloatUniform>(this)) {
  2689. incompatible_type = true;
  2690. }
  2691. } break;
  2692. case RS::GLOBAL_VAR_TYPE_INT: {
  2693. if (!Object::cast_to<VisualShaderNodeIntUniform>(this)) {
  2694. incompatible_type = true;
  2695. }
  2696. } break;
  2697. case RS::GLOBAL_VAR_TYPE_BOOL: {
  2698. if (!Object::cast_to<VisualShaderNodeBooleanUniform>(this)) {
  2699. incompatible_type = true;
  2700. }
  2701. } break;
  2702. case RS::GLOBAL_VAR_TYPE_COLOR: {
  2703. if (!Object::cast_to<VisualShaderNodeColorUniform>(this)) {
  2704. incompatible_type = true;
  2705. }
  2706. } break;
  2707. case RS::GLOBAL_VAR_TYPE_VEC3: {
  2708. if (!Object::cast_to<VisualShaderNodeVec3Uniform>(this)) {
  2709. incompatible_type = true;
  2710. }
  2711. } break;
  2712. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  2713. if (!Object::cast_to<VisualShaderNodeTransformUniform>(this)) {
  2714. incompatible_type = true;
  2715. }
  2716. } break;
  2717. case RS::GLOBAL_VAR_TYPE_SAMPLER2D: {
  2718. if (!Object::cast_to<VisualShaderNodeTextureUniform>(this)) {
  2719. incompatible_type = true;
  2720. }
  2721. } break;
  2722. case RS::GLOBAL_VAR_TYPE_SAMPLER3D: {
  2723. if (!Object::cast_to<VisualShaderNodeTexture3DUniform>(this)) {
  2724. incompatible_type = true;
  2725. }
  2726. } break;
  2727. case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: {
  2728. if (!Object::cast_to<VisualShaderNodeTexture2DArrayUniform>(this)) {
  2729. incompatible_type = true;
  2730. }
  2731. } break;
  2732. case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: {
  2733. if (!Object::cast_to<VisualShaderNodeCubemapUniform>(this)) {
  2734. incompatible_type = true;
  2735. }
  2736. } break;
  2737. default:
  2738. break;
  2739. }
  2740. if (incompatible_type) {
  2741. return vformat(TTR("Global uniform '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), uniform_name);
  2742. }
  2743. }
  2744. return String();
  2745. }
  2746. Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const {
  2747. Vector<StringName> props;
  2748. props.push_back("qualifier");
  2749. return props;
  2750. }
  2751. VisualShaderNodeUniform::VisualShaderNodeUniform() {
  2752. }
  2753. ////////////// ResizeableBase
  2754. void VisualShaderNodeResizableBase::set_size(const Vector2 &p_size) {
  2755. size = p_size;
  2756. }
  2757. Vector2 VisualShaderNodeResizableBase::get_size() const {
  2758. return size;
  2759. }
  2760. void VisualShaderNodeResizableBase::set_allow_v_resize(bool p_enabled) {
  2761. allow_v_resize = p_enabled;
  2762. }
  2763. bool VisualShaderNodeResizableBase::is_allow_v_resize() const {
  2764. return allow_v_resize;
  2765. }
  2766. void VisualShaderNodeResizableBase::_bind_methods() {
  2767. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeResizableBase::set_size);
  2768. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeResizableBase::get_size);
  2769. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  2770. }
  2771. VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() {
  2772. set_allow_v_resize(true);
  2773. }
  2774. ////////////// Comment
  2775. String VisualShaderNodeComment::get_caption() const {
  2776. return title;
  2777. }
  2778. int VisualShaderNodeComment::get_input_port_count() const {
  2779. return 0;
  2780. }
  2781. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_input_port_type(int p_port) const {
  2782. return PortType::PORT_TYPE_SCALAR;
  2783. }
  2784. String VisualShaderNodeComment::get_input_port_name(int p_port) const {
  2785. return String();
  2786. }
  2787. int VisualShaderNodeComment::get_output_port_count() const {
  2788. return 0;
  2789. }
  2790. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_output_port_type(int p_port) const {
  2791. return PortType::PORT_TYPE_SCALAR;
  2792. }
  2793. String VisualShaderNodeComment::get_output_port_name(int p_port) const {
