visual_shader_nodes.cpp 215 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. ////////////// Vector Base
  32. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_type(int p_port) const {
  33. switch (op_type) {
  34. case OP_TYPE_VECTOR_2D:
  35. return PORT_TYPE_VECTOR_2D;
  36. case OP_TYPE_VECTOR_3D:
  37. return PORT_TYPE_VECTOR_3D;
  38. case OP_TYPE_VECTOR_4D:
  39. return PORT_TYPE_VECTOR_4D;
  40. default:
  41. break;
  42. }
  43. return PORT_TYPE_SCALAR;
  44. }
  45. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port_type(int p_port) const {
  46. switch (op_type) {
  47. case OP_TYPE_VECTOR_2D:
  48. return PORT_TYPE_VECTOR_2D;
  49. case OP_TYPE_VECTOR_3D:
  50. return PORT_TYPE_VECTOR_3D;
  51. case OP_TYPE_VECTOR_4D:
  52. return PORT_TYPE_VECTOR_4D;
  53. default:
  54. break;
  55. }
  56. return PORT_TYPE_SCALAR;
  57. }
  58. void VisualShaderNodeVectorBase::set_op_type(OpType p_op_type) {
  59. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  60. if (op_type == p_op_type) {
  61. return;
  62. }
  63. op_type = p_op_type;
  64. emit_changed();
  65. }
  66. VisualShaderNodeVectorBase::OpType VisualShaderNodeVectorBase::get_op_type() const {
  67. return op_type;
  68. }
  69. void VisualShaderNodeVectorBase::_bind_methods() {
  70. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeVectorBase::set_op_type);
  71. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeVectorBase::get_op_type);
  72. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  73. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  74. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  75. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  76. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  77. }
  78. Vector<StringName> VisualShaderNodeVectorBase::get_editable_properties() const {
  79. Vector<StringName> props;
  80. props.push_back("op_type");
  81. return props;
  82. }
  83. VisualShaderNodeVectorBase::VisualShaderNodeVectorBase() {
  84. }
  85. ////////////// Constants Base
  86. VisualShaderNodeConstant::VisualShaderNodeConstant() {
  87. }
  88. ////////////// Scalar(Float)
  89. String VisualShaderNodeFloatConstant::get_caption() const {
  90. return "FloatConstant";
  91. }
  92. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  93. return 0;
  94. }
  95. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  96. return PORT_TYPE_SCALAR;
  97. }
  98. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  99. return String();
  100. }
  101. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  102. return 1;
  103. }
  104. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  105. return PORT_TYPE_SCALAR;
  106. }
  107. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  108. return ""; //no output port means the editor will be used as port
  109. }
  110. 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 {
  111. return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  112. }
  113. void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
  114. if (Math::is_equal_approx(constant, p_constant)) {
  115. return;
  116. }
  117. constant = p_constant;
  118. emit_changed();
  119. }
  120. float VisualShaderNodeFloatConstant::get_constant() const {
  121. return constant;
  122. }
  123. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  124. Vector<StringName> props;
  125. props.push_back("constant");
  126. return props;
  127. }
  128. void VisualShaderNodeFloatConstant::_bind_methods() {
  129. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
  130. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  131. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  132. }
  133. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  134. }
  135. ////////////// Scalar(Int)
  136. String VisualShaderNodeIntConstant::get_caption() const {
  137. return "IntConstant";
  138. }
  139. int VisualShaderNodeIntConstant::get_input_port_count() const {
  140. return 0;
  141. }
  142. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  143. return PORT_TYPE_SCALAR_INT;
  144. }
  145. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  146. return String();
  147. }
  148. int VisualShaderNodeIntConstant::get_output_port_count() const {
  149. return 1;
  150. }
  151. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  152. return PORT_TYPE_SCALAR_INT;
  153. }
  154. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  155. return ""; //no output port means the editor will be used as port
  156. }
  157. 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 {
  158. return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
  159. }
  160. void VisualShaderNodeIntConstant::set_constant(int p_constant) {
  161. if (constant == p_constant) {
  162. return;
  163. }
  164. constant = p_constant;
  165. emit_changed();
  166. }
  167. int VisualShaderNodeIntConstant::get_constant() const {
  168. return constant;
  169. }
  170. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  171. Vector<StringName> props;
  172. props.push_back("constant");
  173. return props;
  174. }
  175. void VisualShaderNodeIntConstant::_bind_methods() {
  176. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
  177. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  178. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  179. }
  180. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  181. }
  182. ////////////// Boolean
  183. String VisualShaderNodeBooleanConstant::get_caption() const {
  184. return "BooleanConstant";
  185. }
  186. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  187. return 0;
  188. }
  189. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  190. return PORT_TYPE_BOOLEAN;
  191. }
  192. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  193. return String();
  194. }
  195. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  196. return 1;
  197. }
  198. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  199. return PORT_TYPE_BOOLEAN;
  200. }
  201. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  202. return ""; //no output port means the editor will be used as port
  203. }
  204. 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 {
  205. return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  206. }
  207. void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
  208. if (constant == p_constant) {
  209. return;
  210. }
  211. constant = p_constant;
  212. emit_changed();
  213. }
  214. bool VisualShaderNodeBooleanConstant::get_constant() const {
  215. return constant;
  216. }
  217. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  218. Vector<StringName> props;
  219. props.push_back("constant");
