visual_shader_nodes.cpp 190 KB

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  1. /*************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 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_nodes.h"
  31. ////////////// Constants Base
  32. VisualShaderNodeConstant::VisualShaderNodeConstant() {
  33. }
  34. ////////////// Scalar(Float)
  35. String VisualShaderNodeFloatConstant::get_caption() const {
  36. return "FloatConstant";
  37. }
  38. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  39. return 0;
  40. }
  41. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  42. return PORT_TYPE_SCALAR;
  43. }
  44. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  45. return String();
  46. }
  47. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  48. return 1;
  49. }
  50. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  51. return PORT_TYPE_SCALAR;
  52. }
  53. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  54. return ""; //no output port means the editor will be used as port
  55. }
  56. String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  57. return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  58. }
  59. void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
  60. if (Math::is_equal_approx(constant, p_constant)) {
  61. return;
  62. }
  63. constant = p_constant;
  64. emit_changed();
  65. }
  66. float VisualShaderNodeFloatConstant::get_constant() const {
  67. return constant;
  68. }
  69. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  70. Vector<StringName> props;
  71. props.push_back("constant");
  72. return props;
  73. }
  74. void VisualShaderNodeFloatConstant::_bind_methods() {
  75. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
  76. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  77. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  78. }
  79. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  80. }
  81. ////////////// Scalar(Int)
  82. String VisualShaderNodeIntConstant::get_caption() const {
  83. return "IntConstant";
  84. }
  85. int VisualShaderNodeIntConstant::get_input_port_count() const {
  86. return 0;
  87. }
  88. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  89. return PORT_TYPE_SCALAR_INT;
  90. }
  91. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  92. return String();
  93. }
  94. int VisualShaderNodeIntConstant::get_output_port_count() const {
  95. return 1;
  96. }
  97. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  98. return PORT_TYPE_SCALAR_INT;
  99. }
  100. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  101. return ""; //no output port means the editor will be used as port
  102. }
  103. String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  104. return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
  105. }
  106. void VisualShaderNodeIntConstant::set_constant(int p_constant) {
  107. if (constant == p_constant) {
  108. return;
  109. }
  110. constant = p_constant;
  111. emit_changed();
  112. }
  113. int VisualShaderNodeIntConstant::get_constant() const {
  114. return constant;
  115. }
  116. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  117. Vector<StringName> props;
  118. props.push_back("constant");
  119. return props;
  120. }
  121. void VisualShaderNodeIntConstant::_bind_methods() {
  122. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
  123. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  124. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  125. }
  126. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  127. }
  128. ////////////// Boolean
  129. String VisualShaderNodeBooleanConstant::get_caption() const {
  130. return "BooleanConstant";
  131. }
  132. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  133. return 0;
  134. }
  135. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  136. return PORT_TYPE_BOOLEAN;
  137. }
  138. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  139. return String();
  140. }
  141. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  142. return 1;
  143. }
  144. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  145. return PORT_TYPE_BOOLEAN;
  146. }
  147. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  148. return ""; //no output port means the editor will be used as port
  149. }
  150. String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  151. return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  152. }
  153. void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
  154. if (constant == p_constant) {
  155. return;
  156. }
  157. constant = p_constant;
  158. emit_changed();
  159. }
  160. bool VisualShaderNodeBooleanConstant::get_constant() const {
  161. return constant;
  162. }
  163. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  164. Vector<StringName> props;
  165. props.push_back("constant");
  166. return props;
  167. }
  168. void VisualShaderNodeBooleanConstant::_bind_methods() {
  169. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
  170. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  171. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  172. }
  173. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  174. }
  175. ////////////// Color
  176. String VisualShaderNodeColorConstant::get_caption() const {
  177. return "ColorConstant";
  178. }
  179. int VisualShaderNodeColorConstant::get_input_port_count() const {
  180. return 0;
  181. }
  182. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  183. return PORT_TYPE_VECTOR;
  184. }
  185. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  186. return String();
  187. }
  188. int VisualShaderNodeColorConstant::get_output_port_count() const {
  189. return 2;
  190. }
  191. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  192. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  193. }
  194. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  195. return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
  196. }
  197. bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
  198. if (p_port == 0) {
  199. return true;
  200. }
  201. return false;
  202. }
  203. String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  204. String code;
  205. code += " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
  206. code += " " + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
  207. return code;
  208. }
  209. void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
  210. if (constant.is_equal_approx(p_constant)) {
  211. return;
  212. }
  213. constant = p_constant;
  214. emit_changed();
  215. }
  216. Color VisualShaderNodeColorConstant::get_constant() const {
  217. return constant;
  218. }
  219. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  220. Vector<StringName> props;
  221. props.push_back("constant");
  222. return props;
  223. }
  224. void VisualShaderNodeColorConstant::_bind_methods() {
  225. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
  226. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  227. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  228. }
  229. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  230. }
  231. ////////////// Vector
  232. String VisualShaderNodeVec3Constant::get_caption() const {
  233. return "VectorConstant";
  234. }
  235. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  236. return 0;
  237. }
  238. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  239. return PORT_TYPE_VECTOR;
  240. }
  241. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  242. return String();
  243. }
  244. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  245. return 1;
  246. }
  247. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  248. return PORT_TYPE_VECTOR;
  249. }
  250. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  251. return ""; //no output port means the editor will be used as port
  252. }
  253. String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  254. return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  255. }
  256. void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
  257. if (constant.is_equal_approx(p_constant)) {
  258. return;
  259. }
  260. constant = p_constant;
  261. emit_changed();
  262. }
  263. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  264. return constant;
  265. }
  266. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  267. Vector<StringName> props;
  268. props.push_back("constant");
  269. return props;
  270. }
  271. void VisualShaderNodeVec3Constant::_bind_methods() {
  272. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
  273. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  274. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  275. }
  276. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  277. }
  278. ////////////// Transform3D
  279. String VisualShaderNodeTransformConstant::get_caption() const {
  280. return "TransformConstant";
  281. }
  282. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  283. return 0;
  284. }
  285. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  286. return PORT_TYPE_VECTOR;
  287. }
  288. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  289. return String();
  290. }
  291. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  292. return 1;
  293. }
  294. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  295. return PORT_TYPE_TRANSFORM;
  296. }
  297. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  298. return ""; //no output port means the editor will be used as port
  299. }
  300. String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  301. Transform3D t = constant;
  302. t.basis.transpose();
  303. String code = " " + p_output_vars[0] + " = mat4(";
  304. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  305. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  306. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  307. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  308. return code;
  309. }
  310. void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
  311. if (constant.is_equal_approx(p_constant)) {
  312. return;
  313. }
  314. constant = p_constant;
  315. emit_changed();
  316. }
  317. Transform3D VisualShaderNodeTransformConstant::get_constant() const {
  318. return constant;
  319. }
  320. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  321. Vector<StringName> props;
  322. props.push_back("constant");
  323. return props;
  324. }
  325. void VisualShaderNodeTransformConstant::_bind_methods() {
  326. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
  327. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  328. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
  329. }
  330. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  331. }
  332. ////////////// Texture
  333. String VisualShaderNodeTexture::get_caption() const {
  334. return "Texture2D";
  335. }
  336. int VisualShaderNodeTexture::get_input_port_count() const {
  337. return 3;
  338. }
  339. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  340. switch (p_port) {
  341. case 0:
  342. return PORT_TYPE_VECTOR;
  343. case 1:
  344. return PORT_TYPE_SCALAR;
  345. case 2:
  346. return PORT_TYPE_SAMPLER;
  347. default:
  348. return PORT_TYPE_SCALAR;
  349. }
  350. }
  351. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  352. switch (p_port) {
  353. case 0:
  354. return "uv";
  355. case 1:
  356. return "lod";
  357. case 2:
  358. return "sampler2D";
  359. default:
  360. return "";
  361. }
  362. }
  363. int VisualShaderNodeTexture::get_output_port_count() const {
  364. return 2;
  365. }
  366. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  367. if (p_port == 0 && source == SOURCE_DEPTH) {
  368. return PORT_TYPE_SCALAR;
  369. }
  370. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  371. }
  372. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  373. if (p_port == 0 && source == SOURCE_DEPTH) {
  374. return "depth";
  375. }
  376. return p_port == 0 ? "rgb" : "alpha";
  377. }
  378. bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
  379. if (p_port == 0) {
  380. return true;
  381. }
  382. return false;
  383. }
  384. bool VisualShaderNodeTexture::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  385. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  386. if (p_port == 0) {
  387. return true;
  388. }
  389. }
  390. return false;
  391. }
  392. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  393. VisualShader::DefaultTextureParam dtp;
  394. dtp.name = make_unique_id(p_type, p_id, "tex");
  395. dtp.params.push_back(texture);
  396. Vector<VisualShader::DefaultTextureParam> ret;
  397. ret.push_back(dtp);
  398. return ret;
  399. }
  400. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  401. if (source == SOURCE_TEXTURE) {
  402. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  403. switch (texture_type) {
  404. case TYPE_DATA:
  405. break;
  406. case TYPE_COLOR:
  407. u += " : hint_albedo";
  408. break;
  409. case TYPE_NORMAL_MAP:
  410. u += " : hint_normal";
  411. break;
  412. default:
  413. break;
  414. }
  415. return u + ";\n";
  416. }
  417. return String();
  418. }
  419. String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  420. String default_uv;
  421. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  422. default_uv = "UV.xy";
  423. } else {
  424. default_uv = "vec2(0.0)";
  425. }
  426. if (source == SOURCE_TEXTURE) {
  427. String id = make_unique_id(p_type, p_id, "tex");
  428. String code;
  429. if (p_input_vars[0].is_empty()) { // Use UV by default.
  430. if (p_input_vars[1].is_empty()) {
  431. code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  432. } else {
  433. code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  434. }
  435. } else if (p_input_vars[1].is_empty()) {
  436. //no lod
  437. code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  438. } else {
  439. code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  440. }
  441. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  442. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  443. return code;
  444. }
  445. if (source == SOURCE_PORT) {
  446. String id = p_input_vars[2];
  447. String code;
  448. code += " {\n";
  449. if (id.is_empty()) {
  450. code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
  451. } else {
  452. if (p_input_vars[0].is_empty()) { // Use UV by default.
  453. if (p_input_vars[1].is_empty()) {
  454. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  455. } else {
  456. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  457. }
  458. } else if (p_input_vars[1].is_empty()) {
  459. //no lod
  460. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  461. } else {
  462. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  463. }
  464. code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  465. code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  466. }
  467. code += " }\n";
  468. return code;
  469. }
  470. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  471. String code = " {\n";
  472. if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
  473. if (p_input_vars[1].is_empty()) {
  474. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
  475. } else {
  476. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  477. }
  478. } else if (p_input_vars[1].is_empty()) {
  479. //no lod
  480. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
  481. } else {
  482. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  483. }
  484. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  485. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  486. code += " }\n";
  487. return code;
  488. }
  489. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  490. String code = " {\n";
  491. if (p_input_vars[0].is_empty()) { // Use UV by default.
  492. if (p_input_vars[1].is_empty()) {
  493. code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
  494. } else {
  495. code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  496. }
  497. } else if (p_input_vars[1].is_empty()) {
  498. //no lod
  499. code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
  500. } else {
  501. code += " vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  502. }
  503. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  504. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  505. code += " }\n";
  506. return code;
  507. }
  508. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  509. String code = " {\n";
  510. if (p_input_vars[0].is_empty()) { // Use UV by default.
  511. if (p_input_vars[1].is_empty()) {
  512. code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
  513. } else {
  514. code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  515. }
  516. } else if (p_input_vars[1].is_empty()) {
  517. //no lod
  518. code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
  519. } else {
  520. code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  521. }
  522. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  523. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  524. code += " }\n";
  525. return code;
  526. }
  527. if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  528. {
  529. if (source == SOURCE_DEPTH) {
  530. String code;
  531. code += " " + p_output_vars[0] + " = 0.0;\n";
  532. code += " " + p_output_vars[1] + " = 1.0;\n";
  533. return code;
  534. }
  535. }
  536. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  537. String code = " {\n";
  538. if (p_input_vars[0].is_empty()) { // Use UV by default.
  539. if (p_input_vars[1].is_empty()) {
  540. code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
  541. } else {
  542. code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
  543. }
  544. } else if (p_input_vars[1].is_empty()) {
  545. //no lod
  546. code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
  547. } else {
  548. code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
  549. }
  550. code += " " + p_output_vars[0] + " = _depth;\n";
  551. code += " " + p_output_vars[1] + " = 1.0;\n";
  552. code += " }\n";
  553. return code;
  554. } else if (source == SOURCE_DEPTH) {
  555. String code;
  556. code += " " + p_output_vars[0] + " = 0.0;\n";
  557. code += " " + p_output_vars[1] + " = 1.0;\n";
  558. return code;
  559. }
  560. //none
  561. String code;
  562. code += " " + p_output_vars[0] + " = vec3(0.0);\n";
  563. code += " " + p_output_vars[1] + " = 1.0;\n";
  564. return code;
  565. }
  566. void VisualShaderNodeTexture::set_source(Source p_source) {
  567. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  568. if (source == p_source) {
  569. return;
  570. }
  571. switch (p_source) {
  572. case SOURCE_TEXTURE:
  573. simple_decl = true;
  574. break;
  575. case SOURCE_SCREEN:
  576. simple_decl = false;
  577. break;
  578. case SOURCE_2D_TEXTURE:
  579. simple_decl = false;
  580. break;
  581. case SOURCE_2D_NORMAL:
  582. simple_decl = false;
  583. break;
  584. case SOURCE_DEPTH:
  585. simple_decl = false;
  586. break;
  587. case SOURCE_PORT:
  588. simple_decl = false;
  589. break;
  590. default:
  591. break;
  592. }
  593. source = p_source;
  594. emit_changed();
  595. emit_signal(SNAME("editor_refresh_request"));
  596. }
  597. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  598. return source;
  599. }
  600. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
  601. texture = p_texture;
  602. emit_changed();
  603. }
  604. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  605. return texture;
  606. }
  607. void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
  608. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  609. if (texture_type == p_texture_type) {
  610. return;
  611. }
  612. texture_type = p_texture_type;
  613. emit_changed();
  614. }
  615. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  616. return texture_type;
  617. }
  618. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  619. Vector<StringName> props;
  620. props.push_back("source");
  621. if (source == SOURCE_TEXTURE) {
  622. props.push_back("texture");
  623. props.push_back("texture_type");
  624. }
  625. return props;
  626. }
  627. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  628. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  629. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  630. }
  631. if (source == SOURCE_TEXTURE) {
  632. return String(); // all good
  633. }
  634. if (source == SOURCE_PORT) {
  635. return String(); // all good
  636. }
  637. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  638. return String(); // all good
  639. }
  640. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  641. return String(); // all good
  642. }
  643. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  644. return String(); // all good
  645. }
  646. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  647. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  648. return TTR("Invalid source for preview.");
  649. }
  650. return String(); // all good
  651. }
  652. return TTR("Invalid source for shader.");
  653. }
  654. void VisualShaderNodeTexture::_bind_methods() {
  655. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  656. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  657. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  658. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  659. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  660. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  661. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  662. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  663. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  664. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  665. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  666. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  667. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  668. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  669. BIND_ENUM_CONSTANT(SOURCE_PORT);
  670. BIND_ENUM_CONSTANT(SOURCE_MAX);
  671. BIND_ENUM_CONSTANT(TYPE_DATA);
  672. BIND_ENUM_CONSTANT(TYPE_COLOR);
  673. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  674. BIND_ENUM_CONSTANT(TYPE_MAX);
  675. }
  676. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  677. }
  678. ////////////// CurveTexture
  679. String VisualShaderNodeCurveTexture::get_caption() const {
  680. return "CurveTexture";
  681. }
  682. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  683. return 1;
  684. }
  685. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  686. return PORT_TYPE_SCALAR;
  687. }
  688. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  689. return String();
  690. }
  691. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  692. return 1;
  693. }
  694. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  695. return PORT_TYPE_SCALAR;
  696. }
  697. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  698. return String();
  699. }
  700. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  701. texture = p_texture;
  702. emit_changed();
  703. }
  704. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  705. return texture;
  706. }
  707. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  708. Vector<StringName> props;
  709. props.push_back("texture");
  710. return props;
  711. }
  712. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  713. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + ";\n";
  714. }
  715. String VisualShaderNodeCurveTexture::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 {
  716. if (p_input_vars[0].is_empty()) {
  717. return " " + p_output_vars[0] + " = 0.0;\n";
  718. }
  719. String id = make_unique_id(p_type, p_id, "curve");
  720. String code;
  721. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
  722. return code;
  723. }
  724. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  725. VisualShader::DefaultTextureParam dtp;
  726. dtp.name = make_unique_id(p_type, p_id, "curve");
  727. dtp.params.push_back(texture);
  728. Vector<VisualShader::DefaultTextureParam> ret;
  729. ret.push_back(dtp);
  730. return ret;
  731. }
  732. void VisualShaderNodeCurveTexture::_bind_methods() {
  733. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  734. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  735. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  736. }
  737. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  738. return true;
  739. }
  740. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  741. set_input_port_default_value(0, 0.0);
  742. simple_decl = true;
  743. allow_v_resize = false;
  744. }
  745. ////////////// CurveXYZTexture
  746. String VisualShaderNodeCurveXYZTexture::get_caption() const {
  747. return "CurveXYZTexture";
  748. }
  749. int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
  750. return 1;
  751. }
  752. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
  753. return PORT_TYPE_SCALAR;
  754. }
  755. String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
  756. return String();
  757. }
  758. int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
  759. return 1;
  760. }
  761. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
  762. return PORT_TYPE_VECTOR;
  763. }
  764. String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
  765. return String();
  766. }
  767. void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
  768. texture = p_texture;
  769. emit_changed();
  770. }
  771. Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
  772. return texture;
  773. }
  774. Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
  775. Vector<StringName> props;
  776. props.push_back("texture");
  777. return props;
  778. }
  779. String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  780. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
  781. }
  782. String VisualShaderNodeCurveXYZTexture::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 {
  783. if (p_input_vars[0].is_empty()) {
  784. return " " + p_output_vars[0] + " = vec3(0.0);\n";
  785. }
  786. String id = make_unique_id(p_type, p_id, "curve3d");
  787. String code;
  788. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
  789. return code;
  790. }
  791. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  792. VisualShader::DefaultTextureParam dtp;
  793. dtp.name = make_unique_id(p_type, p_id, "curve3d");
  794. dtp.params.push_back(texture);
  795. Vector<VisualShader::DefaultTextureParam> ret;
  796. ret.push_back(dtp);
  797. return ret;
  798. }
  799. void VisualShaderNodeCurveXYZTexture::_bind_methods() {
  800. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
  801. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
  802. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
  803. }
  804. bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
  805. return true;
  806. }
  807. VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
  808. set_input_port_default_value(0, 0.0);
  809. simple_decl = true;
  810. allow_v_resize = false;
  811. }
  812. ////////////// Sample3D
  813. int VisualShaderNodeSample3D::get_input_port_count() const {
  814. return 3;
  815. }
  816. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  817. switch (p_port) {
  818. case 0:
  819. return PORT_TYPE_VECTOR;
  820. case 1:
  821. return PORT_TYPE_SCALAR;
  822. case 2:
  823. return PORT_TYPE_SAMPLER;
  824. default:
  825. return PORT_TYPE_SCALAR;
  826. }
  827. }
  828. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  829. switch (p_port) {
  830. case 0:
  831. return "uvw";
  832. case 1:
  833. return "lod";
  834. default:
  835. return "";
  836. }
  837. }
  838. int VisualShaderNodeSample3D::get_output_port_count() const {
  839. return 2;
  840. }
  841. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  842. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  843. }
  844. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  845. return p_port == 0 ? "rgb" : "alpha";
  846. }
  847. bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
  848. if (p_port == 0) {
  849. return true;
  850. }
  851. return false;
  852. }
  853. bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  854. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  855. if (p_port == 0) {
  856. return true;
  857. }
  858. }
  859. return false;
  860. }
  861. String VisualShaderNodeSample3D::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 {
  862. String default_uv;
  863. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  864. default_uv = "vec3(UV, 0.0)";
  865. } else {
  866. default_uv = "vec3(0.0)";
  867. }
  868. String code;
  869. if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
  870. String id;
  871. code += " {\n";
  872. if (source == SOURCE_TEXTURE) {
  873. id = make_unique_id(p_type, p_id, "tex3d");
  874. } else {
  875. id = p_input_vars[2];
  876. }
  877. if (!id.is_empty()) {
  878. if (p_input_vars[0].is_empty()) { // Use UV by default.