  2794. return String();
  2795. }
  2796. void VisualShaderNodeComment::set_title(const String &p_title) {
  2797. title = p_title;
  2798. }
  2799. String VisualShaderNodeComment::get_title() const {
  2800. return title;
  2801. }
  2802. void VisualShaderNodeComment::set_description(const String &p_description) {
  2803. description = p_description;
  2804. }
  2805. String VisualShaderNodeComment::get_description() const {
  2806. return description;
  2807. }
  2808. String VisualShaderNodeComment::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 {
  2809. return String();
  2810. }
  2811. void VisualShaderNodeComment::_bind_methods() {
  2812. ClassDB::bind_method(D_METHOD("set_title", "title"), &VisualShaderNodeComment::set_title);
  2813. ClassDB::bind_method(D_METHOD("get_title"), &VisualShaderNodeComment::get_title);
  2814. ClassDB::bind_method(D_METHOD("set_description", "description"), &VisualShaderNodeComment::set_description);
  2815. ClassDB::bind_method(D_METHOD("get_description"), &VisualShaderNodeComment::get_description);
  2816. ADD_PROPERTY(PropertyInfo(Variant::STRING, "title"), "set_title", "get_title");
  2817. ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_description", "get_description");
  2818. }
  2819. VisualShaderNodeComment::VisualShaderNodeComment() {
  2820. }
  2821. ////////////// GroupBase
  2822. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  2823. if (inputs == p_inputs) {
  2824. return;
  2825. }
  2826. clear_input_ports();
  2827. inputs = p_inputs;
  2828. Vector<String> input_strings = inputs.split(";", false);
  2829. int input_port_count = input_strings.size();
  2830. for (int i = 0; i < input_port_count; i++) {
  2831. Vector<String> arr = input_strings[i].split(",");
  2832. ERR_FAIL_COND(arr.size() != 3);
  2833. int port_idx = arr[0].to_int();
  2834. int port_type = arr[1].to_int();
  2835. String port_name = arr[2];
  2836. Port port;
  2837. port.type = (PortType)port_type;
  2838. port.name = port_name;
  2839. input_ports[port_idx] = port;
  2840. }
  2841. }
  2842. String VisualShaderNodeGroupBase::get_inputs() const {
  2843. return inputs;
  2844. }
  2845. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  2846. if (outputs == p_outputs) {
  2847. return;
  2848. }
  2849. clear_output_ports();
  2850. outputs = p_outputs;
  2851. Vector<String> output_strings = outputs.split(";", false);
  2852. int output_port_count = output_strings.size();
  2853. for (int i = 0; i < output_port_count; i++) {
  2854. Vector<String> arr = output_strings[i].split(",");
  2855. ERR_FAIL_COND(arr.size() != 3);
  2856. int port_idx = arr[0].to_int();
  2857. int port_type = arr[1].to_int();
  2858. String port_name = arr[2];
  2859. Port port;
  2860. port.type = (PortType)port_type;
  2861. port.name = port_name;
  2862. output_ports[port_idx] = port;
  2863. }
  2864. }
  2865. String VisualShaderNodeGroupBase::get_outputs() const {
  2866. return outputs;
  2867. }
  2868. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  2869. if (!p_name.is_valid_identifier()) {
  2870. return false;
  2871. }
  2872. for (int i = 0; i < get_input_port_count(); i++) {
  2873. if (get_input_port_name(i) == p_name) {
  2874. return false;
  2875. }
  2876. }
  2877. for (int i = 0; i < get_output_port_count(); i++) {
  2878. if (get_output_port_name(i) == p_name) {
  2879. return false;
  2880. }
  2881. }
  2882. return true;
  2883. }
  2884. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  2885. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  2886. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2887. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  2888. Vector<String> inputs_strings = inputs.split(";", false);
  2889. int index = 0;
  2890. if (p_id < inputs_strings.size()) {
  2891. for (int i = 0; i < inputs_strings.size(); i++) {
  2892. if (i == p_id) {
  2893. inputs = inputs.insert(index, str);