  220. return props;
  221. }
  222. void VisualShaderNodeBooleanConstant::_bind_methods() {
  223. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
  224. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  225. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  226. }
  227. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  228. }
  229. ////////////// Color
  230. String VisualShaderNodeColorConstant::get_caption() const {
  231. return "ColorConstant";
  232. }
  233. int VisualShaderNodeColorConstant::get_input_port_count() const {
  234. return 0;
  235. }
  236. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  237. return PORT_TYPE_VECTOR_4D;
  238. }
  239. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  240. return String();
  241. }
  242. int VisualShaderNodeColorConstant::get_output_port_count() const {
  243. return 1;
  244. }
  245. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  246. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  247. }
  248. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  249. return "";
  250. }
  251. bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
  252. if (p_port == 0) {
  253. return true;
  254. }
  255. return false;
  256. }
  257. 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 {
  258. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n";
  259. }
  260. void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
  261. if (constant.is_equal_approx(p_constant)) {
  262. return;
  263. }
  264. constant = p_constant;
  265. emit_changed();
  266. }
  267. Color VisualShaderNodeColorConstant::get_constant() const {
  268. return constant;
  269. }
  270. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  271. Vector<StringName> props;
  272. props.push_back("constant");
  273. return props;
  274. }
  275. void VisualShaderNodeColorConstant::_bind_methods() {
  276. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
  277. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  278. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  279. }
  280. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  281. }
  282. ////////////// Vector2
  283. String VisualShaderNodeVec2Constant::get_caption() const {
  284. return "Vector2Constant";
  285. }
  286. int VisualShaderNodeVec2Constant::get_input_port_count() const {
  287. return 0;
  288. }
  289. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_input_port_type(int p_port) const {
  290. return PORT_TYPE_VECTOR_2D;
  291. }
  292. String VisualShaderNodeVec2Constant::get_input_port_name(int p_port) const {
  293. return String();
  294. }
  295. int VisualShaderNodeVec2Constant::get_output_port_count() const {
  296. return 1;
  297. }
  298. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_output_port_type(int p_port) const {
  299. return PORT_TYPE_VECTOR_2D;
  300. }
  301. String VisualShaderNodeVec2Constant::get_output_port_name(int p_port) const {
  302. return ""; //no output port means the editor will be used as port
  303. }
  304. String VisualShaderNodeVec2Constant::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 {
  305. return " " + p_output_vars[0] + " = " + vformat("vec2(%.6f, %.6f)", constant.x, constant.y) + ";\n";
  306. }
  307. void VisualShaderNodeVec2Constant::set_constant(const Vector2 &p_constant) {
  308. if (constant.is_equal_approx(p_constant)) {
  309. return;
  310. }
  311. constant = p_constant;
  312. emit_changed();
  313. }
  314. Vector2 VisualShaderNodeVec2Constant::get_constant() const {
  315. return constant;
  316. }
  317. Vector<StringName> VisualShaderNodeVec2Constant::get_editable_properties() const {
  318. Vector<StringName> props;
  319. props.push_back("constant");
  320. return props;
  321. }
  322. void VisualShaderNodeVec2Constant::_bind_methods() {
  323. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec2Constant::set_constant);
  324. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec2Constant::get_constant);
  325. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant"), "set_constant", "get_constant");
  326. }
  327. VisualShaderNodeVec2Constant::VisualShaderNodeVec2Constant() {
  328. }
  329. ////////////// Vector3
  330. String VisualShaderNodeVec3Constant::get_caption() const {
  331. return "Vector3Constant";
  332. }
  333. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  334. return 0;
  335. }
  336. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  337. return PORT_TYPE_VECTOR_3D;
  338. }
  339. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  340. return String();
  341. }
  342. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  343. return 1;
  344. }
  345. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  346. return PORT_TYPE_VECTOR_3D;
  347. }
  348. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  349. return ""; //no output port means the editor will be used as port
  350. }
  351. 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 {
  352. return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  353. }
  354. void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
  355. if (constant.is_equal_approx(p_constant)) {
  356. return;
  357. }
  358. constant = p_constant;
  359. emit_changed();
  360. }
  361. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  362. return constant;
  363. }
  364. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  365. Vector<StringName> props;
  366. props.push_back("constant");
  367. return props;
  368. }
  369. void VisualShaderNodeVec3Constant::_bind_methods() {
  370. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
  371. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  372. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  373. }
  374. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  375. }
  376. ////////////// Vector4
  377. String VisualShaderNodeVec4Constant::get_caption() const {
  378. return "Vector4Constant";
  379. }
  380. int VisualShaderNodeVec4Constant::get_input_port_count() const {
  381. return 0;
  382. }
  383. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_input_port_type(int p_port) const {
  384. return PORT_TYPE_VECTOR_4D;
  385. }
  386. String VisualShaderNodeVec4Constant::get_input_port_name(int p_port) const {
  387. return String();
  388. }
  389. int VisualShaderNodeVec4Constant::get_output_port_count() const {
  390. return 1;
  391. }
  392. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_output_port_type(int p_port) const {
  393. return PORT_TYPE_VECTOR_4D;
  394. }
  395. String VisualShaderNodeVec4Constant::get_output_port_name(int p_port) const {
  396. return ""; // No output port means the editor will be used as port.