  879. if (p_input_vars[1].is_empty()) {
  880. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  881. } else {
  882. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  883. }
  884. } else if (p_input_vars[1].is_empty()) {
  885. //no lod
  886. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  887. } else {
  888. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  889. }
  890. } else {
  891. code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
  892. }
  893. code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  894. code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  895. code += " }\n";
  896. return code;
  897. }
  898. code += " " + p_output_vars[0] + " = vec3(0.0);\n";
  899. code += " " + p_output_vars[1] + " = 1.0;\n";
  900. return code;
  901. }
  902. void VisualShaderNodeSample3D::set_source(Source p_source) {
  903. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  904. if (source == p_source) {
  905. return;
  906. }
  907. source = p_source;
  908. emit_changed();
  909. emit_signal(SNAME("editor_refresh_request"));
  910. }
  911. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  912. return source;
  913. }
  914. void VisualShaderNodeSample3D::_bind_methods() {
  915. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  916. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  917. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  918. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  919. BIND_ENUM_CONSTANT(SOURCE_PORT);
  920. BIND_ENUM_CONSTANT(SOURCE_MAX);
  921. }
  922. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  923. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  924. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  925. }
  926. if (source == SOURCE_TEXTURE) {
  927. return String(); // all good
  928. }
  929. if (source == SOURCE_PORT) {
  930. return String(); // all good
  931. }
  932. return TTR("Invalid source for shader.");
  933. }
  934. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  935. simple_decl = false;
  936. }
  937. ////////////// Texture2DArray
  938. String VisualShaderNodeTexture2DArray::get_caption() const {
  939. return "Texture2DArray";
  940. }
  941. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  942. if (p_port == 2) {
  943. return "sampler2DArray";
  944. }
  945. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  946. }
  947. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  948. VisualShader::DefaultTextureParam dtp;
  949. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  950. dtp.params.push_back(texture_array);
  951. Vector<VisualShader::DefaultTextureParam> ret;
  952. ret.push_back(dtp);
  953. return ret;
  954. }
  955. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  956. if (source == SOURCE_TEXTURE) {
  957. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  958. }
  959. return String();
  960. }
  961. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
  962. texture_array = p_texture_array;
  963. emit_changed();
  964. }
  965. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
  966. return texture_array;
  967. }
  968. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  969. Vector<StringName> props;
  970. props.push_back("source");
  971. if (source == SOURCE_TEXTURE) {
  972. props.push_back("texture_array");
  973. }
  974. return props;
  975. }
  976. void VisualShaderNodeTexture2DArray::_bind_methods() {
  977. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  978. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  979. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
  980. }
  981. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  982. }
  983. ////////////// Texture3D
  984. String VisualShaderNodeTexture3D::get_caption() const {
  985. return "Texture3D";
  986. }
  987. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  988. if (p_port == 2) {
  989. return "sampler3D";
  990. }
  991. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  992. }
  993. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  994. VisualShader::DefaultTextureParam dtp;
  995. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  996. dtp.params.push_back(texture);
  997. Vector<VisualShader::DefaultTextureParam> ret;
  998. ret.push_back(dtp);
  999. return ret;
  1000. }
  1001. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1002. if (source == SOURCE_TEXTURE) {
  1003. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1004. }
  1005. return String();
  1006. }
  1007. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
  1008. texture = p_texture;
  1009. emit_changed();
  1010. }
  1011. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  1012. return texture;
  1013. }
  1014. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  1015. Vector<StringName> props;
  1016. props.push_back("source");
  1017. if (source == SOURCE_TEXTURE) {
  1018. props.push_back("texture");
  1019. }
  1020. return props;
  1021. }
  1022. void VisualShaderNodeTexture3D::_bind_methods() {
  1023. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  1024. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  1025. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  1026. }
  1027. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  1028. }
  1029. ////////////// Cubemap
  1030. String VisualShaderNodeCubemap::get_caption() const {
  1031. return "Cubemap";
  1032. }
  1033. int VisualShaderNodeCubemap::get_input_port_count() const {
  1034. return 3;
  1035. }
  1036. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  1037. switch (p_port) {
  1038. case 0:
  1039. return PORT_TYPE_VECTOR;
  1040. case 1:
  1041. return PORT_TYPE_SCALAR;
  1042. case 2:
  1043. return PORT_TYPE_SAMPLER;
  1044. default:
  1045. return PORT_TYPE_SCALAR;
  1046. }
  1047. }
  1048. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  1049. switch (p_port) {
  1050. case 0:
  1051. return "uv";
  1052. case 1:
  1053. return "lod";
  1054. case 2:
  1055. return "samplerCube";
  1056. default:
  1057. return "";
  1058. }
  1059. }
  1060. int VisualShaderNodeCubemap::get_output_port_count() const {
  1061. return 2;
  1062. }
  1063. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  1064. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  1065. }
  1066. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  1067. return p_port == 0 ? "rgb" : "alpha";
  1068. }
  1069. bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
  1070. if (p_port == 0) {
  1071. return true;
  1072. }
  1073. return false;
  1074. }
  1075. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1076. VisualShader::DefaultTextureParam dtp;
  1077. dtp.name = make_unique_id(p_type, p_id, "cube");
  1078. dtp.params.push_back(cube_map);
  1079. Vector<VisualShader::DefaultTextureParam> ret;
  1080. ret.push_back(dtp);
  1081. return ret;
  1082. }
  1083. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1084. if (source == SOURCE_TEXTURE) {
  1085. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  1086. switch (texture_type) {
  1087. case TYPE_DATA:
  1088. break;
  1089. case TYPE_COLOR:
  1090. u += " : hint_albedo";
  1091. break;
  1092. case TYPE_NORMAL_MAP:
  1093. u += " : hint_normal";
  1094. break;
  1095. default:
  1096. break;
  1097. }
  1098. return u + ";\n";
  1099. }
  1100. return String();
  1101. }
  1102. String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1103. String default_uv;
  1104. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1105. default_uv = "vec3(UV, 0.0)";
  1106. } else {
  1107. default_uv = "vec3(0.0)";
  1108. }
  1109. String code;
  1110. String id;
  1111. if (source == SOURCE_TEXTURE) {
  1112. id = make_unique_id(p_type, p_id, "cube");
  1113. } else if (source == SOURCE_PORT) {
  1114. id = p_input_vars[2];
  1115. } else {
  1116. return String();
  1117. }
  1118. code += " {\n";
  1119. if (id.is_empty()) {
  1120. code += " vec4 " + id + "_read = vec4(0.0);\n";
  1121. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  1122. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  1123. code += " }\n";
  1124. return code;
  1125. }
  1126. if (p_input_vars[0].is_empty()) { // Use UV by default.
  1127. if (p_input_vars[1].is_empty()) {
  1128. code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  1129. } else {
  1130. code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
  1131. }
  1132. } else if (p_input_vars[1].is_empty()) {
  1133. //no lod
  1134. code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1135. } else {
  1136. code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1137. }
  1138. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  1139. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  1140. code += " }\n";
  1141. return code;
  1142. }
  1143. bool VisualShaderNodeCubemap::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1144. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1145. if (p_port == 0) {
  1146. return true;
  1147. }
  1148. }
  1149. return false;
  1150. }
  1151. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1152. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1153. if (source == p_source) {
  1154. return;
  1155. }
  1156. source = p_source;
  1157. emit_changed();
  1158. emit_signal(SNAME("editor_refresh_request"));
  1159. }
  1160. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1161. return source;
  1162. }
  1163. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
  1164. cube_map = p_cube_map;
  1165. emit_changed();
  1166. }
  1167. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  1168. return cube_map;
  1169. }
  1170. void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
  1171. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  1172. if (texture_type == p_texture_type) {
  1173. return;
  1174. }
  1175. texture_type = p_texture_type;
  1176. emit_changed();
  1177. }
  1178. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1179. return texture_type;
  1180. }
  1181. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1182. Vector<StringName> props;
  1183. props.push_back("source");
  1184. if (source == SOURCE_TEXTURE) {
  1185. props.push_back("cube_map");
  1186. props.push_back("texture_type");
  1187. }
  1188. return props;
  1189. }
  1190. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1191. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1192. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1193. }
  1194. return String();
  1195. }
  1196. void VisualShaderNodeCubemap::_bind_methods() {
  1197. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1198. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1199. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1200. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1201. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1202. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1203. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1204. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  1205. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  1206. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1207. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1208. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1209. BIND_ENUM_CONSTANT(TYPE_DATA);
  1210. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1211. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  1212. BIND_ENUM_CONSTANT(TYPE_MAX);
  1213. }
  1214. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1215. simple_decl = false;
  1216. }
  1217. ////////////// Float Op
  1218. String VisualShaderNodeFloatOp::get_caption() const {
  1219. return "FloatOp";
  1220. }
  1221. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1222. return 2;
  1223. }
  1224. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1225. return PORT_TYPE_SCALAR;
  1226. }
  1227. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1228. return p_port == 0 ? "a" : "b";
  1229. }
  1230. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1231. return 1;
  1232. }
  1233. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1234. return PORT_TYPE_SCALAR;
  1235. }
  1236. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1237. return "op"; //no output port means the editor will be used as port
  1238. }
  1239. String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1240. String code = " " + p_output_vars[0] + " = ";
  1241. switch (op) {
  1242. case OP_ADD:
  1243. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1244. break;
  1245. case OP_SUB:
  1246. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1247. break;
  1248. case OP_MUL:
  1249. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1250. break;
  1251. case OP_DIV:
  1252. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1253. break;
  1254. case OP_MOD:
  1255. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1256. break;
  1257. case OP_POW:
  1258. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1259. break;
  1260. case OP_MAX:
  1261. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1262. break;
  1263. case OP_MIN:
  1264. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1265. break;
  1266. case OP_ATAN2:
  1267. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1268. break;
  1269. case OP_STEP:
  1270. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1271. break;
  1272. default:
  1273. break;
  1274. }
  1275. return code;
  1276. }
  1277. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1278. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1279. if (op == p_op) {
  1280. return;
  1281. }
  1282. op = p_op;
  1283. emit_changed();
  1284. }
  1285. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1286. return op;
  1287. }
  1288. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1289. Vector<StringName> props;
  1290. props.push_back("operator");
  1291. return props;
  1292. }
  1293. void VisualShaderNodeFloatOp::_bind_methods() {
  1294. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1295. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1296. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
  1297. BIND_ENUM_CONSTANT(OP_ADD);
  1298. BIND_ENUM_CONSTANT(OP_SUB);
  1299. BIND_ENUM_CONSTANT(OP_MUL);
  1300. BIND_ENUM_CONSTANT(OP_DIV);
  1301. BIND_ENUM_CONSTANT(OP_MOD);
  1302. BIND_ENUM_CONSTANT(OP_POW);
  1303. BIND_ENUM_CONSTANT(OP_MAX);
  1304. BIND_ENUM_CONSTANT(OP_MIN);
  1305. BIND_ENUM_CONSTANT(OP_ATAN2);
  1306. BIND_ENUM_CONSTANT(OP_STEP);
  1307. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1308. }
  1309. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1310. set_input_port_default_value(0, 0.0);
  1311. set_input_port_default_value(1, 0.0);
  1312. }
  1313. ////////////// Integer Op
  1314. String VisualShaderNodeIntOp::get_caption() const {
  1315. return "IntOp";
  1316. }
  1317. int VisualShaderNodeIntOp::get_input_port_count() const {
  1318. return 2;
  1319. }
  1320. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1321. return PORT_TYPE_SCALAR_INT;
  1322. }
  1323. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1324. return p_port == 0 ? "a" : "b";
  1325. }
  1326. int VisualShaderNodeIntOp::get_output_port_count() const {
  1327. return 1;
  1328. }
  1329. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1330. return PORT_TYPE_SCALAR_INT;
  1331. }
  1332. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1333. return "op"; //no output port means the editor will be used as port
  1334. }
  1335. String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1336. String code = " " + p_output_vars[0] + " = ";
  1337. switch (op) {
  1338. case OP_ADD:
  1339. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1340. break;
  1341. case OP_SUB:
  1342. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1343. break;
  1344. case OP_MUL:
  1345. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1346. break;
  1347. case OP_DIV:
  1348. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1349. break;
  1350. case OP_MOD:
  1351. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1352. break;
  1353. case OP_MAX:
  1354. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1355. break;
  1356. case OP_MIN:
  1357. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1358. break;
  1359. case OP_BITWISE_AND:
  1360. code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
  1361. break;
  1362. case OP_BITWISE_OR:
  1363. code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
  1364. break;
  1365. case OP_BITWISE_XOR:
  1366. code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
  1367. break;
  1368. case OP_BITWISE_LEFT_SHIFT:
  1369. code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
  1370. break;
  1371. case OP_BITWISE_RIGHT_SHIFT:
  1372. code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
  1373. break;
  1374. default:
  1375. break;
  1376. }
  1377. return code;
  1378. }
  1379. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1380. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1381. if (op == p_op) {
  1382. return;
  1383. }
  1384. op = p_op;
  1385. emit_changed();
  1386. }
  1387. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1388. return op;
  1389. }
  1390. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1391. Vector<StringName> props;
  1392. props.push_back("operator");
  1393. return props;
  1394. }
  1395. void VisualShaderNodeIntOp::_bind_methods() {
  1396. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1397. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1398. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min,Bitwise AND,Bitwise OR,Bitwise XOR,Bitwise Left Shift,Bitwise Right Shift"), "set_operator", "get_operator");
  1399. BIND_ENUM_CONSTANT(OP_ADD);
  1400. BIND_ENUM_CONSTANT(OP_SUB);
  1401. BIND_ENUM_CONSTANT(OP_MUL);
  1402. BIND_ENUM_CONSTANT(OP_DIV);
  1403. BIND_ENUM_CONSTANT(OP_MOD);
  1404. BIND_ENUM_CONSTANT(OP_MAX);
  1405. BIND_ENUM_CONSTANT(OP_MIN);
  1406. BIND_ENUM_CONSTANT(OP_BITWISE_AND);
  1407. BIND_ENUM_CONSTANT(OP_BITWISE_OR);
  1408. BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
  1409. BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
  1410. BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
  1411. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1412. }
  1413. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1414. set_input_port_default_value(0, 0);
  1415. set_input_port_default_value(1, 0);
  1416. }
  1417. ////////////// Vector Op
  1418. String VisualShaderNodeVectorOp::get_caption() const {
  1419. return "VectorOp";
  1420. }
  1421. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1422. return 2;
  1423. }
  1424. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
  1425. return PORT_TYPE_VECTOR;
  1426. }
  1427. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1428. return p_port == 0 ? "a" : "b";
  1429. }
  1430. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1431. return 1;
  1432. }
  1433. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
  1434. return PORT_TYPE_VECTOR;
  1435. }
  1436. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1437. return "op"; //no output port means the editor will be used as port
  1438. }
  1439. String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1440. String code = " " + p_output_vars[0] + " = ";
  1441. switch (op) {
  1442. case OP_ADD:
  1443. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1444. break;
  1445. case OP_SUB:
  1446. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1447. break;
  1448. case OP_MUL:
  1449. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1450. break;
  1451. case OP_DIV:
  1452. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1453. break;
  1454. case OP_MOD:
  1455. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1456. break;
  1457. case OP_POW:
  1458. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1459. break;
  1460. case OP_MAX:
  1461. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1462. break;
  1463. case OP_MIN:
  1464. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1465. break;
  1466. case OP_CROSS:
  1467. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1468. break;
  1469. case OP_ATAN2:
  1470. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1471. break;
  1472. case OP_REFLECT:
  1473. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1474. break;
  1475. case OP_STEP:
  1476. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1477. break;
  1478. default:
  1479. break;
  1480. }
  1481. return code;
  1482. }
  1483. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1484. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1485. if (op == p_op) {
  1486. return;
  1487. }
  1488. op = p_op;
  1489. emit_changed();
  1490. }
  1491. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1492. return op;
  1493. }
  1494. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1495. Vector<StringName> props;
  1496. props.push_back("operator");
  1497. return props;
  1498. }
  1499. void VisualShaderNodeVectorOp::_bind_methods() {
  1500. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1501. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1502. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,Cross,ATan2,Reflect,Step"), "set_operator", "get_operator");
  1503. BIND_ENUM_CONSTANT(OP_ADD);
  1504. BIND_ENUM_CONSTANT(OP_SUB);
  1505. BIND_ENUM_CONSTANT(OP_MUL);
  1506. BIND_ENUM_CONSTANT(OP_DIV);
  1507. BIND_ENUM_CONSTANT(OP_MOD);
  1508. BIND_ENUM_CONSTANT(OP_POW);
  1509. BIND_ENUM_CONSTANT(OP_MAX);
  1510. BIND_ENUM_CONSTANT(OP_MIN);
  1511. BIND_ENUM_CONSTANT(OP_CROSS);
  1512. BIND_ENUM_CONSTANT(OP_ATAN2);
  1513. BIND_ENUM_CONSTANT(OP_REFLECT);
  1514. BIND_ENUM_CONSTANT(OP_STEP);
  1515. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1516. }
  1517. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1518. set_input_port_default_value(0, Vector3());
  1519. set_input_port_default_value(1, Vector3());
  1520. }
  1521. ////////////// Color Op
  1522. String VisualShaderNodeColorOp::get_caption() const {
  1523. return "ColorOp";
  1524. }
  1525. int VisualShaderNodeColorOp::get_input_port_count() const {
  1526. return 2;
  1527. }
  1528. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1529. return PORT_TYPE_VECTOR;
  1530. }