  2894. break;
  2895. }
  2896. index += inputs_strings[i].size();
  2897. }
  2898. } else {
  2899. inputs += str;
  2900. }
  2901. inputs_strings = inputs.split(";", false);
  2902. index = 0;
  2903. for (int i = 0; i < inputs_strings.size(); i++) {
  2904. int count = 0;
  2905. for (int j = 0; j < inputs_strings[i].size(); j++) {
  2906. if (inputs_strings[i][j] == ',') {
  2907. break;
  2908. }
  2909. count++;
  2910. }
  2911. inputs = inputs.left(index) + inputs.substr(index + count);
  2912. inputs = inputs.insert(index, itos(i));
  2913. index += inputs_strings[i].size();
  2914. }
  2915. _apply_port_changes();
  2916. emit_changed();
  2917. }
  2918. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  2919. ERR_FAIL_COND(!has_input_port(p_id));
  2920. Vector<String> inputs_strings = inputs.split(";", false);
  2921. int count = 0;
  2922. int index = 0;
  2923. for (int i = 0; i < inputs_strings.size(); i++) {
  2924. Vector<String> arr = inputs_strings[i].split(",");
  2925. if (arr[0].to_int() == p_id) {
  2926. count = inputs_strings[i].size();
  2927. break;
  2928. }
  2929. index += inputs_strings[i].size();
  2930. }
  2931. inputs = inputs.left(index) + inputs.substr(index + count);
  2932. inputs_strings = inputs.split(";", false);
  2933. inputs = inputs.substr(0, index);
  2934. for (int i = p_id; i < inputs_strings.size(); i++) {
  2935. inputs += inputs_strings[i].replace_first(inputs_strings[i].split(",")[0], itos(i)) + ";";
  2936. }
  2937. _apply_port_changes();
  2938. emit_changed();
  2939. }
  2940. int VisualShaderNodeGroupBase::get_input_port_count() const {
  2941. return input_ports.size();
  2942. }
  2943. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  2944. return input_ports.has(p_id);
  2945. }
  2946. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  2947. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  2948. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2949. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  2950. Vector<String> outputs_strings = outputs.split(";", false);
  2951. int index = 0;
  2952. if (p_id < outputs_strings.size()) {
  2953. for (int i = 0; i < outputs_strings.size(); i++) {
  2954. if (i == p_id) {
  2955. outputs = outputs.insert(index, str);
  2956. break;
  2957. }
  2958. index += outputs_strings[i].size();
  2959. }
  2960. } else {
  2961. outputs += str;
  2962. }
  2963. outputs_strings = outputs.split(";", false);
  2964. index = 0;
  2965. for (int i = 0; i < outputs_strings.size(); i++) {
  2966. int count = 0;
  2967. for (int j = 0; j < outputs_strings[i].size(); j++) {
  2968. if (outputs_strings[i][j] == ',') {
  2969. break;
  2970. }
  2971. count++;
  2972. }
  2973. outputs = outputs.left(index) + outputs.substr(index + count);
  2974. outputs = outputs.insert(index, itos(i));
  2975. index += outputs_strings[i].size();
  2976. }
  2977. _apply_port_changes();
  2978. emit_changed();
  2979. }
  2980. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  2981. ERR_FAIL_COND(!has_output_port(p_id));
  2982. Vector<String> outputs_strings = outputs.split(";", false);
  2983. int count = 0;
  2984. int index = 0;
  2985. for (int i = 0; i < outputs_strings.size(); i++) {
  2986. Vector<String> arr = outputs_strings[i].split(",");
  2987. if (arr[0].to_int() == p_id) {
  2988. count = outputs_strings[i].size();
  2989. break;
  2990. }
  2991. index += outputs_strings[i].size();
  2992. }
  2993. outputs = outputs.left(index) + outputs.substr(index + count);
  2994. outputs_strings = outputs.split(";", false);
  2995. outputs = outputs.substr(0, index);
  2996. for (int i = p_id; i < outputs_strings.size(); i++) {
  2997. outputs += outputs_strings[i].replace_first(outputs_strings[i].split(",")[0], itos(i)) + ";";
  2998. }
  2999. _apply_port_changes();
  3000. emit_changed();
  3001. }
  3002. int VisualShaderNodeGroupBase::get_output_port_count() const {