  397. }
  398. String VisualShaderNodeVec4Constant::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 {
  399. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.x, constant.y, constant.z, constant.w) + ";\n";
  400. }
  401. void VisualShaderNodeVec4Constant::set_constant(const Quaternion &p_constant) {
  402. if (constant.is_equal_approx(p_constant)) {
  403. return;
  404. }
  405. constant = p_constant;
  406. emit_changed();
  407. }
  408. Quaternion VisualShaderNodeVec4Constant::get_constant() const {
  409. return constant;
  410. }
  411. Vector<StringName> VisualShaderNodeVec4Constant::get_editable_properties() const {
  412. Vector<StringName> props;
  413. props.push_back("constant");
  414. return props;
  415. }
  416. void VisualShaderNodeVec4Constant::_bind_methods() {
  417. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec4Constant::set_constant);
  418. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec4Constant::get_constant);
  419. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "constant"), "set_constant", "get_constant");
  420. }
  421. VisualShaderNodeVec4Constant::VisualShaderNodeVec4Constant() {
  422. }
  423. ////////////// Transform3D
  424. String VisualShaderNodeTransformConstant::get_caption() const {
  425. return "TransformConstant";
  426. }
  427. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  428. return 0;
  429. }
  430. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  431. return PORT_TYPE_VECTOR_3D;
  432. }
  433. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  434. return String();
  435. }
  436. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  437. return 1;
  438. }
  439. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  440. return PORT_TYPE_TRANSFORM;
  441. }
  442. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  443. return ""; //no output port means the editor will be used as port
  444. }
  445. 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 {
  446. Transform3D t = constant;
  447. t.basis.transpose();
  448. String code = " " + p_output_vars[0] + " = mat4(";
  449. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  450. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  451. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  452. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  453. return code;
  454. }
  455. void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
  456. if (constant.is_equal_approx(p_constant)) {
  457. return;
  458. }
  459. constant = p_constant;
  460. emit_changed();
  461. }
  462. Transform3D VisualShaderNodeTransformConstant::get_constant() const {
  463. return constant;
  464. }
  465. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  466. Vector<StringName> props;
  467. props.push_back("constant");
  468. return props;
  469. }
  470. void VisualShaderNodeTransformConstant::_bind_methods() {
  471. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
  472. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  473. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
  474. }
  475. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  476. }
  477. ////////////// Texture
  478. String VisualShaderNodeTexture::get_caption() const {
  479. return "Texture2D";
  480. }
  481. int VisualShaderNodeTexture::get_input_port_count() const {
  482. return 3;
  483. }
  484. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  485. switch (p_port) {
  486. case 0:
  487. return PORT_TYPE_VECTOR_2D;
  488. case 1:
  489. return PORT_TYPE_SCALAR;
  490. case 2:
  491. return PORT_TYPE_SAMPLER;
  492. default:
  493. return PORT_TYPE_SCALAR;
  494. }
  495. }
  496. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  497. switch (p_port) {
  498. case 0:
  499. return "uv";
  500. case 1:
  501. return "lod";
  502. case 2:
  503. return "sampler2D";
  504. default:
  505. return "";
  506. }
  507. }
  508. int VisualShaderNodeTexture::get_output_port_count() const {
  509. return 1;
  510. }
  511. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  512. switch (p_port) {
  513. case 0:
  514. return PORT_TYPE_VECTOR_4D;
  515. default:
  516. return PORT_TYPE_SCALAR;
  517. }
  518. }
  519. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  520. switch (p_port) {
  521. case 0:
  522. return "color";
  523. default:
  524. return "";
  525. }
  526. }
  527. bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
  528. if (p_port == 0) {
  529. return true;
  530. }
  531. return false;
  532. }
  533. bool VisualShaderNodeTexture::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  534. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  535. if (p_port == 0) {
  536. return true;
  537. }
  538. }
  539. return false;
  540. }
  541. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  542. VisualShader::DefaultTextureParam dtp;
  543. dtp.name = make_unique_id(p_type, p_id, "tex");
  544. dtp.params.push_back(texture);
  545. Vector<VisualShader::DefaultTextureParam> ret;
  546. ret.push_back(dtp);
  547. return ret;
  548. }
  549. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  550. if (source == SOURCE_TEXTURE) {
  551. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  552. switch (texture_type) {
  553. case TYPE_DATA:
  554. break;
  555. case TYPE_COLOR:
  556. u += " : source_color";
  557. break;
  558. case TYPE_NORMAL_MAP:
  559. u += " : hint_normal";
  560. break;
  561. default:
  562. break;
  563. }
  564. return u + ";\n";
  565. }
  566. return String();
  567. }
  568. 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 {
  569. String default_uv;
  570. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  571. default_uv = "UV";
  572. } else {
  573. default_uv = "vec2(0.0)";
  574. }
  575. String code;
  576. if (source == SOURCE_TEXTURE) {
  577. String id = make_unique_id(p_type, p_id, "tex");
  578. if (p_input_vars[0].is_empty()) { // Use UV by default.