  1531. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1532. return p_port == 0 ? "a" : "b";
  1533. }
  1534. int VisualShaderNodeColorOp::get_output_port_count() const {
  1535. return 1;
  1536. }
  1537. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1538. return PORT_TYPE_VECTOR;
  1539. }
  1540. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1541. return "op"; //no output port means the editor will be used as port
  1542. }
  1543. String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1544. String code;
  1545. static const char *axisn[3] = { "x", "y", "z" };
  1546. switch (op) {
  1547. case OP_SCREEN: {
  1548. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1549. } break;
  1550. case OP_DIFFERENCE: {
  1551. code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1552. } break;
  1553. case OP_DARKEN: {
  1554. code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1555. } break;
  1556. case OP_LIGHTEN: {
  1557. code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1558. } break;
  1559. case OP_OVERLAY: {
  1560. for (int i = 0; i < 3; i++) {
  1561. code += " {\n";
  1562. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1563. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1564. code += " if (base < 0.5) {\n";
  1565. code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1566. code += " } else {\n";
  1567. code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1568. code += " }\n";
  1569. code += " }\n";
  1570. }
  1571. } break;
  1572. case OP_DODGE: {
  1573. code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1574. } break;
  1575. case OP_BURN: {
  1576. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1577. } break;
  1578. case OP_SOFT_LIGHT: {
  1579. for (int i = 0; i < 3; i++) {
  1580. code += " {\n";
  1581. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1582. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1583. code += " if (base < 0.5) {\n";
  1584. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1585. code += " } else {\n";
  1586. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1587. code += " }\n";
  1588. code += " }\n";
  1589. }
  1590. } break;
  1591. case OP_HARD_LIGHT: {
  1592. for (int i = 0; i < 3; i++) {
  1593. code += " {\n";
  1594. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1595. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1596. code += " if (base < 0.5) {\n";
  1597. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1598. code += " } else {\n";
  1599. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1600. code += " }\n";
  1601. code += " }\n";
  1602. }
  1603. } break;
  1604. default:
  1605. break;
  1606. }
  1607. return code;
  1608. }
  1609. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1610. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1611. if (op == p_op) {
  1612. return;
  1613. }
  1614. switch (p_op) {
  1615. case OP_SCREEN:
  1616. simple_decl = true;
  1617. break;
  1618. case OP_DIFFERENCE:
  1619. simple_decl = true;
  1620. break;
  1621. case OP_DARKEN:
  1622. simple_decl = true;
  1623. break;
  1624. case OP_LIGHTEN:
  1625. simple_decl = true;
  1626. break;
  1627. case OP_OVERLAY:
  1628. simple_decl = false;
  1629. break;
  1630. case OP_DODGE:
  1631. simple_decl = true;
  1632. break;
  1633. case OP_BURN:
  1634. simple_decl = true;
  1635. break;
  1636. case OP_SOFT_LIGHT:
  1637. simple_decl = false;
  1638. break;
  1639. case OP_HARD_LIGHT:
  1640. simple_decl = false;
  1641. break;
  1642. default:
  1643. break;
  1644. }
  1645. op = p_op;
  1646. emit_changed();
  1647. }
  1648. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1649. return op;
  1650. }
  1651. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  1652. Vector<StringName> props;
  1653. props.push_back("operator");
  1654. return props;
  1655. }
  1656. void VisualShaderNodeColorOp::_bind_methods() {
  1657. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  1658. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  1659. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
  1660. BIND_ENUM_CONSTANT(OP_SCREEN);
  1661. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  1662. BIND_ENUM_CONSTANT(OP_DARKEN);
  1663. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  1664. BIND_ENUM_CONSTANT(OP_OVERLAY);
  1665. BIND_ENUM_CONSTANT(OP_DODGE);
  1666. BIND_ENUM_CONSTANT(OP_BURN);
  1667. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  1668. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  1669. BIND_ENUM_CONSTANT(OP_MAX);
  1670. }
  1671. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  1672. set_input_port_default_value(0, Vector3());
  1673. set_input_port_default_value(1, Vector3());
  1674. }
  1675. ////////////// Transform Op
  1676. String VisualShaderNodeTransformOp::get_caption() const {
  1677. return "TransformOp";
  1678. }
  1679. int VisualShaderNodeTransformOp::get_input_port_count() const {
  1680. return 2;
  1681. }
  1682. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
  1683. return PORT_TYPE_TRANSFORM;
  1684. }
  1685. String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
  1686. return p_port == 0 ? "a" : "b";
  1687. }
  1688. int VisualShaderNodeTransformOp::get_output_port_count() const {
  1689. return 1;
  1690. }
  1691. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
  1692. return PORT_TYPE_TRANSFORM;
  1693. }
  1694. String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
  1695. return "mult"; //no output port means the editor will be used as port
  1696. }
  1697. String VisualShaderNodeTransformOp::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 {
  1698. switch (op) {
  1699. case OP_AxB:
  1700. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1701. case OP_BxA:
  1702. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  1703. case OP_AxB_COMP:
  1704. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1705. case OP_BxA_COMP:
  1706. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  1707. case OP_ADD:
  1708. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1709. case OP_A_MINUS_B:
  1710. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1711. case OP_B_MINUS_A:
  1712. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
  1713. case OP_A_DIV_B:
  1714. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1715. case OP_B_DIV_A:
  1716. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
  1717. default:
  1718. return "";
  1719. }
  1720. }
  1721. void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
  1722. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1723. if (op == p_op) {
  1724. return;
  1725. }
  1726. op = p_op;
  1727. emit_changed();
  1728. }
  1729. VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
  1730. return op;
  1731. }
  1732. Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
  1733. Vector<StringName> props;
  1734. props.push_back("operator");
  1735. return props;
  1736. }
  1737. void VisualShaderNodeTransformOp::_bind_methods() {
  1738. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
  1739. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
  1740. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component),A + B,A - B,B - A,A / B,B / A"), "set_operator", "get_operator");
  1741. BIND_ENUM_CONSTANT(OP_AxB);
  1742. BIND_ENUM_CONSTANT(OP_BxA);
  1743. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1744. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1745. BIND_ENUM_CONSTANT(OP_ADD);
  1746. BIND_ENUM_CONSTANT(OP_A_MINUS_B);
  1747. BIND_ENUM_CONSTANT(OP_B_MINUS_A);
  1748. BIND_ENUM_CONSTANT(OP_A_DIV_B);
  1749. BIND_ENUM_CONSTANT(OP_B_DIV_A);
  1750. BIND_ENUM_CONSTANT(OP_MAX);
  1751. }
  1752. VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
  1753. set_input_port_default_value(0, Transform3D());
  1754. set_input_port_default_value(1, Transform3D());
  1755. }
  1756. ////////////// TransformVec Mult
  1757. String VisualShaderNodeTransformVecMult::get_caption() const {
  1758. return "TransformVectorMult";
  1759. }
  1760. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1761. return 2;
  1762. }
  1763. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1764. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
  1765. }
  1766. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1767. return p_port == 0 ? "a" : "b";
  1768. }
  1769. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1770. return 1;
  1771. }
  1772. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1773. return PORT_TYPE_VECTOR;
  1774. }
  1775. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1776. return ""; //no output port means the editor will be used as port
  1777. }
  1778. String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1779. if (op == OP_AxB) {
  1780. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  1781. } else if (op == OP_BxA) {
  1782. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  1783. } else if (op == OP_3x3_AxB) {
  1784. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  1785. } else {
  1786. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  1787. }
  1788. }
  1789. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1790. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1791. if (op == p_op) {
  1792. return;
  1793. }
  1794. op = p_op;
  1795. emit_changed();
  1796. }
  1797. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1798. return op;
  1799. }
  1800. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1801. Vector<StringName> props;
  1802. props.push_back("operator");
  1803. return props;
  1804. }
  1805. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1806. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1807. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1808. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator");
  1809. BIND_ENUM_CONSTANT(OP_AxB);
  1810. BIND_ENUM_CONSTANT(OP_BxA);
  1811. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1812. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1813. BIND_ENUM_CONSTANT(OP_MAX);
  1814. }
  1815. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1816. set_input_port_default_value(0, Transform3D());
  1817. set_input_port_default_value(1, Vector3());
  1818. }
  1819. ////////////// Float Func
  1820. String VisualShaderNodeFloatFunc::get_caption() const {
  1821. return "FloatFunc";
  1822. }
  1823. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  1824. return 1;
  1825. }
  1826. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  1827. return PORT_TYPE_SCALAR;
  1828. }
  1829. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  1830. return "";
  1831. }
  1832. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  1833. return 1;
  1834. }
  1835. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  1836. return PORT_TYPE_SCALAR;
  1837. }
  1838. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  1839. return ""; //no output port means the editor will be used as port
  1840. }
  1841. String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1842. static const char *functions[FUNC_MAX] = {
  1843. "sin($)",
  1844. "cos($)",
  1845. "tan($)",
  1846. "asin($)",
  1847. "acos($)",
  1848. "atan($)",
  1849. "sinh($)",
  1850. "cosh($)",
  1851. "tanh($)",
  1852. "log($)",
  1853. "exp($)",
  1854. "sqrt($)",
  1855. "abs($)",
  1856. "sign($)",
  1857. "floor($)",
  1858. "round($)",
  1859. "ceil($)",
  1860. "fract($)",
  1861. "min(max($, 0.0), 1.0)",
  1862. "-($)",
  1863. "acosh($)",
  1864. "asinh($)",
  1865. "atanh($)",
  1866. "degrees($)",
  1867. "exp2($)",
  1868. "inversesqrt($)",
  1869. "log2($)",
  1870. "radians($)",
  1871. "1.0 / ($)",
  1872. "roundEven($)",
  1873. "trunc($)",
  1874. "1.0 - $"
  1875. };
  1876. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  1877. }
  1878. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  1879. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  1880. if (func == p_func) {
  1881. return;
  1882. }
  1883. func = p_func;
  1884. emit_changed();
  1885. }
  1886. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  1887. return func;
  1888. }
  1889. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  1890. Vector<StringName> props;
  1891. props.push_back("function");
  1892. return props;
  1893. }
  1894. void VisualShaderNodeFloatFunc::_bind_methods() {
  1895. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  1896. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  1897. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  1898. BIND_ENUM_CONSTANT(FUNC_SIN);
  1899. BIND_ENUM_CONSTANT(FUNC_COS);
  1900. BIND_ENUM_CONSTANT(FUNC_TAN);
  1901. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1902. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1903. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1904. BIND_ENUM_CONSTANT(FUNC_SINH);
  1905. BIND_ENUM_CONSTANT(FUNC_COSH);
  1906. BIND_ENUM_CONSTANT(FUNC_TANH);
  1907. BIND_ENUM_CONSTANT(FUNC_LOG);
  1908. BIND_ENUM_CONSTANT(FUNC_EXP);
  1909. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1910. BIND_ENUM_CONSTANT(FUNC_ABS);
  1911. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1912. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1913. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1914. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1915. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1916. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1917. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1918. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1919. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1920. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1921. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1922. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1923. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1924. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1925. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1926. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1927. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1928. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1929. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1930. BIND_ENUM_CONSTANT(FUNC_MAX);
  1931. }
  1932. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  1933. set_input_port_default_value(0, 0.0);
  1934. }
  1935. ////////////// Int Func
  1936. String VisualShaderNodeIntFunc::get_caption() const {
  1937. return "IntFunc";
  1938. }
  1939. int VisualShaderNodeIntFunc::get_input_port_count() const {
  1940. return 1;
  1941. }
  1942. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  1943. return PORT_TYPE_SCALAR_INT;
  1944. }
  1945. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  1946. return "";
  1947. }
  1948. int VisualShaderNodeIntFunc::get_output_port_count() const {
  1949. return 1;
  1950. }
  1951. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  1952. return PORT_TYPE_SCALAR_INT;
  1953. }
  1954. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  1955. return ""; //no output port means the editor will be used as port
  1956. }
  1957. String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1958. static const char *functions[FUNC_MAX] = {
  1959. "abs($)",
  1960. "-($)",
  1961. "sign($)",
  1962. "~($)"
  1963. };
  1964. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  1965. }
  1966. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  1967. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  1968. if (func == p_func) {
  1969. return;
  1970. }
  1971. func = p_func;
  1972. emit_changed();
  1973. }
  1974. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  1975. return func;
  1976. }
  1977. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  1978. Vector<StringName> props;
  1979. props.push_back("function");
  1980. return props;
  1981. }
  1982. void VisualShaderNodeIntFunc::_bind_methods() {
  1983. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  1984. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  1985. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign,Bitwise NOT"), "set_function", "get_function");
  1986. BIND_ENUM_CONSTANT(FUNC_ABS);
  1987. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1988. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1989. BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
  1990. BIND_ENUM_CONSTANT(FUNC_MAX);
  1991. }
  1992. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  1993. set_input_port_default_value(0, 0);
  1994. }
  1995. ////////////// Vector Func
  1996. String VisualShaderNodeVectorFunc::get_caption() const {
  1997. return "VectorFunc";
  1998. }
  1999. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  2000. return 1;
  2001. }
  2002. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
  2003. return PORT_TYPE_VECTOR;
  2004. }
  2005. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  2006. return "";
  2007. }
  2008. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  2009. return 1;
  2010. }
  2011. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
  2012. return PORT_TYPE_VECTOR;
  2013. }
  2014. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  2015. return ""; //no output port means the editor will be used as port
  2016. }
  2017. String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2018. static const char *vec_func_id[FUNC_MAX] = {
  2019. "normalize($)",
  2020. "max(min($, vec3(1.0)), vec3(0.0))",
  2021. "-($)",
  2022. "1.0 / ($)",
  2023. "",
  2024. "",
  2025. "abs($)",
  2026. "acos($)",
  2027. "acosh($)",
  2028. "asin($)",
  2029. "asinh($)",
  2030. "atan($)",
  2031. "atanh($)",
  2032. "ceil($)",
  2033. "cos($)",
  2034. "cosh($)",
  2035. "degrees($)",
  2036. "exp($)",
  2037. "exp2($)",
  2038. "floor($)",
  2039. "fract($)",
  2040. "inversesqrt($)",
  2041. "log($)",
  2042. "log2($)",
  2043. "radians($)",
  2044. "round($)",
  2045. "roundEven($)",
  2046. "sign($)",
  2047. "sin($)",
  2048. "sinh($)",
  2049. "sqrt($)",
  2050. "tan($)",
  2051. "tanh($)",
  2052. "trunc($)",
  2053. "vec3(1.0, 1.0, 1.0) - $"
  2054. };
  2055. String code;
  2056. if (func == FUNC_RGB2HSV) {
  2057. code += " {\n";
  2058. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2059. code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  2060. code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  2061. code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  2062. code += " float d = q.x - min(q.w, q.y);\n";
  2063. code += " float e = 1.0e-10;\n";
  2064. code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  2065. code += " }\n";
  2066. } else if (func == FUNC_HSV2RGB) {
  2067. code += " {\n";
  2068. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2069. code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  2070. code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  2071. code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  2072. code += " }\n";
  2073. } else {
  2074. code += " " + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  2075. }
  2076. return code;
  2077. }
  2078. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  2079. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2080. if (func == p_func) {
  2081. return;
  2082. }
  2083. if (p_func == FUNC_RGB2HSV) {
  2084. simple_decl = false;
  2085. } else if (p_func == FUNC_HSV2RGB) {
  2086. simple_decl = false;
  2087. } else {
  2088. simple_decl = true;
  2089. }
  2090. func = p_func;
  2091. emit_changed();
  2092. }
  2093. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  2094. return func;
  2095. }
  2096. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  2097. Vector<StringName> props;
  2098. props.push_back("function");
  2099. return props;
  2100. }
  2101. void VisualShaderNodeVectorFunc::_bind_methods() {
  2102. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  2103. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  2104. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  2105. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  2106. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2107. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2108. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2109. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  2110. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  2111. BIND_ENUM_CONSTANT(FUNC_ABS);
  2112. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2113. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2114. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2115. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2116. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2117. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2118. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2119. BIND_ENUM_CONSTANT(FUNC_COS);
  2120. BIND_ENUM_CONSTANT(FUNC_COSH);
  2121. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2122. BIND_ENUM_CONSTANT(FUNC_EXP);
  2123. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2124. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2125. BIND_ENUM_CONSTANT(FUNC_FRAC);
  2126. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2127. BIND_ENUM_CONSTANT(FUNC_LOG);
  2128. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2129. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2130. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2131. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2132. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2133. BIND_ENUM_CONSTANT(FUNC_SIN);
  2134. BIND_ENUM_CONSTANT(FUNC_SINH);
  2135. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2136. BIND_ENUM_CONSTANT(FUNC_TAN);
  2137. BIND_ENUM_CONSTANT(FUNC_TANH);
  2138. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2139. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2140. BIND_ENUM_CONSTANT(FUNC_MAX);
  2141. }
  2142. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  2143. set_input_port_default_value(0, Vector3());
  2144. }
  2145. ////////////// ColorFunc
  2146. String VisualShaderNodeColorFunc::get_caption() const {
  2147. return "ColorFunc";
  2148. }
  2149. int VisualShaderNodeColorFunc::get_input_port_count() const {
  2150. return 1;
  2151. }
  2152. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  2153. return PORT_TYPE_VECTOR;
  2154. }
  2155. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  2156. return "";