  3003. return output_ports.size();
  3004. }
  3005. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  3006. return output_ports.has(p_id);
  3007. }
  3008. void VisualShaderNodeGroupBase::clear_input_ports() {
  3009. input_ports.clear();
  3010. }
  3011. void VisualShaderNodeGroupBase::clear_output_ports() {
  3012. output_ports.clear();
  3013. }
  3014. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  3015. ERR_FAIL_COND(!has_input_port(p_id));
  3016. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3017. if (input_ports[p_id].type == p_type) {
  3018. return;
  3019. }
  3020. Vector<String> inputs_strings = inputs.split(";", false);
  3021. int count = 0;
  3022. int index = 0;
  3023. for (int i = 0; i < inputs_strings.size(); i++) {
  3024. Vector<String> arr = inputs_strings[i].split(",");
  3025. ERR_FAIL_COND(arr.size() != 3);
  3026. if (arr[0].to_int() == p_id) {
  3027. index += arr[0].size();
  3028. count = arr[1].size() - 1;
  3029. break;
  3030. }
  3031. index += inputs_strings[i].size();
  3032. }
  3033. inputs = inputs.left(index) + inputs.substr(index + count);
  3034. inputs = inputs.insert(index, itos(p_type));
  3035. _apply_port_changes();
  3036. emit_changed();
  3037. }
  3038. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  3039. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  3040. return input_ports[p_id].type;
  3041. }
  3042. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  3043. ERR_FAIL_COND(!has_input_port(p_id));
  3044. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3045. if (input_ports[p_id].name == p_name) {
  3046. return;
  3047. }
  3048. Vector<String> inputs_strings = inputs.split(";", false);
  3049. int count = 0;
  3050. int index = 0;
  3051. for (int i = 0; i < inputs_strings.size(); i++) {
  3052. Vector<String> arr = inputs_strings[i].split(",");
  3053. ERR_FAIL_COND(arr.size() != 3);
  3054. if (arr[0].to_int() == p_id) {
  3055. index += arr[0].size() + arr[1].size();
  3056. count = arr[2].size() - 1;
  3057. break;
  3058. }
  3059. index += inputs_strings[i].size();
  3060. }
  3061. inputs = inputs.left(index) + inputs.substr(index + count);
  3062. inputs = inputs.insert(index, p_name);
  3063. _apply_port_changes();
  3064. emit_changed();
  3065. }
  3066. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  3067. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  3068. return input_ports[p_id].name;
  3069. }
  3070. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  3071. ERR_FAIL_COND(!has_output_port(p_id));
  3072. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3073. if (output_ports[p_id].type == p_type) {
  3074. return;
  3075. }
  3076. Vector<String> output_strings = outputs.split(";", false);
  3077. int count = 0;
  3078. int index = 0;
  3079. for (int i = 0; i < output_strings.size(); i++) {
  3080. Vector<String> arr = output_strings[i].split(",");
  3081. ERR_FAIL_COND(arr.size() != 3);
  3082. if (arr[0].to_int() == p_id) {
  3083. index += arr[0].size();
  3084. count = arr[1].size() - 1;
  3085. break;
  3086. }
  3087. index += output_strings[i].size();
  3088. }
  3089. outputs = outputs.left(index) + outputs.substr(index + count);
  3090. outputs = outputs.insert(index, itos(p_type));
  3091. _apply_port_changes();
  3092. emit_changed();
  3093. }
  3094. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  3095. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  3096. return output_ports[p_id].type;
  3097. }
  3098. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  3099. ERR_FAIL_COND(!has_output_port(p_id));
  3100. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3101. if (output_ports[p_id].name == p_name) {
  3102. return;
  3103. }
  3104. Vector<String> output_strings = outputs.split(";", false);
  3105. int count = 0;
  3106. int index = 0;