  579. if (p_input_vars[1].is_empty()) {
  580. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  581. } else {
  582. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  583. }
  584. } else if (p_input_vars[1].is_empty()) {
  585. //no lod
  586. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  587. } else {
  588. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  589. }
  590. return code;
  591. }
  592. if (source == SOURCE_PORT) {
  593. String id = p_input_vars[2];
  594. if (id.is_empty()) {
  595. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  596. } else {
  597. if (p_input_vars[0].is_empty()) { // Use UV by default.
  598. if (p_input_vars[1].is_empty()) {
  599. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  600. } else {
  601. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  602. }
  603. } else if (p_input_vars[1].is_empty()) {
  604. //no lod
  605. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  606. } else {
  607. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  608. }
  609. }
  610. return code;
  611. }
  612. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  613. if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
  614. if (p_input_vars[1].is_empty()) {
  615. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0);\n";
  616. } else {
  617. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  618. }
  619. } else if (p_input_vars[1].is_empty()) {
  620. //no lod
  621. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
  622. } else {
  623. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  624. }
  625. return code;
  626. }
  627. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  628. if (p_input_vars[0].is_empty()) { // Use UV by default.
  629. if (p_input_vars[1].is_empty()) {
  630. code += " " + p_output_vars[0] + " = texture(TEXTURE, " + default_uv + ");\n";
  631. } else {
  632. code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  633. }
  634. } else if (p_input_vars[1].is_empty()) {
  635. //no lod
  636. code += " " + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n";
  637. } else {
  638. code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  639. }
  640. return code;
  641. }
  642. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  643. if (p_input_vars[0].is_empty()) { // Use UV by default.
  644. if (p_input_vars[1].is_empty()) {
  645. code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
  646. } else {
  647. code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  648. }
  649. } else if (p_input_vars[1].is_empty()) {
  650. //no lod
  651. code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
  652. } else {
  653. code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  654. }
  655. return code;
  656. }
  657. if (source == SOURCE_DEPTH) {
  658. if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  659. code += " {\n";
  660. if (p_input_vars[0].is_empty()) { // Use UV by default.
  661. if (p_input_vars[1].is_empty()) {
  662. code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
  663. } else {
  664. code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
  665. }
  666. } else if (p_input_vars[1].is_empty()) {
  667. //no lod
  668. code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
  669. } else {
  670. code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
  671. }
  672. code += " " + p_output_vars[0] + " = vec4(_depth, _depth, _depth, 1.0);\n";
  673. code += " }\n";
  674. return code;
  675. }
  676. }
  677. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  678. return code;
  679. }
  680. void VisualShaderNodeTexture::set_source(Source p_source) {
  681. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  682. if (source == p_source) {
  683. return;
  684. }
  685. switch (p_source) {
  686. case SOURCE_TEXTURE:
  687. simple_decl = true;
  688. break;
  689. case SOURCE_SCREEN:
  690. simple_decl = false;
  691. break;
  692. case SOURCE_2D_TEXTURE:
  693. simple_decl = false;
  694. break;
  695. case SOURCE_2D_NORMAL:
  696. simple_decl = false;
  697. break;
  698. case SOURCE_DEPTH:
  699. simple_decl = false;
  700. break;
  701. case SOURCE_PORT:
  702. simple_decl = false;
  703. break;
  704. default:
  705. break;
  706. }
  707. source = p_source;
  708. emit_changed();
  709. emit_signal(SNAME("editor_refresh_request"));
  710. }
  711. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  712. return source;
  713. }
  714. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
  715. texture = p_texture;
  716. emit_changed();
  717. }
  718. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  719. return texture;
  720. }
  721. void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
  722. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  723. if (texture_type == p_texture_type) {
  724. return;
  725. }
  726. texture_type = p_texture_type;
  727. emit_changed();
  728. }
  729. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  730. return texture_type;
  731. }
  732. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  733. Vector<StringName> props;
  734. props.push_back("source");
  735. if (source == SOURCE_TEXTURE) {
  736. props.push_back("texture");
  737. props.push_back("texture_type");
  738. }
  739. return props;
  740. }
  741. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  742. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  743. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  744. }
  745. if (source == SOURCE_TEXTURE) {
  746. return String(); // all good
  747. }
  748. if (source == SOURCE_PORT) {
  749. return String(); // all good
  750. }
  751. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  752. return String(); // all good
  753. }
  754. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  755. return String(); // all good
  756. }
  757. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  758. return String(); // all good
  759. }
  760. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  761. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  762. return RTR("Invalid source for preview.");
  763. }
  764. return String(); // all good
  765. }
  766. return RTR("Invalid source for shader.");
  767. }
  768. void VisualShaderNodeTexture::_bind_methods() {
  769. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  770. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  771. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  772. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  773. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  774. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  775. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  776. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  777. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  778. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  779. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  780. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  781. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  782. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  783. BIND_ENUM_CONSTANT(SOURCE_PORT);