  2157. }
  2158. int VisualShaderNodeColorFunc::get_output_port_count() const {
  2159. return 1;
  2160. }
  2161. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  2162. return PORT_TYPE_VECTOR;
  2163. }
  2164. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  2165. return "";
  2166. }
  2167. String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2168. String code;
  2169. switch (func) {
  2170. case FUNC_GRAYSCALE:
  2171. code += " {\n";
  2172. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2173. code += " float max1 = max(c.r, c.g);\n";
  2174. code += " float max2 = max(max1, c.b);\n";
  2175. code += " float max3 = max(max1, max2);\n";
  2176. code += " " + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
  2177. code += " }\n";
  2178. break;
  2179. case FUNC_SEPIA:
  2180. code += " {\n";
  2181. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2182. code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  2183. code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  2184. code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  2185. code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
  2186. code += " }\n";
  2187. break;
  2188. default:
  2189. break;
  2190. }
  2191. return code;
  2192. }
  2193. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  2194. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2195. if (func == p_func) {
  2196. return;
  2197. }
  2198. func = p_func;
  2199. emit_changed();
  2200. }
  2201. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  2202. return func;
  2203. }
  2204. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  2205. Vector<StringName> props;
  2206. props.push_back("function");
  2207. return props;
  2208. }
  2209. void VisualShaderNodeColorFunc::_bind_methods() {
  2210. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  2211. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  2212. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  2213. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  2214. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  2215. BIND_ENUM_CONSTANT(FUNC_MAX);
  2216. }
  2217. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  2218. simple_decl = false;
  2219. set_input_port_default_value(0, Vector3());
  2220. }
  2221. ////////////// Transform Func
  2222. String VisualShaderNodeTransformFunc::get_caption() const {
  2223. return "TransformFunc";
  2224. }
  2225. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2226. return 1;
  2227. }
  2228. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2229. return PORT_TYPE_TRANSFORM;
  2230. }
  2231. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2232. return "";
  2233. }
  2234. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2235. return 1;
  2236. }
  2237. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2238. return PORT_TYPE_TRANSFORM;
  2239. }
  2240. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2241. return "";
  2242. }
  2243. String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2244. static const char *functions[FUNC_MAX] = {
  2245. "inverse($)",
  2246. "transpose($)"
  2247. };
  2248. String code;
  2249. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2250. return code;
  2251. }
  2252. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2253. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2254. if (func == p_func) {
  2255. return;
  2256. }
  2257. func = p_func;
  2258. emit_changed();
  2259. }
  2260. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2261. return func;
  2262. }
  2263. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2264. Vector<StringName> props;
  2265. props.push_back("function");
  2266. return props;
  2267. }
  2268. void VisualShaderNodeTransformFunc::_bind_methods() {
  2269. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2270. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2271. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2272. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2273. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2274. BIND_ENUM_CONSTANT(FUNC_MAX);
  2275. }
  2276. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2277. set_input_port_default_value(0, Transform3D());
  2278. }
  2279. ////////////// UV Func
  2280. String VisualShaderNodeUVFunc::get_caption() const {
  2281. return "UVFunc";
  2282. }
  2283. int VisualShaderNodeUVFunc::get_input_port_count() const {
  2284. return 3;
  2285. }
  2286. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
  2287. switch (p_port) {
  2288. case 0:
  2289. [[fallthrough]]; // uv
  2290. case 1:
  2291. return PORT_TYPE_VECTOR; // scale
  2292. case 2:
  2293. return PORT_TYPE_VECTOR; // offset & pivot
  2294. default:
  2295. break;
  2296. }
  2297. return PORT_TYPE_SCALAR;
  2298. }
  2299. String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
  2300. switch (p_port) {
  2301. case 0:
  2302. return "uv";
  2303. case 1:
  2304. return "scale";
  2305. case 2:
  2306. switch (func) {
  2307. case FUNC_PANNING:
  2308. return "offset";
  2309. case FUNC_SCALING:
  2310. return "pivot";
  2311. default:
  2312. break;
  2313. }
  2314. break;
  2315. default:
  2316. break;
  2317. }
  2318. return "";
  2319. }
  2320. bool VisualShaderNodeUVFunc::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2321. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2322. if (p_port == 0) {
  2323. return true;
  2324. }
  2325. }
  2326. return false;
  2327. }
  2328. int VisualShaderNodeUVFunc::get_output_port_count() const {
  2329. return 1;
  2330. }
  2331. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
  2332. return PORT_TYPE_VECTOR;
  2333. }
  2334. String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
  2335. return "uv";
  2336. }
  2337. bool VisualShaderNodeUVFunc::is_show_prop_names() const {
  2338. return true;
  2339. }
  2340. String VisualShaderNodeUVFunc::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 {
  2341. String code;
  2342. String uv;
  2343. if (p_input_vars[0].is_empty()) {
  2344. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2345. uv = "vec3(UV.xy, 0.0)";
  2346. } else {
  2347. uv = "vec3(0.0)";
  2348. }
  2349. } else {
  2350. uv = vformat("%s", p_input_vars[0]);
  2351. }
  2352. String scale = vformat("%s", p_input_vars[1]);
  2353. String offset_pivot = vformat("%s", p_input_vars[2]);
  2354. switch (func) {
  2355. case FUNC_PANNING: {
  2356. code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
  2357. } break;
  2358. case FUNC_SCALING: {
  2359. code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
  2360. } break;
  2361. default:
  2362. break;
  2363. }
  2364. return code;
  2365. }
  2366. void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
  2367. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2368. if (func == p_func) {
  2369. return;
  2370. }
  2371. if (p_func == FUNC_PANNING) {
  2372. set_input_port_default_value(2, Vector3()); // offset
  2373. } else { // FUNC_SCALING
  2374. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.0)); // pivot
  2375. }
  2376. func = p_func;
  2377. emit_changed();
  2378. }
  2379. VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
  2380. return func;
  2381. }
  2382. Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
  2383. Vector<StringName> props;
  2384. props.push_back("function");
  2385. return props;
  2386. }
  2387. void VisualShaderNodeUVFunc::_bind_methods() {
  2388. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
  2389. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
  2390. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
  2391. BIND_ENUM_CONSTANT(FUNC_PANNING);
  2392. BIND_ENUM_CONSTANT(FUNC_SCALING);
  2393. BIND_ENUM_CONSTANT(FUNC_MAX);
  2394. }
  2395. VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
  2396. set_input_port_default_value(1, Vector3(1.0, 1.0, 0.0)); // scale
  2397. set_input_port_default_value(2, Vector3()); // offset
  2398. }
  2399. ////////////// Dot Product
  2400. String VisualShaderNodeDotProduct::get_caption() const {
  2401. return "DotProduct";
  2402. }
  2403. int VisualShaderNodeDotProduct::get_input_port_count() const {
  2404. return 2;
  2405. }
  2406. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  2407. return PORT_TYPE_VECTOR;
  2408. }
  2409. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  2410. return p_port == 0 ? "a" : "b";
  2411. }
  2412. int VisualShaderNodeDotProduct::get_output_port_count() const {
  2413. return 1;
  2414. }
  2415. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  2416. return PORT_TYPE_SCALAR;
  2417. }
  2418. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  2419. return "dot";
  2420. }
  2421. String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2422. return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2423. }
  2424. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  2425. set_input_port_default_value(0, Vector3());
  2426. set_input_port_default_value(1, Vector3());
  2427. }
  2428. ////////////// Vector Len
  2429. String VisualShaderNodeVectorLen::get_caption() const {
  2430. return "VectorLen";
  2431. }
  2432. int VisualShaderNodeVectorLen::get_input_port_count() const {
  2433. return 1;
  2434. }
  2435. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
  2436. return PORT_TYPE_VECTOR;
  2437. }
  2438. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  2439. return "";
  2440. }
  2441. int VisualShaderNodeVectorLen::get_output_port_count() const {
  2442. return 1;
  2443. }
  2444. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  2445. return PORT_TYPE_SCALAR;
  2446. }
  2447. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  2448. return "length";
  2449. }
  2450. String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2451. return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  2452. }
  2453. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  2454. set_input_port_default_value(0, Vector3());
  2455. }
  2456. ////////////// Determinant
  2457. String VisualShaderNodeDeterminant::get_caption() const {
  2458. return "Determinant";
  2459. }
  2460. int VisualShaderNodeDeterminant::get_input_port_count() const {
  2461. return 1;
  2462. }
  2463. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  2464. return PORT_TYPE_TRANSFORM;
  2465. }
  2466. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  2467. return "";
  2468. }
  2469. int VisualShaderNodeDeterminant::get_output_port_count() const {
  2470. return 1;
  2471. }
  2472. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  2473. return PORT_TYPE_SCALAR;
  2474. }
  2475. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  2476. return "";
  2477. }
  2478. String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2479. return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  2480. }
  2481. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  2482. set_input_port_default_value(0, Transform3D());
  2483. }
  2484. ////////////// Scalar Derivative Function
  2485. String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
  2486. return "ScalarDerivativeFunc";
  2487. }
  2488. int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
  2489. return 1;
  2490. }
  2491. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
  2492. return PORT_TYPE_SCALAR;
  2493. }
  2494. String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
  2495. return "";
  2496. }
  2497. int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
  2498. return 1;
  2499. }
  2500. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
  2501. return PORT_TYPE_SCALAR;
  2502. }
  2503. String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
  2504. return "";
  2505. }
  2506. String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2507. static const char *functions[FUNC_MAX] = {
  2508. "fwidth($)",
  2509. "dFdx($)",
  2510. "dFdy($)"
  2511. };
  2512. String code;
  2513. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2514. return code;
  2515. }
  2516. void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
  2517. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2518. if (func == p_func) {
  2519. return;
  2520. }
  2521. func = p_func;
  2522. emit_changed();
  2523. }
  2524. VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
  2525. return func;
  2526. }
  2527. Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
  2528. Vector<StringName> props;
  2529. props.push_back("function");
  2530. return props;
  2531. }
  2532. void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
  2533. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
  2534. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
  2535. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2536. BIND_ENUM_CONSTANT(FUNC_SUM);
  2537. BIND_ENUM_CONSTANT(FUNC_X);
  2538. BIND_ENUM_CONSTANT(FUNC_Y);
  2539. BIND_ENUM_CONSTANT(FUNC_MAX);
  2540. }
  2541. VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
  2542. set_input_port_default_value(0, 0.0);
  2543. }
  2544. ////////////// Vector Derivative Function
  2545. String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
  2546. return "VectorDerivativeFunc";
  2547. }
  2548. int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
  2549. return 1;
  2550. }
  2551. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
  2552. return PORT_TYPE_VECTOR;
  2553. }
  2554. String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
  2555. return "";
  2556. }
  2557. int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
  2558. return 1;
  2559. }
  2560. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
  2561. return PORT_TYPE_VECTOR;
  2562. }
  2563. String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
  2564. return "";
  2565. }
  2566. String VisualShaderNodeVectorDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2567. static const char *functions[FUNC_MAX] = {
  2568. "fwidth($)",
  2569. "dFdx($)",
  2570. "dFdy($)"
  2571. };
  2572. String code;
  2573. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2574. return code;
  2575. }
  2576. void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
  2577. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2578. if (func == p_func) {
  2579. return;
  2580. }
  2581. func = p_func;
  2582. emit_changed();
  2583. }
  2584. VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
  2585. return func;
  2586. }
  2587. Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
  2588. Vector<StringName> props;
  2589. props.push_back("function");
  2590. return props;
  2591. }
  2592. void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
  2593. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
  2594. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
  2595. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2596. BIND_ENUM_CONSTANT(FUNC_SUM);
  2597. BIND_ENUM_CONSTANT(FUNC_X);
  2598. BIND_ENUM_CONSTANT(FUNC_Y);
  2599. BIND_ENUM_CONSTANT(FUNC_MAX);
  2600. }
  2601. VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
  2602. set_input_port_default_value(0, Vector3());
  2603. }
  2604. ////////////// Clamp
  2605. String VisualShaderNodeClamp::get_caption() const {
  2606. return "Clamp";
  2607. }
  2608. int VisualShaderNodeClamp::get_input_port_count() const {
  2609. return 3;
  2610. }
  2611. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
  2612. switch (op_type) {
  2613. case OP_TYPE_INT:
  2614. return PORT_TYPE_SCALAR_INT;
  2615. case OP_TYPE_VECTOR:
  2616. return PORT_TYPE_VECTOR;
  2617. default:
  2618. break;
  2619. }
  2620. return PORT_TYPE_SCALAR;
  2621. }
  2622. String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
  2623. if (p_port == 0) {
  2624. return "";
  2625. } else if (p_port == 1) {
  2626. return "min";
  2627. } else if (p_port == 2) {
  2628. return "max";
  2629. }
  2630. return "";
  2631. }
  2632. int VisualShaderNodeClamp::get_output_port_count() const {
  2633. return 1;
  2634. }
  2635. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
  2636. switch (op_type) {
  2637. case OP_TYPE_INT:
  2638. return PORT_TYPE_SCALAR_INT;
  2639. case OP_TYPE_VECTOR:
  2640. return PORT_TYPE_VECTOR;
  2641. default:
  2642. break;
  2643. }
  2644. return PORT_TYPE_SCALAR;
  2645. }
  2646. String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
  2647. return "";
  2648. }
  2649. String VisualShaderNodeClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2650. return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2651. }
  2652. void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
  2653. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2654. if (op_type == p_op_type) {
  2655. return;
  2656. }
  2657. switch (p_op_type) {
  2658. case OP_TYPE_FLOAT:
  2659. set_input_port_default_value(0, 0.0);
  2660. set_input_port_default_value(1, 0.0);
  2661. set_input_port_default_value(2, 0.0);
  2662. break;
  2663. case OP_TYPE_INT:
  2664. set_input_port_default_value(0, 0);
  2665. set_input_port_default_value(1, 0);
  2666. set_input_port_default_value(2, 0);
  2667. break;
  2668. case OP_TYPE_VECTOR:
  2669. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2670. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2671. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2672. break;
  2673. default:
  2674. break;
  2675. }
  2676. op_type = p_op_type;
  2677. emit_changed();
  2678. }
  2679. VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
  2680. return op_type;
  2681. }
  2682. Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
  2683. Vector<StringName> props;
  2684. props.push_back("op_type");
  2685. return props;
  2686. }
  2687. void VisualShaderNodeClamp::_bind_methods() {
  2688. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
  2689. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
  2690. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector"), "set_op_type", "get_op_type");
  2691. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  2692. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  2693. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  2694. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2695. }
  2696. VisualShaderNodeClamp::VisualShaderNodeClamp() {
  2697. set_input_port_default_value(0, 0.0);
  2698. set_input_port_default_value(1, 0.0);
  2699. set_input_port_default_value(2, 1.0);
  2700. }
  2701. ////////////// FaceForward
  2702. String VisualShaderNodeFaceForward::get_caption() const {
  2703. return "FaceForward";
  2704. }
  2705. int VisualShaderNodeFaceForward::get_input_port_count() const {
  2706. return 3;
  2707. }
  2708. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
  2709. return PORT_TYPE_VECTOR;
  2710. }
  2711. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  2712. switch (p_port) {
  2713. case 0:
  2714. return "N";
  2715. case 1:
  2716. return "I";
  2717. case 2:
  2718. return "Nref";
  2719. default:
  2720. return "";
  2721. }
  2722. }
  2723. int VisualShaderNodeFaceForward::get_output_port_count() const {
  2724. return 1;
  2725. }
  2726. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
  2727. return PORT_TYPE_VECTOR;
  2728. }
  2729. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  2730. return "";
  2731. }
  2732. String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2733. return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2734. }
  2735. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  2736. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2737. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2738. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2739. }
  2740. ////////////// Outer Product
  2741. String VisualShaderNodeOuterProduct::get_caption() const {
  2742. return "OuterProduct";
  2743. }
  2744. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  2745. return 2;
  2746. }
  2747. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  2748. return PORT_TYPE_VECTOR;
  2749. }
  2750. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  2751. switch (p_port) {
  2752. case 0:
  2753. return "c";
  2754. case 1:
  2755. return "r";
  2756. default:
  2757. return "";
  2758. }
  2759. }
  2760. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  2761. return 1;
  2762. }
  2763. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  2764. return PORT_TYPE_TRANSFORM;
  2765. }
  2766. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  2767. return "";
  2768. }
  2769. String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2770. return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  2771. }
  2772. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  2773. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2774. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2775. }
  2776. ////////////// Step
  2777. String VisualShaderNodeStep::get_caption() const {
  2778. return "Step";
  2779. }
  2780. int VisualShaderNodeStep::get_input_port_count() const {
  2781. return 2;
  2782. }
  2783. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
  2784. switch (op_type) {
  2785. case OP_TYPE_VECTOR:
  2786. return PORT_TYPE_VECTOR;
  2787. case OP_TYPE_VECTOR_SCALAR:
  2788. if (p_port == 1) {
  2789. return PORT_TYPE_VECTOR;
  2790. }
  2791. break;
  2792. default:
  2793. break;
  2794. }
  2795. return PORT_TYPE_SCALAR;
  2796. }
  2797. String VisualShaderNodeStep::get_input_port_name(int p_port) const {
  2798. if (p_port == 0) {
  2799. return "edge";
  2800. } else if (p_port == 1) {
  2801. return "x";
  2802. }
  2803. return "";
  2804. }
  2805. int VisualShaderNodeStep::get_output_port_count() const {
  2806. return 1;
  2807. }
  2808. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
  2809. switch (op_type) {
  2810. case OP_TYPE_VECTOR:
  2811. return PORT_TYPE_VECTOR;
  2812. case OP_TYPE_VECTOR_SCALAR:
  2813. return PORT_TYPE_VECTOR;
  2814. default:
  2815. break;
  2816. }
  2817. return PORT_TYPE_SCALAR;
  2818. }
  2819. String VisualShaderNodeStep::get_output_port_name(int p_port) const {
  2820. return "";
  2821. }
  2822. void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
  2823. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2824. if (op_type == p_op_type) {
  2825. return;
  2826. }
  2827. switch (p_op_type) {
  2828. case OP_TYPE_SCALAR:
  2829. if (op_type == OP_TYPE_VECTOR) {
  2830. set_input_port_default_value(0, 0.0); // edge
  2831. }
  2832. if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2833. set_input_port_default_value(1, 0.0); // x
  2834. }
  2835. break;
  2836. case OP_TYPE_VECTOR:
  2837. if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2838. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge
  2839. }
  2840. if (op_type == OP_TYPE_SCALAR) {
  2841. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
  2842. }
  2843. break;
  2844. case OP_TYPE_VECTOR_SCALAR:
  2845. if (op_type == OP_TYPE_VECTOR) {
  2846. set_input_port_default_value(0, 0.0); // edge
  2847. }
  2848. if (op_type == OP_TYPE_SCALAR) {
  2849. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
  2850. }
  2851. break;
  2852. default:
  2853. break;
  2854. }
  2855. op_type = p_op_type;
  2856. emit_changed();
  2857. }
  2858. VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
  2859. return op_type;
  2860. }
  2861. String VisualShaderNodeStep::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 {
  2862. return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2863. }
  2864. Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
  2865. Vector<StringName> props;
  2866. props.push_back("op_type");
  2867. return props;
  2868. }
  2869. void VisualShaderNodeStep::_bind_methods() {
  2870. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
  2871. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
  2872. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
  2873. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2874. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  2875. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
  2876. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2877. }
  2878. VisualShaderNodeStep::VisualShaderNodeStep() {
  2879. set_input_port_default_value(0, 0.0);
  2880. set_input_port_default_value(1, 0.0);
  2881. }
  2882. ////////////// SmoothStep
  2883. String VisualShaderNodeSmoothStep::get_caption() const {
  2884. return "SmoothStep";
  2885. }
  2886. int VisualShaderNodeSmoothStep::get_input_port_count() const {
  2887. return 3;
  2888. }
  2889. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
  2890. switch (op_type) {
  2891. case OP_TYPE_VECTOR:
  2892. return PORT_TYPE_VECTOR;
  2893. case OP_TYPE_VECTOR_SCALAR:
  2894. if (p_port == 2) {
  2895. return PORT_TYPE_VECTOR; // x
  2896. }
  2897. break;
  2898. default:
  2899. break;
  2900. }
  2901. return PORT_TYPE_SCALAR;
  2902. }
  2903. String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
  2904. if (p_port == 0) {
  2905. return "edge0";
  2906. } else if (p_port == 1) {
  2907. return "edge1";
  2908. } else if (p_port == 2) {
  2909. return "x";
  2910. }
  2911. return "";
  2912. }
  2913. int VisualShaderNodeSmoothStep::get_output_port_count() const {
  2914. return 1;
  2915. }
  2916. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
  2917. switch (op_type) {
  2918. case OP_TYPE_VECTOR:
  2919. return PORT_TYPE_VECTOR;
  2920. case OP_TYPE_VECTOR_SCALAR:
  2921. return PORT_TYPE_VECTOR;
  2922. default:
  2923. break;
  2924. }
  2925. return PORT_TYPE_SCALAR;
  2926. }
  2927. String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
  2928. return "";
  2929. }
  2930. void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
  2931. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2932. if (op_type == p_op_type) {
  2933. return;
  2934. }
  2935. switch (p_op_type) {
  2936. case OP_TYPE_SCALAR:
  2937. if (op_type == OP_TYPE_VECTOR) {
  2938. set_input_port_default_value(0, 0.0); // edge0
  2939. set_input_port_default_value(1, 0.0); // edge1
  2940. }
  2941. if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2942. set_input_port_default_value(2, 0.0); // x
  2943. }
  2944. break;
  2945. case OP_TYPE_VECTOR:
  2946. if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2947. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge0
  2948. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // edge1
  2949. }
  2950. if (op_type == OP_TYPE_SCALAR) {
  2951. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
  2952. }
  2953. break;
  2954. case OP_TYPE_VECTOR_SCALAR:
  2955. if (op_type == OP_TYPE_VECTOR) {
  2956. set_input_port_default_value(0, 0.0); // edge0
  2957. set_input_port_default_value(1, 0.0); // edge1
  2958. }
  2959. if (op_type == OP_TYPE_SCALAR) {
  2960. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
  2961. }
  2962. break;
  2963. default:
  2964. break;
  2965. }
  2966. op_type = p_op_type;
  2967. emit_changed();
  2968. }
  2969. VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
  2970. return op_type;
  2971. }
  2972. String VisualShaderNodeSmoothStep::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 {
  2973. return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2974. }
  2975. Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
  2976. Vector<StringName> props;
  2977. props.push_back("op_type");
  2978. return props;
  2979. }
  2980. void VisualShaderNodeSmoothStep::_bind_methods() {
  2981. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
  2982. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
  2983. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
  2984. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2985. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  2986. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
  2987. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2988. }
  2989. VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
  2990. set_input_port_default_value(0, 0.0);
  2991. set_input_port_default_value(1, 0.0);
  2992. set_input_port_default_value(2, 0.0);
  2993. }
  2994. ////////////// Distance
  2995. String VisualShaderNodeVectorDistance::get_caption() const {
  2996. return "Distance";
  2997. }
  2998. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  2999. return 2;
  3000. }
  3001. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
  3002. return PORT_TYPE_VECTOR;
  3003. }
  3004. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  3005. if (p_port == 0) {
  3006. return "p0";
  3007. } else if (p_port == 1) {
  3008. return "p1";
  3009. }
  3010. return "";
  3011. }
  3012. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  3013. return 1;
  3014. }
  3015. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  3016. return PORT_TYPE_SCALAR;
  3017. }
  3018. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  3019. return "";
  3020. }
  3021. String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3022. return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3023. }
  3024. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  3025. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3026. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3027. }
  3028. ////////////// Refract Vector
  3029. String VisualShaderNodeVectorRefract::get_caption() const {
  3030. return "Refract";
  3031. }
  3032. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  3033. return 3;
  3034. }
  3035. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  3036. if (p_port == 2) {
  3037. return PORT_TYPE_SCALAR;
  3038. }
  3039. return PORT_TYPE_VECTOR;
  3040. }
  3041. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  3042. if (p_port == 0) {
  3043. return "I";
  3044. } else if (p_port == 1) {
  3045. return "N";
  3046. } else if (p_port == 2) {
  3047. return "eta";
  3048. }
  3049. return "";
  3050. }
  3051. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  3052. return 1;
  3053. }
  3054. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  3055. return PORT_TYPE_VECTOR;
  3056. }
  3057. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  3058. return "";
  3059. }
  3060. String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3061. return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3062. }
  3063. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  3064. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3065. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3066. set_input_port_default_value(2, 0.0);
  3067. }
  3068. ////////////// Mix
  3069. String VisualShaderNodeMix::get_caption() const {
  3070. return "Mix";
  3071. }
  3072. int VisualShaderNodeMix::get_input_port_count() const {
  3073. return 3;
  3074. }
  3075. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
  3076. switch (op_type) {
  3077. case OP_TYPE_VECTOR:
  3078. return PORT_TYPE_VECTOR;
  3079. case OP_TYPE_VECTOR_SCALAR:
  3080. if (p_port == 2) {
  3081. break;
  3082. }
  3083. return PORT_TYPE_VECTOR;
  3084. default:
  3085. break;
  3086. }
  3087. return PORT_TYPE_SCALAR;
  3088. }
  3089. String VisualShaderNodeMix::get_input_port_name(int p_port) const {
  3090. if (p_port == 0) {
  3091. return "a";
  3092. } else if (p_port == 1) {
  3093. return "b";
  3094. } else {
  3095. return "weight";
  3096. }
  3097. }
  3098. int VisualShaderNodeMix::get_output_port_count() const {
  3099. return 1;
  3100. }
  3101. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
  3102. switch (op_type) {
  3103. case OP_TYPE_VECTOR:
  3104. return PORT_TYPE_VECTOR;
  3105. case OP_TYPE_VECTOR_SCALAR:
  3106. return PORT_TYPE_VECTOR;
  3107. default:
  3108. break;
  3109. }
  3110. return PORT_TYPE_SCALAR;
  3111. }
  3112. String VisualShaderNodeMix::get_output_port_name(int p_port) const {
  3113. return "mix";
  3114. }
  3115. void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
  3116. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3117. if (op_type == p_op_type) {
  3118. return;
  3119. }
  3120. switch (p_op_type) {
  3121. case OP_TYPE_SCALAR:
  3122. set_input_port_default_value(0, 0.0); // a
  3123. set_input_port_default_value(1, 1.0); // b
  3124. if (op_type == OP_TYPE_VECTOR) {
  3125. set_input_port_default_value(2, 0.5); // weight
  3126. }
  3127. break;
  3128. case OP_TYPE_VECTOR:
  3129. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3130. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
  3131. if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
  3132. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5)); // weight
  3133. }
  3134. break;
  3135. case OP_TYPE_VECTOR_SCALAR:
  3136. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3137. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
  3138. if (op_type == OP_TYPE_VECTOR) {
  3139. set_input_port_default_value(2, 0.5); // weight
  3140. }
  3141. break;
  3142. default:
  3143. break;
  3144. }
  3145. op_type = p_op_type;
  3146. emit_changed();
  3147. }
  3148. VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
  3149. return op_type;
  3150. }
  3151. String VisualShaderNodeMix::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 {
  3152. return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3153. }
  3154. Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
  3155. Vector<StringName> props;
  3156. props.push_back("op_type");
  3157. return props;
  3158. }
  3159. void VisualShaderNodeMix::_bind_methods() {
  3160. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
  3161. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
  3162. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
  3163. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3164. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  3165. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
  3166. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3167. }
  3168. VisualShaderNodeMix::VisualShaderNodeMix() {
  3169. set_input_port_default_value(0, 0.0); // a
  3170. set_input_port_default_value(1, 1.0); // b
  3171. set_input_port_default_value(2, 0.5); // weight
  3172. }
  3173. ////////////// Vector Compose
  3174. String VisualShaderNodeVectorCompose::get_caption() const {
  3175. return "VectorCompose";
  3176. }
  3177. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  3178. return 3;
  3179. }
  3180. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  3181. return PORT_TYPE_SCALAR;
  3182. }
  3183. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  3184. if (p_port == 0) {
  3185. return "x";
  3186. } else if (p_port == 1) {
  3187. return "y";
  3188. } else {
  3189. return "z";
  3190. }
  3191. }
  3192. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  3193. return 1;
  3194. }
  3195. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
  3196. return PORT_TYPE_VECTOR;
  3197. }
  3198. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  3199. return "vec";
  3200. }
  3201. String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3202. return " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3203. }
  3204. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  3205. set_input_port_default_value(0, 0.0);
  3206. set_input_port_default_value(1, 0.0);
  3207. set_input_port_default_value(2, 0.0);
  3208. }
  3209. ////////////// Transform Compose
  3210. String VisualShaderNodeTransformCompose::get_caption() const {
  3211. return "TransformCompose";
  3212. }
  3213. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  3214. return 4;
  3215. }
  3216. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  3217. return PORT_TYPE_VECTOR;
  3218. }
  3219. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  3220. if (p_port == 0) {
  3221. return "x";
  3222. } else if (p_port == 1) {
  3223. return "y";
  3224. } else if (p_port == 2) {
  3225. return "z";
  3226. } else {
  3227. return "origin";
  3228. }
  3229. }
  3230. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  3231. return 1;
  3232. }
  3233. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  3234. return PORT_TYPE_TRANSFORM;
  3235. }
  3236. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  3237. return "xform";
  3238. }
  3239. String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3240. return " " + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
  3241. }
  3242. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  3243. set_input_port_default_value(0, Vector3());
  3244. set_input_port_default_value(1, Vector3());
  3245. set_input_port_default_value(2, Vector3());
  3246. set_input_port_default_value(3, Vector3());
  3247. }
  3248. ////////////// Vector Decompose
  3249. String VisualShaderNodeVectorDecompose::get_caption() const {
  3250. return "VectorDecompose";
  3251. }
  3252. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  3253. return 1;
  3254. }
  3255. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
  3256. return PORT_TYPE_VECTOR;
  3257. }
  3258. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  3259. return "vec";
  3260. }
  3261. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  3262. return 3;
  3263. }
  3264. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  3265. return PORT_TYPE_SCALAR;
  3266. }
  3267. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  3268. if (p_port == 0) {
  3269. return "x";
  3270. } else if (p_port == 1) {
  3271. return "y";
  3272. } else {
  3273. return "z";
  3274. }
  3275. }
  3276. String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3277. String code;
  3278. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3279. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3280. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3281. return code;
  3282. }
  3283. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  3284. set_input_port_default_value(0, Vector3());
  3285. }
  3286. ////////////// Transform Decompose
  3287. String VisualShaderNodeTransformDecompose::get_caption() const {
  3288. return "TransformDecompose";
  3289. }
  3290. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  3291. return 1;
  3292. }
  3293. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  3294. return PORT_TYPE_TRANSFORM;
  3295. }
  3296. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  3297. return "xform";
  3298. }
  3299. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  3300. return 4;
  3301. }
  3302. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  3303. return PORT_TYPE_VECTOR;
  3304. }
  3305. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  3306. if (p_port == 0) {
  3307. return "x";
  3308. } else if (p_port == 1) {
  3309. return "y";
  3310. } else if (p_port == 2) {
  3311. return "z";
  3312. } else {
  3313. return "origin";
  3314. }
  3315. }
  3316. String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3317. String code;
  3318. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  3319. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  3320. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  3321. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  3322. return code;
  3323. }
  3324. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  3325. set_input_port_default_value(0, Transform3D());
  3326. }
  3327. ////////////// Float Uniform
  3328. String VisualShaderNodeFloatUniform::get_caption() const {
  3329. return "FloatUniform";
  3330. }
  3331. int VisualShaderNodeFloatUniform::get_input_port_count() const {
  3332. return 0;
  3333. }
  3334. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
  3335. return PORT_TYPE_SCALAR;
  3336. }
  3337. String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
  3338. return String();
  3339. }
  3340. int VisualShaderNodeFloatUniform::get_output_port_count() const {
  3341. return 1;
  3342. }
  3343. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
  3344. return PORT_TYPE_SCALAR;
  3345. }
  3346. String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
  3347. return ""; //no output port means the editor will be used as port
  3348. }
  3349. String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3350. String code = "";
  3351. if (hint == HINT_RANGE) {
  3352. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  3353. } else if (hint == HINT_RANGE_STEP) {
  3354. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  3355. } else {
  3356. code += _get_qual_str() + "uniform float " + get_uniform_name();
  3357. }
  3358. if (default_value_enabled) {
  3359. code += " = " + rtos(default_value);
  3360. }
  3361. code += ";\n";
  3362. return code;
  3363. }
  3364. String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3365. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3366. }
  3367. bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
  3368. return true;
  3369. }
  3370. bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
  3371. return true;
  3372. }
  3373. void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
  3374. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  3375. if (hint == p_hint) {
  3376. return;
  3377. }
  3378. hint = p_hint;
  3379. emit_changed();
  3380. }
  3381. VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
  3382. return hint;
  3383. }
  3384. void VisualShaderNodeFloatUniform::set_min(float p_value) {
  3385. if (Math::is_equal_approx(hint_range_min, p_value)) {
  3386. return;
  3387. }
  3388. hint_range_min = p_value;
  3389. emit_changed();
  3390. }
  3391. float VisualShaderNodeFloatUniform::get_min() const {
  3392. return hint_range_min;
  3393. }
  3394. void VisualShaderNodeFloatUniform::set_max(float p_value) {
  3395. if (Math::is_equal_approx(hint_range_max, p_value)) {
  3396. return;
  3397. }
  3398. hint_range_max = p_value;
  3399. emit_changed();
  3400. }
  3401. float VisualShaderNodeFloatUniform::get_max() const {
  3402. return hint_range_max;
  3403. }
  3404. void VisualShaderNodeFloatUniform::set_step(float p_value) {
  3405. if (Math::is_equal_approx(hint_range_step, p_value)) {
  3406. return;
  3407. }
  3408. hint_range_step = p_value;
  3409. emit_changed();
  3410. }
  3411. float VisualShaderNodeFloatUniform::get_step() const {
  3412. return hint_range_step;
  3413. }
  3414. void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
  3415. if (default_value_enabled == p_enabled) {
  3416. return;
  3417. }
  3418. default_value_enabled = p_enabled;
  3419. emit_changed();
  3420. }
  3421. bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
  3422. return default_value_enabled;
  3423. }
  3424. void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
  3425. if (Math::is_equal_approx(default_value, p_value)) {
  3426. return;
  3427. }
  3428. default_value = p_value;
  3429. emit_changed();
  3430. }
  3431. float VisualShaderNodeFloatUniform::get_default_value() const {
  3432. return default_value;
  3433. }
  3434. void VisualShaderNodeFloatUniform::_bind_methods() {
  3435. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
  3436. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
  3437. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
  3438. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
  3439. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
  3440. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
  3441. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
  3442. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
  3443. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
  3444. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
  3445. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
  3446. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
  3447. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  3448. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  3449. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  3450. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  3451. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3452. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  3453. BIND_ENUM_CONSTANT(HINT_NONE);
  3454. BIND_ENUM_CONSTANT(HINT_RANGE);
  3455. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  3456. BIND_ENUM_CONSTANT(HINT_MAX);
  3457. }
  3458. bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
  3459. return true; // all qualifiers are supported
  3460. }
  3461. bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
  3462. return true; // conversion is allowed
  3463. }
  3464. Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
  3465. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3466. props.push_back("hint");
  3467. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  3468. props.push_back("min");
  3469. props.push_back("max");