  3107. for (int i = 0; i < output_strings.size(); i++) {
  3108. Vector<String> arr = output_strings[i].split(",");
  3109. ERR_FAIL_COND(arr.size() != 3);
  3110. if (arr[0].to_int() == p_id) {
  3111. index += arr[0].size() + arr[1].size();
  3112. count = arr[2].size() - 1;
  3113. break;
  3114. }
  3115. index += output_strings[i].size();
  3116. }
  3117. outputs = outputs.left(index) + outputs.substr(index + count);
  3118. outputs = outputs.insert(index, p_name);
  3119. _apply_port_changes();
  3120. emit_changed();
  3121. }
  3122. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  3123. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  3124. return output_ports[p_id].name;
  3125. }
  3126. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  3127. return input_ports.size();
  3128. }
  3129. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  3130. return output_ports.size();
  3131. }
  3132. void VisualShaderNodeGroupBase::set_ctrl_pressed(Control *p_control, int p_index) {
  3133. controls[p_index] = p_control;
  3134. }
  3135. Control *VisualShaderNodeGroupBase::is_ctrl_pressed(int p_index) {
  3136. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  3137. return controls[p_index];
  3138. }
  3139. void VisualShaderNodeGroupBase::_apply_port_changes() {
  3140. Vector<String> inputs_strings = inputs.split(";", false);
  3141. Vector<String> outputs_strings = outputs.split(";", false);
  3142. clear_input_ports();
  3143. clear_output_ports();
  3144. for (int i = 0; i < inputs_strings.size(); i++) {
  3145. Vector<String> arr = inputs_strings[i].split(",");
  3146. ERR_FAIL_COND(arr.size() != 3);
  3147. Port port;
  3148. port.type = (PortType)arr[1].to_int();
  3149. port.name = arr[2];
  3150. input_ports[i] = port;
  3151. }
  3152. for (int i = 0; i < outputs_strings.size(); i++) {
  3153. Vector<String> arr = outputs_strings[i].split(",");
  3154. ERR_FAIL_COND(arr.size() != 3);
  3155. Port port;
  3156. port.type = (PortType)arr[1].to_int();
  3157. port.name = arr[2];
  3158. output_ports[i] = port;
  3159. }
  3160. }
  3161. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  3162. editable = p_enabled;
  3163. }
  3164. bool VisualShaderNodeGroupBase::is_editable() const {
  3165. return editable;
  3166. }
  3167. void VisualShaderNodeGroupBase::_bind_methods() {
  3168. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  3169. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  3170. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  3171. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  3172. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  3173. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  3174. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  3175. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  3176. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  3177. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  3178. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  3179. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  3180. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  3181. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  3182. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  3183. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  3184. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  3185. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  3186. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  3187. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  3188. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  3189. }
  3190. 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 {
  3191. return "";
  3192. }
  3193. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  3194. simple_decl = false;
  3195. }
  3196. ////////////// Expression
  3197. String VisualShaderNodeExpression::get_caption() const {
  3198. return "Expression";
  3199. }