  784. BIND_ENUM_CONSTANT(SOURCE_MAX);
  785. BIND_ENUM_CONSTANT(TYPE_DATA);
  786. BIND_ENUM_CONSTANT(TYPE_COLOR);
  787. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  788. BIND_ENUM_CONSTANT(TYPE_MAX);
  789. }
  790. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  791. }
  792. ////////////// CurveTexture
  793. String VisualShaderNodeCurveTexture::get_caption() const {
  794. return "CurveTexture";
  795. }
  796. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  797. return 1;
  798. }
  799. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  800. return PORT_TYPE_SCALAR;
  801. }
  802. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  803. return String();
  804. }
  805. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  806. return 1;
  807. }
  808. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  809. return PORT_TYPE_SCALAR;
  810. }
  811. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  812. return String();
  813. }
  814. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  815. texture = p_texture;
  816. emit_changed();
  817. }
  818. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  819. return texture;
  820. }
  821. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  822. Vector<StringName> props;
  823. props.push_back("texture");
  824. return props;
  825. }
  826. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  827. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + " : repeat_disable;\n";
  828. }
  829. 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 {
  830. if (p_input_vars[0].is_empty()) {
  831. return " " + p_output_vars[0] + " = 0.0;\n";
  832. }
  833. String id = make_unique_id(p_type, p_id, "curve");
  834. String code;
  835. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
  836. return code;
  837. }
  838. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  839. VisualShader::DefaultTextureParam dtp;
  840. dtp.name = make_unique_id(p_type, p_id, "curve");
  841. dtp.params.push_back(texture);
  842. Vector<VisualShader::DefaultTextureParam> ret;
  843. ret.push_back(dtp);
  844. return ret;
  845. }
  846. void VisualShaderNodeCurveTexture::_bind_methods() {
  847. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  848. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  849. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  850. }
  851. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  852. return true;
  853. }
  854. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  855. set_input_port_default_value(0, 0.0);
  856. simple_decl = true;
  857. allow_v_resize = false;
  858. }
  859. ////////////// CurveXYZTexture
  860. String VisualShaderNodeCurveXYZTexture::get_caption() const {
  861. return "CurveXYZTexture";
  862. }
  863. int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
  864. return 1;
  865. }
  866. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
  867. return PORT_TYPE_SCALAR;
  868. }
  869. String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
  870. return String();
  871. }
  872. int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
  873. return 1;
  874. }
  875. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
  876. return PORT_TYPE_VECTOR_3D;
  877. }
  878. String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
  879. return String();
  880. }
  881. void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
  882. texture = p_texture;
  883. emit_changed();
  884. }
  885. Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
  886. return texture;
  887. }
  888. Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
  889. Vector<StringName> props;
  890. props.push_back("texture");
  891. return props;
  892. }
  893. String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  894. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
  895. }
  896. 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 {
  897. if (p_input_vars[0].is_empty()) {
  898. return " " + p_output_vars[0] + " = vec3(0.0);\n";
  899. }
  900. String id = make_unique_id(p_type, p_id, "curve3d");
  901. String code;
  902. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
  903. return code;
  904. }
  905. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  906. VisualShader::DefaultTextureParam dtp;
  907. dtp.name = make_unique_id(p_type, p_id, "curve3d");
  908. dtp.params.push_back(texture);
  909. Vector<VisualShader::DefaultTextureParam> ret;
  910. ret.push_back(dtp);
  911. return ret;
  912. }
  913. void VisualShaderNodeCurveXYZTexture::_bind_methods() {
  914. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
  915. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
  916. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
  917. }
  918. bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
  919. return true;
  920. }
  921. VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
  922. set_input_port_default_value(0, 0.0);
  923. simple_decl = true;
  924. allow_v_resize = false;
  925. }
  926. ////////////// Sample3D
  927. int VisualShaderNodeSample3D::get_input_port_count() const {
  928. return 3;
  929. }
  930. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  931. switch (p_port) {
  932. case 0:
  933. return PORT_TYPE_VECTOR_3D;
  934. case 1:
  935. return PORT_TYPE_SCALAR;
  936. case 2:
  937. return PORT_TYPE_SAMPLER;
  938. default:
  939. return PORT_TYPE_SCALAR;
  940. }
  941. }
  942. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  943. switch (p_port) {
  944. case 0:
  945. return "uvw";
  946. case 1:
  947. return "lod";
  948. default:
  949. return "";
  950. }
  951. }
  952. int VisualShaderNodeSample3D::get_output_port_count() const {
  953. return 1;
  954. }
  955. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  956. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  957. }
  958. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  959. return "color";
  960. }
  961. bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
  962. if (p_port == 0) {
  963. return true;
  964. }
  965. return false;
  966. }
  967. bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  968. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  969. if (p_port == 0) {
  970. return true;
  971. }
  972. }
  973. return false;
  974. }
  975. 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 {
  976. String default_uv;
  977. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  978. default_uv = "vec3(UV, 0.0)";
  979. } else {
  980. default_uv = "vec3(0.0)";
  981. }
  982. String code;
  983. if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
  984. String id;
  985. if (source == SOURCE_TEXTURE) {
  986. id = make_unique_id(p_type, p_id, "tex3d");
  987. } else {
  988. id = p_input_vars[2];
  989. }
  990. if (!id.is_empty()) {
  991. if (p_input_vars[0].is_empty()) { // Use UV by default.