  3470. }
  3471. if (hint == HINT_RANGE_STEP) {
  3472. props.push_back("step");
  3473. }
  3474. props.push_back("default_value_enabled");
  3475. if (default_value_enabled) {
  3476. props.push_back("default_value");
  3477. }
  3478. return props;
  3479. }
  3480. VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
  3481. }
  3482. ////////////// Integer Uniform
  3483. String VisualShaderNodeIntUniform::get_caption() const {
  3484. return "IntUniform";
  3485. }
  3486. int VisualShaderNodeIntUniform::get_input_port_count() const {
  3487. return 0;
  3488. }
  3489. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
  3490. return PORT_TYPE_SCALAR_INT;
  3491. }
  3492. String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
  3493. return String();
  3494. }
  3495. int VisualShaderNodeIntUniform::get_output_port_count() const {
  3496. return 1;
  3497. }
  3498. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
  3499. return PORT_TYPE_SCALAR_INT;
  3500. }
  3501. String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
  3502. return ""; //no output port means the editor will be used as port
  3503. }
  3504. String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3505. String code = "";
  3506. if (hint == HINT_RANGE) {
  3507. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  3508. } else if (hint == HINT_RANGE_STEP) {
  3509. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  3510. } else {
  3511. code += _get_qual_str() + "uniform int " + get_uniform_name();
  3512. }
  3513. if (default_value_enabled) {
  3514. code += " = " + itos(default_value);
  3515. }
  3516. code += ";\n";
  3517. return code;
  3518. }
  3519. String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3520. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3521. }
  3522. bool VisualShaderNodeIntUniform::is_show_prop_names() const {
  3523. return true;
  3524. }
  3525. bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
  3526. return true;
  3527. }
  3528. void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
  3529. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  3530. if (hint == p_hint) {
  3531. return;
  3532. }
  3533. hint = p_hint;
  3534. emit_changed();
  3535. }
  3536. VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
  3537. return hint;
  3538. }
  3539. void VisualShaderNodeIntUniform::set_min(int p_value) {
  3540. if (hint_range_min == p_value) {
  3541. return;
  3542. }
  3543. hint_range_min = p_value;
  3544. emit_changed();
  3545. }
  3546. int VisualShaderNodeIntUniform::get_min() const {
  3547. return hint_range_min;
  3548. }
  3549. void VisualShaderNodeIntUniform::set_max(int p_value) {
  3550. if (hint_range_max == p_value) {
  3551. return;
  3552. }
  3553. hint_range_max = p_value;
  3554. emit_changed();
  3555. }
  3556. int VisualShaderNodeIntUniform::get_max() const {
  3557. return hint_range_max;
  3558. }
  3559. void VisualShaderNodeIntUniform::set_step(int p_value) {
  3560. if (hint_range_step == p_value) {
  3561. return;
  3562. }
  3563. hint_range_step = p_value;
  3564. emit_changed();
  3565. }
  3566. int VisualShaderNodeIntUniform::get_step() const {
  3567. return hint_range_step;
  3568. }
  3569. void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_enabled) {
  3570. if (default_value_enabled == p_default_value_enabled) {
  3571. return;
  3572. }
  3573. default_value_enabled = p_default_value_enabled;
  3574. emit_changed();
  3575. }
  3576. bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
  3577. return default_value_enabled;
  3578. }
  3579. void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
  3580. if (default_value == p_default_value) {
  3581. return;
  3582. }
  3583. default_value = p_default_value;
  3584. emit_changed();
  3585. }
  3586. int VisualShaderNodeIntUniform::get_default_value() const {
  3587. return default_value;
  3588. }
  3589. void VisualShaderNodeIntUniform::_bind_methods() {
  3590. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
  3591. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
  3592. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
  3593. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
  3594. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
  3595. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
  3596. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
  3597. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
  3598. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
  3599. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
  3600. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
  3601. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
  3602. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
  3603. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  3604. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  3605. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  3606. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3607. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  3608. BIND_ENUM_CONSTANT(HINT_NONE);
  3609. BIND_ENUM_CONSTANT(HINT_RANGE);
  3610. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  3611. BIND_ENUM_CONSTANT(HINT_MAX);
  3612. }
  3613. bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
  3614. return true; // all qualifiers are supported
  3615. }
  3616. bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
  3617. return true; // conversion is allowed
  3618. }
  3619. Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
  3620. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3621. props.push_back("hint");
  3622. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  3623. props.push_back("min");
  3624. props.push_back("max");
  3625. }
  3626. if (hint == HINT_RANGE_STEP) {
  3627. props.push_back("step");
  3628. }
  3629. props.push_back("default_value_enabled");
  3630. if (default_value_enabled) {
  3631. props.push_back("default_value");
  3632. }
  3633. return props;
  3634. }
  3635. VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
  3636. }
  3637. ////////////// Boolean Uniform
  3638. String VisualShaderNodeBooleanUniform::get_caption() const {
  3639. return "BooleanUniform";
  3640. }
  3641. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  3642. return 0;
  3643. }
  3644. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  3645. return PORT_TYPE_BOOLEAN;
  3646. }
  3647. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  3648. return String();
  3649. }
  3650. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  3651. return 1;
  3652. }
  3653. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  3654. return PORT_TYPE_BOOLEAN;
  3655. }
  3656. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  3657. return ""; //no output port means the editor will be used as port
  3658. }
  3659. void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_value_enabled) {
  3660. if (default_value_enabled == p_default_value_enabled) {
  3661. return;
  3662. }
  3663. default_value_enabled = p_default_value_enabled;
  3664. emit_changed();
  3665. }
  3666. bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
  3667. return default_value_enabled;
  3668. }
  3669. void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
  3670. if (default_value == p_default_value) {
  3671. return;
  3672. }
  3673. default_value = p_default_value;
  3674. emit_changed();
  3675. }
  3676. bool VisualShaderNodeBooleanUniform::get_default_value() const {
  3677. return default_value;
  3678. }
  3679. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3680. String code = _get_qual_str() + "uniform bool " + get_uniform_name();
  3681. if (default_value_enabled) {
  3682. if (default_value) {
  3683. code += " = true";
  3684. } else {
  3685. code += " = false";
  3686. }
  3687. }
  3688. code += ";\n";
  3689. return code;
  3690. }
  3691. String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3692. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3693. }
  3694. bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
  3695. return true;
  3696. }
  3697. bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
  3698. return true;
  3699. }
  3700. void VisualShaderNodeBooleanUniform::_bind_methods() {
  3701. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
  3702. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
  3703. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
  3704. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
  3705. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3706. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  3707. }
  3708. bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
  3709. return true; // all qualifiers are supported
  3710. }
  3711. bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
  3712. return true; // conversion is allowed
  3713. }
  3714. Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
  3715. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3716. props.push_back("default_value_enabled");
  3717. if (default_value_enabled) {
  3718. props.push_back("default_value");
  3719. }
  3720. return props;
  3721. }
  3722. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  3723. }
  3724. ////////////// Color Uniform
  3725. String VisualShaderNodeColorUniform::get_caption() const {
  3726. return "ColorUniform";
  3727. }
  3728. int VisualShaderNodeColorUniform::get_input_port_count() const {
  3729. return 0;
  3730. }
  3731. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  3732. return PORT_TYPE_VECTOR;
  3733. }
  3734. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  3735. return String();
  3736. }
  3737. int VisualShaderNodeColorUniform::get_output_port_count() const {
  3738. return 2;
  3739. }
  3740. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  3741. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  3742. }
  3743. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  3744. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  3745. }
  3746. void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
  3747. if (default_value_enabled == p_enabled) {
  3748. return;
  3749. }
  3750. default_value_enabled = p_enabled;
  3751. emit_changed();
  3752. }
  3753. bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
  3754. return default_value_enabled;
  3755. }
  3756. void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
  3757. if (default_value.is_equal_approx(p_value)) {
  3758. return;
  3759. }
  3760. default_value = p_value;
  3761. emit_changed();
  3762. }
  3763. Color VisualShaderNodeColorUniform::get_default_value() const {
  3764. return default_value;
  3765. }
  3766. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3767. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
  3768. if (default_value_enabled) {
  3769. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  3770. }
  3771. code += ";\n";
  3772. return code;
  3773. }
  3774. String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3775. String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  3776. code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  3777. return code;
  3778. }
  3779. bool VisualShaderNodeColorUniform::is_show_prop_names() const {
  3780. return true;
  3781. }
  3782. void VisualShaderNodeColorUniform::_bind_methods() {
  3783. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
  3784. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
  3785. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
  3786. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
  3787. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3788. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  3789. }
  3790. bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
  3791. return true; // all qualifiers are supported
  3792. }
  3793. bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
  3794. return true; // conversion is allowed
  3795. }
  3796. Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
  3797. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3798. props.push_back("default_value_enabled");
  3799. if (default_value_enabled) {
  3800. props.push_back("default_value");
  3801. }
  3802. return props;
  3803. }
  3804. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  3805. }
  3806. ////////////// Vector Uniform
  3807. String VisualShaderNodeVec3Uniform::get_caption() const {
  3808. return "VectorUniform";
  3809. }
  3810. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  3811. return 0;
  3812. }
  3813. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  3814. return PORT_TYPE_VECTOR;
  3815. }
  3816. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  3817. return String();
  3818. }
  3819. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  3820. return 1;
  3821. }
  3822. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  3823. return PORT_TYPE_VECTOR;
  3824. }
  3825. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  3826. return ""; //no output port means the editor will be used as port
  3827. }
  3828. void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
  3829. default_value_enabled = p_enabled;
  3830. emit_changed();
  3831. }
  3832. bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
  3833. return default_value_enabled;
  3834. }
  3835. void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
  3836. default_value = p_value;
  3837. emit_changed();
  3838. }
  3839. Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
  3840. return default_value;
  3841. }
  3842. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3843. String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
  3844. if (default_value_enabled) {
  3845. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  3846. }
  3847. code += ";\n";
  3848. return code;
  3849. }
  3850. String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3851. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3852. }
  3853. void VisualShaderNodeVec3Uniform::_bind_methods() {
  3854. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
  3855. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
  3856. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
  3857. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
  3858. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3859. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  3860. }
  3861. bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
  3862. return true;
  3863. }
  3864. bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
  3865. return true;
  3866. }
  3867. bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
  3868. return true; // all qualifiers are supported
  3869. }
  3870. bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
  3871. return true; // conversion is allowed
  3872. }
  3873. Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
  3874. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3875. props.push_back("default_value_enabled");
  3876. if (default_value_enabled) {
  3877. props.push_back("default_value");
  3878. }
  3879. return props;
  3880. }
  3881. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  3882. }
  3883. ////////////// Transform Uniform
  3884. String VisualShaderNodeTransformUniform::get_caption() const {
  3885. return "TransformUniform";
  3886. }
  3887. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  3888. return 0;
  3889. }
  3890. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  3891. return PORT_TYPE_VECTOR;
  3892. }
  3893. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  3894. return String();
  3895. }
  3896. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  3897. return 1;
  3898. }
  3899. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  3900. return PORT_TYPE_TRANSFORM;
  3901. }
  3902. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  3903. return ""; //no output port means the editor will be used as port
  3904. }
  3905. void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
  3906. default_value_enabled = p_enabled;
  3907. emit_changed();
  3908. }
  3909. bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
  3910. return default_value_enabled;
  3911. }
  3912. void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
  3913. default_value = p_value;
  3914. emit_changed();
  3915. }
  3916. Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
  3917. return default_value;
  3918. }
  3919. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3920. String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
  3921. if (default_value_enabled) {
  3922. Vector3 row0 = default_value.basis.get_row(0);
  3923. Vector3 row1 = default_value.basis.get_row(1);
  3924. Vector3 row2 = default_value.basis.get_row(2);
  3925. Vector3 origin = default_value.origin;
  3926. code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
  3927. }
  3928. code += ";\n";
  3929. return code;
  3930. }
  3931. String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3932. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3933. }
  3934. void VisualShaderNodeTransformUniform::_bind_methods() {
  3935. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
  3936. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
  3937. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
  3938. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
  3939. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3940. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
  3941. }
  3942. bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
  3943. return true;
  3944. }
  3945. bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
  3946. return true;
  3947. }
  3948. bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
  3949. if (p_qual == Qualifier::QUAL_INSTANCE) {
  3950. return false;
  3951. }
  3952. return true;
  3953. }
  3954. bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
  3955. return true; // conversion is allowed
  3956. }
  3957. Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
  3958. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3959. props.push_back("default_value_enabled");
  3960. if (default_value_enabled) {
  3961. props.push_back("default_value");
  3962. }
  3963. return props;
  3964. }
  3965. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  3966. }
  3967. ////////////// Texture Uniform
  3968. String VisualShaderNodeTextureUniform::get_caption() const {
  3969. return "TextureUniform";
  3970. }
  3971. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  3972. return 2;
  3973. }
  3974. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  3975. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  3976. }
  3977. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  3978. return p_port == 0 ? "uv" : "lod";
  3979. }
  3980. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  3981. return 3;
  3982. }
  3983. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  3984. switch (p_port) {
  3985. case 0:
  3986. return PORT_TYPE_VECTOR;
  3987. case 1:
  3988. return PORT_TYPE_SCALAR;
  3989. case 2:
  3990. return PORT_TYPE_SAMPLER;
  3991. default:
  3992. return PORT_TYPE_SCALAR;
  3993. }
  3994. }
  3995. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  3996. switch (p_port) {
  3997. case 0:
  3998. return "rgb";
  3999. case 1:
  4000. return "alpha";
  4001. case 2:
  4002. return "sampler2D";
  4003. default:
  4004. return "";
  4005. }
  4006. }
  4007. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4008. bool has_colon = false;
  4009. String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
  4010. // type
  4011. {
  4012. String type_code;
  4013. switch (texture_type) {
  4014. case TYPE_DATA:
  4015. if (color_default == COLOR_DEFAULT_BLACK) {
  4016. type_code = "hint_black";
  4017. }
  4018. break;
  4019. case TYPE_COLOR:
  4020. if (color_default == COLOR_DEFAULT_BLACK) {
  4021. type_code = "hint_black_albedo";
  4022. } else {
  4023. type_code = "hint_albedo";
  4024. }
  4025. break;
  4026. case TYPE_NORMAL_MAP:
  4027. type_code = "hint_normal";
  4028. break;
  4029. case TYPE_ANISOTROPY:
  4030. type_code = "hint_anisotropy";
  4031. break;
  4032. default:
  4033. break;
  4034. }
  4035. if (!type_code.is_empty()) {
  4036. code += " : " + type_code;
  4037. has_colon = true;
  4038. }
  4039. }
  4040. // filter
  4041. {
  4042. String filter_code;
  4043. switch (texture_filter) {
  4044. case FILTER_NEAREST:
  4045. filter_code = "filter_nearest";
  4046. break;
  4047. case FILTER_LINEAR:
  4048. filter_code = "filter_linear";
  4049. break;
  4050. case FILTER_NEAREST_MIPMAP:
  4051. filter_code = "filter_nearest_mipmap";
  4052. break;
  4053. case FILTER_LINEAR_MIPMAP:
  4054. filter_code = "filter_linear_mipmap";
  4055. break;
  4056. case FILTER_NEAREST_MIPMAP_ANISOTROPIC:
  4057. filter_code = "filter_nearest_mipmap_anisotropic";
  4058. break;
  4059. case FILTER_LINEAR_MIPMAP_ANISOTROPIC:
  4060. filter_code = "filter_linear_mipmap_anisotropic";
  4061. break;
  4062. default:
  4063. break;
  4064. }
  4065. if (!filter_code.is_empty()) {
  4066. if (!has_colon) {
  4067. code += " : ";
  4068. has_colon = true;
  4069. } else {
  4070. code += ", ";
  4071. }
  4072. code += filter_code;
  4073. }
  4074. }
  4075. // repeat
  4076. {
  4077. String repeat_code;
  4078. switch (texture_repeat) {
  4079. case REPEAT_ENABLED:
  4080. repeat_code = "repeat_enable";
  4081. break;
  4082. case REPEAT_DISABLED:
  4083. repeat_code = "repeat_disable";
  4084. break;
  4085. default:
  4086. break;
  4087. }
  4088. if (!repeat_code.is_empty()) {
  4089. if (!has_colon) {
  4090. code += " : ";
  4091. } else {
  4092. code += ", ";
  4093. }
  4094. code += repeat_code;
  4095. }
  4096. }
  4097. code += ";\n";
  4098. return code;
  4099. }
  4100. bool VisualShaderNodeTextureUniform::is_code_generated() const {
  4101. return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
  4102. }
  4103. String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4104. String default_uv;
  4105. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  4106. default_uv = "UV.xy";
  4107. } else {
  4108. default_uv = "vec2(0.0)";
  4109. }
  4110. String id = get_uniform_name();
  4111. String code = " {\n";
  4112. if (p_input_vars[0].is_empty()) { // Use UV by default.