  3200. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  3201. expression = p_expression;
  3202. emit_changed();
  3203. }
  3204. String VisualShaderNodeExpression::get_expression() const {
  3205. return expression;
  3206. }
  3207. 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 {
  3208. String _expression = expression;
  3209. _expression = _expression.insert(0, "\n");
  3210. _expression = _expression.replace("\n", "\n ");
  3211. static Vector<String> pre_symbols;
  3212. if (pre_symbols.is_empty()) {
  3213. pre_symbols.push_back(" ");
  3214. pre_symbols.push_back(",");
  3215. pre_symbols.push_back(";");
  3216. pre_symbols.push_back("{");
  3217. pre_symbols.push_back("[");
  3218. pre_symbols.push_back("]");
  3219. pre_symbols.push_back("(");
  3220. pre_symbols.push_back(" ");
  3221. pre_symbols.push_back("-");
  3222. pre_symbols.push_back("*");
  3223. pre_symbols.push_back("/");
  3224. pre_symbols.push_back("+");
  3225. pre_symbols.push_back("=");
  3226. pre_symbols.push_back("&");
  3227. pre_symbols.push_back("|");
  3228. pre_symbols.push_back("!");
  3229. }
  3230. static Vector<String> post_symbols;
  3231. if (post_symbols.is_empty()) {
  3232. post_symbols.push_back(" ");
  3233. post_symbols.push_back("\n");
  3234. post_symbols.push_back(",");
  3235. post_symbols.push_back(";");
  3236. post_symbols.push_back("}");
  3237. post_symbols.push_back("[");
  3238. post_symbols.push_back("]");
  3239. post_symbols.push_back(")");
  3240. post_symbols.push_back(" ");
  3241. post_symbols.push_back(".");
  3242. post_symbols.push_back("-");
  3243. post_symbols.push_back("*");
  3244. post_symbols.push_back("/");
  3245. post_symbols.push_back("+");
  3246. post_symbols.push_back("=");
  3247. post_symbols.push_back("&");
  3248. post_symbols.push_back("|");
  3249. post_symbols.push_back("!");
  3250. }
  3251. for (int i = 0; i < get_input_port_count(); i++) {
  3252. for (int j = 0; j < pre_symbols.size(); j++) {
  3253. for (int k = 0; k < post_symbols.size(); k++) {
  3254. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  3255. }
  3256. }
  3257. }
  3258. for (int i = 0; i < get_output_port_count(); i++) {
  3259. for (int j = 0; j < pre_symbols.size(); j++) {
  3260. for (int k = 0; k < post_symbols.size(); k++) {
  3261. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  3262. }
  3263. }
  3264. }
  3265. String output_initializer;
  3266. for (int i = 0; i < get_output_port_count(); i++) {
  3267. int port_type = get_output_port_type(i);
  3268. String tk = "";
  3269. switch (port_type) {
  3270. case PORT_TYPE_SCALAR:
  3271. tk = "0.0";
  3272. break;
  3273. case PORT_TYPE_SCALAR_INT:
  3274. tk = "0";
  3275. break;
  3276. case PORT_TYPE_VECTOR:
  3277. tk = "vec3(0.0, 0.0, 0.0)";
  3278. break;
  3279. case PORT_TYPE_BOOLEAN:
  3280. tk = "false";
  3281. break;
  3282. case PORT_TYPE_TRANSFORM:
  3283. tk = "mat4(1.0)";
  3284. break;
  3285. default:
  3286. continue;
  3287. }
  3288. output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n";
  3289. }
  3290. String code;
  3291. code += output_initializer;
  3292. code += " {";
  3293. code += _expression;
  3294. code += "\n }\n";
  3295. return code;
  3296. }
  3297. void VisualShaderNodeExpression::_bind_methods() {
  3298. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  3299. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  3300. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  3301. }
  3302. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  3303. set_editable(true);
  3304. }
  3305. ////////////// Global Expression
  3306. String VisualShaderNodeGlobalExpression::get_caption() const {
  3307. return "GlobalExpression";
  3308. }
  3309. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3310. return expression;
  3311. }
  3312. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  3313. set_editable(false);
  3314. }