  992. if (p_input_vars[1].is_empty()) {
  993. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  994. } else {
  995. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  996. }
  997. } else if (p_input_vars[1].is_empty()) {
  998. //no lod
  999. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1000. } else {
  1001. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1002. }
  1003. } else {
  1004. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1005. }
  1006. return code;
  1007. }
  1008. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1009. return code;
  1010. }
  1011. void VisualShaderNodeSample3D::set_source(Source p_source) {
  1012. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1013. if (source == p_source) {
  1014. return;
  1015. }
  1016. source = p_source;
  1017. emit_changed();
  1018. emit_signal(SNAME("editor_refresh_request"));
  1019. }
  1020. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  1021. return source;
  1022. }
  1023. void VisualShaderNodeSample3D::_bind_methods() {
  1024. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  1025. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  1026. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1027. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1028. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1029. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1030. }
  1031. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1032. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1033. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1034. }
  1035. if (source == SOURCE_TEXTURE) {
  1036. return String(); // all good
  1037. }
  1038. if (source == SOURCE_PORT) {
  1039. return String(); // all good
  1040. }
  1041. return RTR("Invalid source for shader.");
  1042. }
  1043. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  1044. simple_decl = false;
  1045. }
  1046. ////////////// Texture2DArray
  1047. String VisualShaderNodeTexture2DArray::get_caption() const {
  1048. return "Texture2DArray";
  1049. }
  1050. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  1051. if (p_port == 2) {
  1052. return "sampler2DArray";
  1053. }
  1054. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1055. }
  1056. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1057. VisualShader::DefaultTextureParam dtp;
  1058. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1059. dtp.params.push_back(texture_array);
  1060. Vector<VisualShader::DefaultTextureParam> ret;
  1061. ret.push_back(dtp);
  1062. return ret;
  1063. }
  1064. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1065. if (source == SOURCE_TEXTURE) {
  1066. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1067. }
  1068. return String();
  1069. }
  1070. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
  1071. texture_array = p_texture_array;
  1072. emit_changed();
  1073. }
  1074. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
  1075. return texture_array;
  1076. }
  1077. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  1078. Vector<StringName> props;
  1079. props.push_back("source");
  1080. if (source == SOURCE_TEXTURE) {
  1081. props.push_back("texture_array");
  1082. }
  1083. return props;
  1084. }
  1085. void VisualShaderNodeTexture2DArray::_bind_methods() {
  1086. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  1087. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  1088. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
  1089. }
  1090. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  1091. }
  1092. ////////////// Texture3D
  1093. String VisualShaderNodeTexture3D::get_caption() const {
  1094. return "Texture3D";
  1095. }
  1096. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  1097. if (p_port == 2) {
  1098. return "sampler3D";
  1099. }
  1100. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1101. }
  1102. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1103. VisualShader::DefaultTextureParam dtp;
  1104. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1105. dtp.params.push_back(texture);
  1106. Vector<VisualShader::DefaultTextureParam> ret;
  1107. ret.push_back(dtp);
  1108. return ret;
  1109. }
  1110. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1111. if (source == SOURCE_TEXTURE) {
  1112. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1113. }
  1114. return String();
  1115. }
  1116. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
  1117. texture = p_texture;
  1118. emit_changed();
  1119. }
  1120. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  1121. return texture;
  1122. }
  1123. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  1124. Vector<StringName> props;
  1125. props.push_back("source");
  1126. if (source == SOURCE_TEXTURE) {
  1127. props.push_back("texture");
  1128. }
  1129. return props;
  1130. }
  1131. void VisualShaderNodeTexture3D::_bind_methods() {
  1132. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  1133. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  1134. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  1135. }
  1136. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  1137. }
  1138. ////////////// Cubemap
  1139. String VisualShaderNodeCubemap::get_caption() const {
  1140. return "Cubemap";
  1141. }
  1142. int VisualShaderNodeCubemap::get_input_port_count() const {
  1143. return 3;
  1144. }
  1145. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  1146. switch (p_port) {
  1147. case 0:
  1148. return PORT_TYPE_VECTOR_3D;
  1149. case 1:
  1150. return PORT_TYPE_SCALAR;
  1151. case 2:
  1152. return PORT_TYPE_SAMPLER;
  1153. default:
  1154. return PORT_TYPE_SCALAR;
  1155. }
  1156. }
  1157. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  1158. switch (p_port) {
  1159. case 0:
  1160. return "uv";
  1161. case 1:
  1162. return "lod";
  1163. case 2:
  1164. return "samplerCube";
  1165. default:
  1166. return "";
  1167. }
  1168. }
  1169. int VisualShaderNodeCubemap::get_output_port_count() const {
  1170. return 1;
  1171. }
  1172. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  1173. return PORT_TYPE_VECTOR_4D;
  1174. }
  1175. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  1176. return "color";
  1177. }
  1178. bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
  1179. if (p_port == 0) {
  1180. return true;
  1181. }
  1182. return false;
  1183. }
  1184. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1185. VisualShader::DefaultTextureParam dtp;
  1186. dtp.name = make_unique_id(p_type, p_id, "cube");
  1187. dtp.params.push_back(cube_map);
  1188. Vector<VisualShader::DefaultTextureParam> ret;
  1189. ret.push_back(dtp);
  1190. return ret;
  1191. }
  1192. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1193. if (source == SOURCE_TEXTURE) {
  1194. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  1195. switch (texture_type) {
  1196. case TYPE_DATA:
  1197. break;
  1198. case TYPE_COLOR:
  1199. u += " : source_color";
  1200. break;
  1201. case TYPE_NORMAL_MAP:
  1202. u += " : hint_normal";
  1203. break;
  1204. default:
  1205. break;
  1206. }
  1207. return u + ";\n";
  1208. }
  1209. return String();
  1210. }
  1211. 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 {
  1212. String default_uv;
  1213. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1214. default_uv = "vec3(UV, 0.0)";
  1215. } else {
  1216. default_uv = "vec3(0.0)";
  1217. }
  1218. String code;
  1219. String id;
  1220. if (source == SOURCE_TEXTURE) {
  1221. id = make_unique_id(p_type, p_id, "cube");
  1222. } else if (source == SOURCE_PORT) {
  1223. id = p_input_vars[2];
  1224. } else {
  1225. return code;
  1226. }
  1227. if (id.is_empty()) {
  1228. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1229. return code;
  1230. }
  1231. if (p_input_vars[0].is_empty()) { // Use UV by default.