  4113. if (p_input_vars[1].is_empty()) {
  4114. code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
  4115. } else {
  4116. code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  4117. }
  4118. } else if (p_input_vars[1].is_empty()) {
  4119. //no lod
  4120. code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  4121. } else {
  4122. code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  4123. }
  4124. code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
  4125. code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
  4126. code += " }\n";
  4127. return code;
  4128. }
  4129. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
  4130. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  4131. if (texture_type == p_texture_type) {
  4132. return;
  4133. }
  4134. texture_type = p_texture_type;
  4135. emit_changed();
  4136. }
  4137. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  4138. return texture_type;
  4139. }
  4140. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_default) {
  4141. ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
  4142. if (color_default == p_color_default) {
  4143. return;
  4144. }
  4145. color_default = p_color_default;
  4146. emit_changed();
  4147. }
  4148. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  4149. return color_default;
  4150. }
  4151. void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter) {
  4152. ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
  4153. if (texture_filter == p_filter) {
  4154. return;
  4155. }
  4156. texture_filter = p_filter;
  4157. emit_changed();
  4158. }
  4159. VisualShaderNodeTextureUniform::TextureFilter VisualShaderNodeTextureUniform::get_texture_filter() const {
  4160. return texture_filter;
  4161. }
  4162. void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat) {
  4163. ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
  4164. if (texture_repeat == p_repeat) {
  4165. return;
  4166. }
  4167. texture_repeat = p_repeat;
  4168. emit_changed();
  4169. }
  4170. VisualShaderNodeTextureUniform::TextureRepeat VisualShaderNodeTextureUniform::get_texture_repeat() const {
  4171. return texture_repeat;
  4172. }
  4173. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  4174. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4175. props.push_back("texture_type");
  4176. if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
  4177. props.push_back("color_default");
  4178. }
  4179. props.push_back("texture_filter");
  4180. props.push_back("texture_repeat");
  4181. return props;
  4182. }
  4183. bool VisualShaderNodeTextureUniform::is_show_prop_names() const {
  4184. return true;
  4185. }
  4186. Map<StringName, String> VisualShaderNodeTextureUniform::get_editable_properties_names() const {
  4187. Map<StringName, String> names;
  4188. names.insert("texture_type", TTR("Type"));
  4189. names.insert("color_default", TTR("Default Color"));
  4190. names.insert("texture_filter", TTR("Filter"));
  4191. names.insert("texture_repeat", TTR("Repeat"));
  4192. return names;
  4193. }
  4194. void VisualShaderNodeTextureUniform::_bind_methods() {
  4195. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  4196. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  4197. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  4198. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  4199. ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureUniform::set_texture_filter);
  4200. ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureUniform::get_texture_filter);
  4201. ClassDB::bind_method(D_METHOD("set_texture_repeat", "type"), &VisualShaderNodeTextureUniform::set_texture_repeat);
  4202. ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_texture_repeat);
  4203. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
  4204. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black"), "set_color_default", "get_color_default");
  4205. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Default,Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
  4206. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
  4207. BIND_ENUM_CONSTANT(TYPE_DATA);
  4208. BIND_ENUM_CONSTANT(TYPE_COLOR);
  4209. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  4210. BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
  4211. BIND_ENUM_CONSTANT(TYPE_MAX);
  4212. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  4213. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  4214. BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
  4215. BIND_ENUM_CONSTANT(FILTER_DEFAULT);
  4216. BIND_ENUM_CONSTANT(FILTER_NEAREST);
  4217. BIND_ENUM_CONSTANT(FILTER_LINEAR);
  4218. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP);
  4219. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP);
  4220. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC);
  4221. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC);
  4222. BIND_ENUM_CONSTANT(FILTER_MAX);
  4223. BIND_ENUM_CONSTANT(REPEAT_DEFAULT);
  4224. BIND_ENUM_CONSTANT(REPEAT_ENABLED);
  4225. BIND_ENUM_CONSTANT(REPEAT_DISABLED);
  4226. BIND_ENUM_CONSTANT(REPEAT_MAX);
  4227. }
  4228. bool VisualShaderNodeTextureUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  4229. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  4230. if (p_port == 0) {
  4231. return true;
  4232. }
  4233. }
  4234. return false;
  4235. }
  4236. bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
  4237. switch (p_qual) {
  4238. case Qualifier::QUAL_NONE:
  4239. return true;
  4240. case Qualifier::QUAL_GLOBAL:
  4241. return true;
  4242. case Qualifier::QUAL_INSTANCE:
  4243. return false;
  4244. default:
  4245. break;
  4246. }
  4247. return false;
  4248. }
  4249. bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
  4250. return false; // conversion is not allowed
  4251. }
  4252. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  4253. simple_decl = false;
  4254. }
  4255. ////////////// Texture Uniform (Triplanar)
  4256. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  4257. return "TextureUniformTriplanar";
  4258. }
  4259. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  4260. return 2;
  4261. }
  4262. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  4263. if (p_port == 0 || p_port == 1) {
  4264. return PORT_TYPE_VECTOR;
  4265. }
  4266. return PORT_TYPE_SCALAR;
  4267. }
  4268. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  4269. if (p_port == 0) {
  4270. return "weights";
  4271. } else if (p_port == 1) {
  4272. return "pos";
  4273. }
  4274. return "";
  4275. }
  4276. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4277. String code;
  4278. code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
  4279. code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  4280. code += " vec4 samp = vec4(0.0);\n";
  4281. code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  4282. code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  4283. code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  4284. code += " return samp;\n";
  4285. code += " }\n";
  4286. code += "\n";
  4287. code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  4288. code += " uniform vec3 triplanar_offset;\n";
  4289. code += " uniform float triplanar_sharpness = 0.5;\n";
  4290. code += "\n";
  4291. code += " varying vec3 triplanar_power_normal;\n";
  4292. code += " varying vec3 triplanar_pos;\n";
  4293. return code;
  4294. }
  4295. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4296. String code;
  4297. if (p_type == VisualShader::TYPE_VERTEX) {
  4298. code += " // TRIPLANAR FUNCTION VERTEX CODE\n";
  4299. code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  4300. code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  4301. code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  4302. code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  4303. }
  4304. return code;
  4305. }
  4306. String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4307. String id = get_uniform_name();
  4308. String code = " {\n";
  4309. if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  4310. code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  4311. } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  4312. code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  4313. } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
  4314. code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  4315. } else {
  4316. code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  4317. }
  4318. code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
  4319. code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
  4320. code += " }\n";
  4321. return code;
  4322. }
  4323. bool VisualShaderNodeTextureUniformTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  4324. if (p_port == 0) {
  4325. return true;
  4326. } else if (p_port == 1) {
  4327. return true;
  4328. }
  4329. return false;
  4330. }
  4331. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  4332. }
  4333. ////////////// Texture2DArray Uniform
  4334. String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
  4335. return "Texture2DArrayUniform";
  4336. }
  4337. int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
  4338. return 1;
  4339. }
  4340. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
  4341. return PORT_TYPE_SAMPLER;
  4342. }
  4343. String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
  4344. return "sampler2DArray";
  4345. }
  4346. int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
  4347. return 0;
  4348. }
  4349. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
  4350. return PORT_TYPE_SCALAR;
  4351. }
  4352. String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
  4353. return "";
  4354. }
  4355. bool VisualShaderNodeTexture2DArrayUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  4356. return false;
  4357. }
  4358. String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4359. String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
  4360. switch (texture_type) {
  4361. case TYPE_DATA:
  4362. if (color_default == COLOR_DEFAULT_BLACK) {
  4363. code += " : hint_black;\n";
  4364. } else {
  4365. code += ";\n";
  4366. }
  4367. break;
  4368. case TYPE_COLOR:
  4369. if (color_default == COLOR_DEFAULT_BLACK) {
  4370. code += " : hint_black_albedo;\n";
  4371. } else {
  4372. code += " : hint_albedo;\n";
  4373. }
  4374. break;
  4375. case TYPE_NORMAL_MAP:
  4376. code += " : hint_normal;\n";
  4377. break;
  4378. case TYPE_ANISOTROPY:
  4379. code += " : hint_anisotropy;\n";
  4380. break;
  4381. default:
  4382. code += ";\n";
  4383. break;
  4384. }
  4385. return code;
  4386. }
  4387. String VisualShaderNodeTexture2DArrayUniform::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 {
  4388. return String();
  4389. }
  4390. VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
  4391. }
  4392. ////////////// Texture3D Uniform
  4393. String VisualShaderNodeTexture3DUniform::get_caption() const {
  4394. return "Texture3DUniform";
  4395. }
  4396. int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
  4397. return 1;
  4398. }
  4399. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
  4400. return PORT_TYPE_SAMPLER;
  4401. }
  4402. String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
  4403. return "sampler3D";
  4404. }
  4405. int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
  4406. return 0;
  4407. }
  4408. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
  4409. return PORT_TYPE_SCALAR;
  4410. }
  4411. String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
  4412. return "";
  4413. }
  4414. bool VisualShaderNodeTexture3DUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  4415. return false;
  4416. }
  4417. String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4418. String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
  4419. switch (texture_type) {
  4420. case TYPE_DATA:
  4421. if (color_default == COLOR_DEFAULT_BLACK) {
  4422. code += " : hint_black;\n";
  4423. } else {
  4424. code += ";\n";
  4425. }
  4426. break;
  4427. case TYPE_COLOR:
  4428. if (color_default == COLOR_DEFAULT_BLACK) {
  4429. code += " : hint_black_albedo;\n";
  4430. } else {
  4431. code += " : hint_albedo;\n";
  4432. }
  4433. break;
  4434. case TYPE_NORMAL_MAP:
  4435. code += " : hint_normal;\n";
  4436. break;
  4437. case TYPE_ANISOTROPY:
  4438. code += " : hint_anisotropy;\n";
  4439. break;
  4440. default:
  4441. code += ";\n";
  4442. break;
  4443. }
  4444. return code;
  4445. }
  4446. String VisualShaderNodeTexture3DUniform::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 {
  4447. return String();
  4448. }
  4449. VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
  4450. }
  4451. ////////////// Cubemap Uniform
  4452. String VisualShaderNodeCubemapUniform::get_caption() const {
  4453. return "CubemapUniform";
  4454. }
  4455. int VisualShaderNodeCubemapUniform::get_output_port_count() const {
  4456. return 1;
  4457. }
  4458. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
  4459. return PORT_TYPE_SAMPLER;
  4460. }
  4461. String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
  4462. return "samplerCube";
  4463. }
  4464. int VisualShaderNodeCubemapUniform::get_input_port_count() const {
  4465. return 0;
  4466. }
  4467. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
  4468. return PORT_TYPE_SCALAR;
  4469. }
  4470. String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
  4471. return "";
  4472. }
  4473. bool VisualShaderNodeCubemapUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  4474. return false;
  4475. }
  4476. String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4477. String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
  4478. switch (texture_type) {
  4479. case TYPE_DATA:
  4480. if (color_default == COLOR_DEFAULT_BLACK) {
  4481. code += " : hint_black;\n";
  4482. } else {
  4483. code += ";\n";
  4484. }
  4485. break;
  4486. case TYPE_COLOR:
  4487. if (color_default == COLOR_DEFAULT_BLACK) {
  4488. code += " : hint_black_albedo;\n";
  4489. } else {
  4490. code += " : hint_albedo;\n";
  4491. }
  4492. break;
  4493. case TYPE_NORMAL_MAP:
  4494. code += " : hint_normal;\n";
  4495. break;
  4496. case TYPE_ANISOTROPY:
  4497. code += " : hint_anisotropy;\n";
  4498. break;
  4499. default:
  4500. code += ";\n";
  4501. break;
  4502. }
  4503. return code;
  4504. }
  4505. String VisualShaderNodeCubemapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4506. return String();
  4507. }
  4508. VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
  4509. }
  4510. ////////////// If
  4511. String VisualShaderNodeIf::get_caption() const {
  4512. return "If";
  4513. }
  4514. int VisualShaderNodeIf::get_input_port_count() const {
  4515. return 6;
  4516. }
  4517. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  4518. if (p_port == 0 || p_port == 1 || p_port == 2) {
  4519. return PORT_TYPE_SCALAR;
  4520. }
  4521. return PORT_TYPE_VECTOR;
  4522. }
  4523. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  4524. switch (p_port) {
  4525. case 0:
  4526. return "a";
  4527. case 1:
  4528. return "b";
  4529. case 2:
  4530. return "tolerance";
  4531. case 3:
  4532. return "a == b";
  4533. case 4:
  4534. return "a > b";
  4535. case 5:
  4536. return "a < b";
  4537. default:
  4538. return "";
  4539. }
  4540. }
  4541. int VisualShaderNodeIf::get_output_port_count() const {
  4542. return 1;
  4543. }
  4544. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  4545. return PORT_TYPE_VECTOR;
  4546. }
  4547. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  4548. return "result";
  4549. }
  4550. String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4551. String code;
  4552. code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  4553. code += " {\n";
  4554. code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  4555. code += " }\n";
  4556. code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  4557. code += " {\n";
  4558. code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  4559. code += " }\n";
  4560. code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  4561. code += " {\n";
  4562. code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  4563. code += " }\n";
  4564. return code;
  4565. }
  4566. VisualShaderNodeIf::VisualShaderNodeIf() {
  4567. simple_decl = false;
  4568. set_input_port_default_value(0, 0.0);
  4569. set_input_port_default_value(1, 0.0);
  4570. set_input_port_default_value(2, CMP_EPSILON);
  4571. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  4572. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  4573. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  4574. }
  4575. ////////////// Switch
  4576. String VisualShaderNodeSwitch::get_caption() const {
  4577. return "Switch";
  4578. }
  4579. int VisualShaderNodeSwitch::get_input_port_count() const {
  4580. return 3;
  4581. }
  4582. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  4583. if (p_port == 0) {
  4584. return PORT_TYPE_BOOLEAN;
  4585. }
  4586. if (p_port == 1 || p_port == 2) {
  4587. switch (op_type) {
  4588. case OP_TYPE_INT:
  4589. return PORT_TYPE_SCALAR_INT;
  4590. case OP_TYPE_VECTOR:
  4591. return PORT_TYPE_VECTOR;
  4592. case OP_TYPE_BOOLEAN:
  4593. return PORT_TYPE_BOOLEAN;
  4594. case OP_TYPE_TRANSFORM:
  4595. return PORT_TYPE_TRANSFORM;
  4596. default:
  4597. break;
  4598. }
  4599. }
  4600. return PORT_TYPE_SCALAR;
  4601. }
  4602. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  4603. switch (p_port) {
  4604. case 0:
  4605. return "value";
  4606. case 1:
  4607. return "true";
  4608. case 2:
  4609. return "false";
  4610. default:
  4611. return "";
  4612. }
  4613. }
  4614. int VisualShaderNodeSwitch::get_output_port_count() const {
  4615. return 1;
  4616. }
  4617. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  4618. switch (op_type) {
  4619. case OP_TYPE_INT:
  4620. return PORT_TYPE_SCALAR_INT;
  4621. case OP_TYPE_VECTOR:
  4622. return PORT_TYPE_VECTOR;
  4623. case OP_TYPE_BOOLEAN:
  4624. return PORT_TYPE_BOOLEAN;
  4625. case OP_TYPE_TRANSFORM:
  4626. return PORT_TYPE_TRANSFORM;
  4627. default:
  4628. break;
  4629. }
  4630. return PORT_TYPE_SCALAR;
  4631. }
  4632. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  4633. return "result";
  4634. }
  4635. void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
  4636. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  4637. if (op_type == p_op_type) {
  4638. return;
  4639. }
  4640. switch (p_op_type) {
  4641. case OP_TYPE_FLOAT:
  4642. set_input_port_default_value(1, 1.0);
  4643. set_input_port_default_value(2, 0.0);
  4644. break;
  4645. case OP_TYPE_INT:
  4646. set_input_port_default_value(1, 1);
  4647. set_input_port_default_value(2, 0);
  4648. break;
  4649. case OP_TYPE_VECTOR:
  4650. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  4651. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  4652. break;
  4653. case OP_TYPE_BOOLEAN:
  4654. set_input_port_default_value(1, true);
  4655. set_input_port_default_value(2, false);
  4656. break;
  4657. case OP_TYPE_TRANSFORM:
  4658. set_input_port_default_value(1, Transform3D());
  4659. set_input_port_default_value(2, Transform3D());
  4660. break;
  4661. default:
  4662. break;
  4663. }
  4664. op_type = p_op_type;
  4665. emit_changed();
  4666. }
  4667. VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
  4668. return op_type;
  4669. }
  4670. Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
  4671. Vector<StringName> props;
  4672. props.push_back("op_type");
  4673. return props;
  4674. }
  4675. void VisualShaderNodeSwitch::_bind_methods() { // static
  4676. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
  4677. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