  1232. if (p_input_vars[1].is_empty()) {
  1233. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  1234. } else {
  1235. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  1236. }
  1237. } else if (p_input_vars[1].is_empty()) {
  1238. //no lod
  1239. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1240. } else {
  1241. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1242. }
  1243. return code;
  1244. }
  1245. bool VisualShaderNodeCubemap::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1246. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1247. if (p_port == 0) {
  1248. return true;
  1249. }
  1250. }
  1251. return false;
  1252. }
  1253. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1254. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1255. if (source == p_source) {
  1256. return;
  1257. }
  1258. source = p_source;
  1259. emit_changed();
  1260. emit_signal(SNAME("editor_refresh_request"));
  1261. }
  1262. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1263. return source;
  1264. }
  1265. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
  1266. cube_map = p_cube_map;
  1267. emit_changed();
  1268. }
  1269. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  1270. return cube_map;
  1271. }
  1272. void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
  1273. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  1274. if (texture_type == p_texture_type) {
  1275. return;
  1276. }
  1277. texture_type = p_texture_type;
  1278. emit_changed();
  1279. }
  1280. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1281. return texture_type;
  1282. }
  1283. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1284. Vector<StringName> props;
  1285. props.push_back("source");
  1286. if (source == SOURCE_TEXTURE) {
  1287. props.push_back("cube_map");
  1288. props.push_back("texture_type");
  1289. }
  1290. return props;
  1291. }
  1292. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1293. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1294. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1295. }
  1296. return String();
  1297. }
  1298. void VisualShaderNodeCubemap::_bind_methods() {
  1299. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1300. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1301. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1302. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1303. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1304. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1305. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1306. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  1307. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  1308. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1309. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1310. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1311. BIND_ENUM_CONSTANT(TYPE_DATA);
  1312. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1313. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  1314. BIND_ENUM_CONSTANT(TYPE_MAX);
  1315. }
  1316. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1317. simple_decl = false;
  1318. }
  1319. ////////////// Float Op
  1320. String VisualShaderNodeFloatOp::get_caption() const {
  1321. return "FloatOp";
  1322. }
  1323. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1324. return 2;
  1325. }
  1326. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1327. return PORT_TYPE_SCALAR;
  1328. }
  1329. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1330. return p_port == 0 ? "a" : "b";
  1331. }
  1332. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1333. return 1;
  1334. }
  1335. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1336. return PORT_TYPE_SCALAR;
  1337. }
  1338. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1339. return "op"; //no output port means the editor will be used as port
  1340. }
  1341. 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 {
  1342. String code = " " + p_output_vars[0] + " = ";
  1343. switch (op) {
  1344. case OP_ADD:
  1345. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1346. break;
  1347. case OP_SUB:
  1348. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1349. break;
  1350. case OP_MUL:
  1351. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1352. break;
  1353. case OP_DIV:
  1354. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1355. break;
  1356. case OP_MOD:
  1357. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1358. break;
  1359. case OP_POW:
  1360. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1361. break;
  1362. case OP_MAX:
  1363. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1364. break;
  1365. case OP_MIN:
  1366. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1367. break;
  1368. case OP_ATAN2:
  1369. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1370. break;
  1371. case OP_STEP:
  1372. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1373. break;
  1374. default:
  1375. break;
  1376. }
  1377. return code;
  1378. }
  1379. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1380. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1381. if (op == p_op) {
  1382. return;
  1383. }
  1384. op = p_op;
  1385. emit_changed();
  1386. }
  1387. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1388. return op;
  1389. }
  1390. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1391. Vector<StringName> props;
  1392. props.push_back("operator");
  1393. return props;
  1394. }
  1395. void VisualShaderNodeFloatOp::_bind_methods() {
  1396. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1397. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1398. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "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_POW);
  1405. BIND_ENUM_CONSTANT(OP_MAX);
  1406. BIND_ENUM_CONSTANT(OP_MIN);
  1407. BIND_ENUM_CONSTANT(OP_ATAN2);
  1408. BIND_ENUM_CONSTANT(OP_STEP);
  1409. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1410. }
  1411. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1412. set_input_port_default_value(0, 0.0);
  1413. set_input_port_default_value(1, 0.0);
  1414. }
  1415. ////////////// Integer Op
  1416. String VisualShaderNodeIntOp::get_caption() const {
  1417. return "IntOp";
  1418. }
  1419. int VisualShaderNodeIntOp::get_input_port_count() const {