  4678. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_op_type", "get_op_type");
  4679. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  4680. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  4681. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  4682. BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
  4683. BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
  4684. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  4685. }
  4686. String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4687. String code;
  4688. code += " if(" + p_input_vars[0] + ")\n";
  4689. code += " {\n";
  4690. code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  4691. code += " }\n";
  4692. code += " else\n";
  4693. code += " {\n";
  4694. code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  4695. code += " }\n";
  4696. return code;
  4697. }
  4698. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  4699. simple_decl = false;
  4700. set_input_port_default_value(0, false);
  4701. set_input_port_default_value(1, 1.0);
  4702. set_input_port_default_value(2, 0.0);
  4703. }
  4704. ////////////// Fresnel
  4705. String VisualShaderNodeFresnel::get_caption() const {
  4706. return "Fresnel";
  4707. }
  4708. int VisualShaderNodeFresnel::get_input_port_count() const {
  4709. return 4;
  4710. }
  4711. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  4712. switch (p_port) {
  4713. case 0:
  4714. return PORT_TYPE_VECTOR;
  4715. case 1:
  4716. return PORT_TYPE_VECTOR;
  4717. case 2:
  4718. return PORT_TYPE_BOOLEAN;
  4719. case 3:
  4720. return PORT_TYPE_SCALAR;
  4721. default:
  4722. return PORT_TYPE_VECTOR;
  4723. }
  4724. }
  4725. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  4726. switch (p_port) {
  4727. case 0:
  4728. return "normal";
  4729. case 1:
  4730. return "view";
  4731. case 2:
  4732. return "invert";
  4733. case 3:
  4734. return "power";
  4735. default:
  4736. return "";
  4737. }
  4738. }
  4739. int VisualShaderNodeFresnel::get_output_port_count() const {
  4740. return 1;
  4741. }
  4742. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  4743. return PORT_TYPE_SCALAR;
  4744. }
  4745. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  4746. return "result";
  4747. }
  4748. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  4749. if (p_port == 2) {
  4750. return false;
  4751. }
  4752. return true;
  4753. }
  4754. String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4755. String normal;
  4756. String view;
  4757. if (p_input_vars[0].is_empty()) {
  4758. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  4759. normal = "NORMAL";
  4760. } else {
  4761. normal = "vec3(0.0)";
  4762. }
  4763. } else {
  4764. normal = p_input_vars[0];
  4765. }
  4766. if (p_input_vars[1].is_empty()) {
  4767. if (p_mode == Shader::MODE_SPATIAL) {
  4768. view = "VIEW";
  4769. } else {
  4770. view = "vec3(0.0)";
  4771. }
  4772. } else {
  4773. view = p_input_vars[1];
  4774. }
  4775. if (is_input_port_connected(2)) {
  4776. return " " + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
  4777. } else {
  4778. if (get_input_port_default_value(2)) {
  4779. return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  4780. } else {
  4781. return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  4782. }
  4783. }
  4784. }
  4785. bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  4786. if (p_port == 0) {
  4787. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  4788. return true;
  4789. }
  4790. } else if (p_port == 1) {
  4791. if (p_mode == Shader::MODE_SPATIAL) {
  4792. return true;
  4793. }
  4794. }
  4795. return false;
  4796. }
  4797. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  4798. set_input_port_default_value(2, false);
  4799. set_input_port_default_value(3, 1.0);
  4800. }
  4801. ////////////// Is
  4802. String VisualShaderNodeIs::get_caption() const {
  4803. return "Is";
  4804. }
  4805. int VisualShaderNodeIs::get_input_port_count() const {
  4806. return 1;
  4807. }
  4808. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  4809. return PORT_TYPE_SCALAR;
  4810. }
  4811. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  4812. return "";
  4813. }
  4814. int VisualShaderNodeIs::get_output_port_count() const {
  4815. return 1;
  4816. }
  4817. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  4818. return PORT_TYPE_BOOLEAN;
  4819. }
  4820. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  4821. return "";
  4822. }
  4823. String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4824. static const char *functions[FUNC_MAX] = {
  4825. "isinf($)",
  4826. "isnan($)"
  4827. };
  4828. String code;
  4829. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  4830. return code;
  4831. }
  4832. void VisualShaderNodeIs::set_function(Function p_func) {
  4833. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  4834. if (func == p_func) {
  4835. return;
  4836. }
  4837. func = p_func;
  4838. emit_changed();
  4839. }
  4840. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  4841. return func;
  4842. }
  4843. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  4844. Vector<StringName> props;
  4845. props.push_back("function");
  4846. return props;
  4847. }
  4848. void VisualShaderNodeIs::_bind_methods() {
  4849. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  4850. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  4851. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  4852. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  4853. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  4854. BIND_ENUM_CONSTANT(FUNC_MAX);
  4855. }
  4856. VisualShaderNodeIs::VisualShaderNodeIs() {
  4857. set_input_port_default_value(0, 0.0);
  4858. }
  4859. ////////////// Compare
  4860. String VisualShaderNodeCompare::get_caption() const {
  4861. return "Compare";
  4862. }
  4863. int VisualShaderNodeCompare::get_input_port_count() const {
  4864. if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  4865. return 3;
  4866. }
  4867. return 2;
  4868. }
  4869. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  4870. switch (comparison_type) {
  4871. case CTYPE_SCALAR:
  4872. return PORT_TYPE_SCALAR;
  4873. case CTYPE_SCALAR_INT:
  4874. return PORT_TYPE_SCALAR_INT;
  4875. case CTYPE_VECTOR:
  4876. return PORT_TYPE_VECTOR;
  4877. case CTYPE_BOOLEAN:
  4878. return PORT_TYPE_BOOLEAN;
  4879. case CTYPE_TRANSFORM:
  4880. return PORT_TYPE_TRANSFORM;
  4881. default:
  4882. return PORT_TYPE_SCALAR;
  4883. }
  4884. }
  4885. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  4886. if (p_port == 0) {
  4887. return "a";
  4888. } else if (p_port == 1) {
  4889. return "b";
  4890. } else if (p_port == 2) {
  4891. return "tolerance";
  4892. }
  4893. return "";
  4894. }
  4895. int VisualShaderNodeCompare::get_output_port_count() const {
  4896. return 1;
  4897. }
  4898. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  4899. return PORT_TYPE_BOOLEAN;
  4900. }
  4901. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  4902. if (p_port == 0) {
  4903. return "result";
  4904. }
  4905. return "";
  4906. }
  4907. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  4908. if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
  4909. if (func > FUNC_NOT_EQUAL) {
  4910. return TTR("Invalid comparison function for that type.");
  4911. }
  4912. }
  4913. return "";
  4914. }
  4915. String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4916. static const char *operators[FUNC_MAX] = {
  4917. "==",
  4918. "!=",
  4919. ">",
  4920. ">=",
  4921. "<",
  4922. "<=",
  4923. };
  4924. static const char *functions[FUNC_MAX] = {
  4925. "equal($)",
  4926. "notEqual($)",
  4927. "greaterThan($)",
  4928. "greaterThanEqual($)",
  4929. "lessThan($)",
  4930. "lessThanEqual($)",
  4931. };
  4932. static const char *conditions[COND_MAX] = {
  4933. "all($)",
  4934. "any($)",
  4935. };
  4936. String code;
  4937. switch (comparison_type) {
  4938. case CTYPE_SCALAR:
  4939. if (func == FUNC_EQUAL) {
  4940. code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  4941. } else if (func == FUNC_NOT_EQUAL) {
  4942. code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  4943. } else {
  4944. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  4945. }
  4946. break;
  4947. case CTYPE_SCALAR_INT:
  4948. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  4949. break;
  4950. case CTYPE_VECTOR:
  4951. code += " {\n";
  4952. code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  4953. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  4954. code += " }\n";
  4955. break;
  4956. case CTYPE_BOOLEAN:
  4957. if (func > FUNC_NOT_EQUAL) {
  4958. return " " + p_output_vars[0] + " = false;\n";
  4959. }
  4960. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  4961. break;
  4962. case CTYPE_TRANSFORM:
  4963. if (func > FUNC_NOT_EQUAL) {
  4964. return " " + p_output_vars[0] + " = false;\n";
  4965. }
  4966. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  4967. break;
  4968. default:
  4969. break;
  4970. }
  4971. return code;
  4972. }
  4973. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
  4974. ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
  4975. if (comparison_type == p_comparison_type) {
  4976. return;
  4977. }
  4978. switch (p_comparison_type) {
  4979. case CTYPE_SCALAR:
  4980. set_input_port_default_value(0, 0.0);
  4981. set_input_port_default_value(1, 0.0);
  4982. simple_decl = true;
  4983. break;
  4984. case CTYPE_SCALAR_INT:
  4985. set_input_port_default_value(0, 0);
  4986. set_input_port_default_value(1, 0);
  4987. simple_decl = true;
  4988. break;
  4989. case CTYPE_VECTOR:
  4990. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4991. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  4992. simple_decl = false;
  4993. break;
  4994. case CTYPE_BOOLEAN:
  4995. set_input_port_default_value(0, false);
  4996. set_input_port_default_value(1, false);
  4997. simple_decl = true;
  4998. break;
  4999. case CTYPE_TRANSFORM:
  5000. set_input_port_default_value(0, Transform3D());
  5001. set_input_port_default_value(1, Transform3D());
  5002. simple_decl = true;
  5003. break;
  5004. default:
  5005. break;
  5006. }
  5007. comparison_type = p_comparison_type;
  5008. emit_changed();
  5009. }
  5010. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  5011. return comparison_type;
  5012. }
  5013. void VisualShaderNodeCompare::set_function(Function p_func) {
  5014. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5015. if (func == p_func) {
  5016. return;
  5017. }
  5018. func = p_func;
  5019. emit_changed();
  5020. }
  5021. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  5022. return func;
  5023. }
  5024. void VisualShaderNodeCompare::set_condition(Condition p_condition) {
  5025. ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
  5026. if (condition == p_condition) {
  5027. return;
  5028. }
  5029. condition = p_condition;
  5030. emit_changed();
  5031. }
  5032. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  5033. return condition;
  5034. }
  5035. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  5036. Vector<StringName> props;
  5037. props.push_back("type");
  5038. props.push_back("function");
  5039. if (comparison_type == CTYPE_VECTOR) {
  5040. props.push_back("condition");
  5041. }
  5042. return props;
  5043. }
  5044. void VisualShaderNodeCompare::_bind_methods() {
  5045. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  5046. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  5047. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  5048. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  5049. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  5050. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  5051. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  5052. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
  5053. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  5054. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  5055. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  5056. BIND_ENUM_CONSTANT(CTYPE_VECTOR);
  5057. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  5058. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  5059. BIND_ENUM_CONSTANT(CTYPE_MAX);
  5060. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  5061. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  5062. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  5063. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  5064. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  5065. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  5066. BIND_ENUM_CONSTANT(FUNC_MAX);
  5067. BIND_ENUM_CONSTANT(COND_ALL);
  5068. BIND_ENUM_CONSTANT(COND_ANY);
  5069. BIND_ENUM_CONSTANT(COND_MAX);
  5070. }
  5071. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  5072. set_input_port_default_value(0, 0.0);
  5073. set_input_port_default_value(1, 0.0);
  5074. set_input_port_default_value(2, CMP_EPSILON);
  5075. }
  5076. ////////////// Fma
  5077. String VisualShaderNodeMultiplyAdd::get_caption() const {
  5078. return "MultiplyAdd";
  5079. }
  5080. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  5081. return 3;
  5082. }
  5083. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  5084. if (op_type == OP_TYPE_VECTOR) {
  5085. return PORT_TYPE_VECTOR;
  5086. }
  5087. return PORT_TYPE_SCALAR;
  5088. }
  5089. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  5090. if (p_port == 0) {
  5091. return "a";
  5092. } else if (p_port == 1) {
  5093. return "b(*)";
  5094. } else if (p_port == 2) {
  5095. return "c(+)";
  5096. }
  5097. return "";
  5098. }
  5099. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  5100. return 1;
  5101. }
  5102. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  5103. if (op_type == OP_TYPE_SCALAR) {
  5104. return PORT_TYPE_SCALAR;
  5105. } else {
  5106. return PORT_TYPE_VECTOR;
  5107. }
  5108. }
  5109. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  5110. return "";
  5111. }
  5112. String VisualShaderNodeMultiplyAdd::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 {
  5113. return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  5114. }
  5115. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  5116. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  5117. if (op_type == p_op_type) {
  5118. return;
  5119. }
  5120. switch (p_op_type) {
  5121. case OP_TYPE_SCALAR:
  5122. set_input_port_default_value(0, 0.0);
  5123. set_input_port_default_value(1, 0.0);
  5124. set_input_port_default_value(2, 0.0);
  5125. break;
  5126. case OP_TYPE_VECTOR:
  5127. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  5128. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  5129. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  5130. break;
  5131. default:
  5132. break;
  5133. }
  5134. op_type = p_op_type;
  5135. emit_changed();
  5136. }
  5137. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  5138. return op_type;
  5139. }
  5140. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  5141. Vector<StringName> props;
  5142. props.push_back("op_type");
  5143. return props;
  5144. }
  5145. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  5146. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  5147. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  5148. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type");
  5149. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  5150. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  5151. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5152. }
  5153. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  5154. set_input_port_default_value(0, 0.0);
  5155. set_input_port_default_value(1, 0.0);
  5156. set_input_port_default_value(2, 0.0);
  5157. }
  5158. ////////////// Billboard
  5159. String VisualShaderNodeBillboard::get_caption() const {
  5160. return "GetBillboardMatrix";
  5161. }
  5162. int VisualShaderNodeBillboard::get_input_port_count() const {
  5163. return 0;
  5164. }
  5165. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
  5166. return PORT_TYPE_SCALAR;
  5167. }
  5168. String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
  5169. return "";
  5170. }
  5171. int VisualShaderNodeBillboard::get_output_port_count() const {
  5172. return 1;
  5173. }
  5174. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
  5175. return PORT_TYPE_TRANSFORM;
  5176. }
  5177. String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
  5178. return "model_view_matrix";
  5179. }
  5180. String VisualShaderNodeBillboard::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 {
  5181. String code;
  5182. switch (billboard_type) {
  5183. case BILLBOARD_TYPE_ENABLED:
  5184. code += " {\n";
  5185. code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n";
  5186. if (keep_scale) {
  5187. code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5188. }
  5189. code += " " + p_output_vars[0] + " = __mvm;\n";
  5190. code += " }\n";
  5191. break;
  5192. case BILLBOARD_TYPE_FIXED_Y:
  5193. code += " {\n";
  5194. code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\n";
  5195. if (keep_scale) {
  5196. code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5197. } else {
  5198. code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5199. }
  5200. code += " " + p_output_vars[0] + " = __mvm;\n";
  5201. code += " }\n";
  5202. break;
  5203. case BILLBOARD_TYPE_PARTICLES:
  5204. code += " {\n";
  5205. code += " mat4 __wm = mat4(normalize(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\n";
  5206. code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5207. code += " " + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n";
  5208. code += " }\n";
  5209. break;
  5210. default:
  5211. code += " " + p_output_vars[0] + " = mat4(1.0);\n";
  5212. break;
  5213. }
  5214. return code;
  5215. }
  5216. bool VisualShaderNodeBillboard::is_show_prop_names() const {
  5217. return true;
  5218. }
  5219. void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
  5220. ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
  5221. if (billboard_type == p_billboard_type) {
  5222. return;
  5223. }
  5224. billboard_type = p_billboard_type;
  5225. simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
  5226. set_disabled(simple_decl);
  5227. emit_changed();
  5228. }
  5229. VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
  5230. return billboard_type;
  5231. }
  5232. void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
  5233. keep_scale = p_enabled;
  5234. emit_changed();
  5235. }
  5236. bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
  5237. return keep_scale;
  5238. }
  5239. Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
  5240. Vector<StringName> props;
  5241. props.push_back("billboard_type");
  5242. if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
  5243. props.push_back("keep_scale");
  5244. }
  5245. return props;
  5246. }
  5247. void VisualShaderNodeBillboard::_bind_methods() {
  5248. ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
  5249. ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
  5250. ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
  5251. ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
  5252. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
  5253. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
  5254. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
  5255. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
  5256. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
  5257. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
  5258. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
  5259. }
  5260. VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
  5261. simple_decl = false;
  5262. }