  1420. return 2;
  1421. }
  1422. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1423. return PORT_TYPE_SCALAR_INT;
  1424. }
  1425. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1426. return p_port == 0 ? "a" : "b";
  1427. }
  1428. int VisualShaderNodeIntOp::get_output_port_count() const {
  1429. return 1;
  1430. }
  1431. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1432. return PORT_TYPE_SCALAR_INT;
  1433. }
  1434. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1435. return "op"; //no output port means the editor will be used as port
  1436. }
  1437. 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 {
  1438. String code = " " + p_output_vars[0] + " = ";
  1439. switch (op) {
  1440. case OP_ADD:
  1441. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1442. break;
  1443. case OP_SUB:
  1444. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1445. break;
  1446. case OP_MUL:
  1447. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1448. break;
  1449. case OP_DIV:
  1450. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1451. break;
  1452. case OP_MOD:
  1453. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1454. break;
  1455. case OP_MAX:
  1456. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1457. break;
  1458. case OP_MIN:
  1459. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1460. break;
  1461. case OP_BITWISE_AND:
  1462. code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
  1463. break;
  1464. case OP_BITWISE_OR:
  1465. code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
  1466. break;
  1467. case OP_BITWISE_XOR:
  1468. code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
  1469. break;
  1470. case OP_BITWISE_LEFT_SHIFT:
  1471. code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
  1472. break;
  1473. case OP_BITWISE_RIGHT_SHIFT:
  1474. code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
  1475. break;
  1476. default:
  1477. break;
  1478. }
  1479. return code;
  1480. }
  1481. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1482. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1483. if (op == p_op) {
  1484. return;
  1485. }
  1486. op = p_op;
  1487. emit_changed();
  1488. }
  1489. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1490. return op;
  1491. }
  1492. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1493. Vector<StringName> props;
  1494. props.push_back("operator");
  1495. return props;
  1496. }
  1497. void VisualShaderNodeIntOp::_bind_methods() {
  1498. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1499. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1500. 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");
  1501. BIND_ENUM_CONSTANT(OP_ADD);
  1502. BIND_ENUM_CONSTANT(OP_SUB);
  1503. BIND_ENUM_CONSTANT(OP_MUL);
  1504. BIND_ENUM_CONSTANT(OP_DIV);
  1505. BIND_ENUM_CONSTANT(OP_MOD);
  1506. BIND_ENUM_CONSTANT(OP_MAX);
  1507. BIND_ENUM_CONSTANT(OP_MIN);
  1508. BIND_ENUM_CONSTANT(OP_BITWISE_AND);
  1509. BIND_ENUM_CONSTANT(OP_BITWISE_OR);
  1510. BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
  1511. BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
  1512. BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
  1513. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1514. }
  1515. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1516. set_input_port_default_value(0, 0);
  1517. set_input_port_default_value(1, 0);
  1518. }
  1519. ////////////// Vector Op
  1520. String VisualShaderNodeVectorOp::get_caption() const {
  1521. return "VectorOp";
  1522. }
  1523. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1524. return 2;
  1525. }
  1526. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1527. return p_port == 0 ? "a" : "b";
  1528. }
  1529. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1530. return 1;
  1531. }
  1532. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1533. return "op";
  1534. }
  1535. 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 {
  1536. String code = " " + p_output_vars[0] + " = ";
  1537. switch (op) {
  1538. case OP_ADD:
  1539. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1540. break;
  1541. case OP_SUB:
  1542. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1543. break;
  1544. case OP_MUL:
  1545. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1546. break;
  1547. case OP_DIV:
  1548. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1549. break;
  1550. case OP_MOD:
  1551. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1552. break;
  1553. case OP_POW:
  1554. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1555. break;
  1556. case OP_MAX:
  1557. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1558. break;
  1559. case OP_MIN:
  1560. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1561. break;
  1562. case OP_CROSS:
  1563. if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
  1564. code += "vec2(0.0);\n";
  1565. } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
  1566. code += "vec4(0.0);\n";
  1567. } else {
  1568. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1569. }
  1570. break;
  1571. case OP_ATAN2:
  1572. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1573. break;
  1574. case OP_REFLECT:
  1575. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1576. break;
  1577. case OP_STEP:
  1578. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1579. break;
  1580. default:
  1581. break;
  1582. }
  1583. return code;
  1584. }
  1585. void VisualShaderNodeVectorOp::set_op_type(OpType p_op_type) {
  1586. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  1587. if (op_type == p_op_type) {
  1588. return;
  1589. }
  1590. switch (p_op_type) {
  1591. case OP_TYPE_VECTOR_2D: {
  1592. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  1593. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  1594. } break;
  1595. case OP_TYPE_VECTOR_3D: {
  1596. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  1597. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  1598. } break;
  1599. case OP_TYPE_VECTOR_4D: {
  1600. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  1601. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  1602. } break;
  1603. default:
  1604. break;
  1605. }
  1606. op_type = p_op_type;
  1607. emit_changed();
  1608. }
  1609. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1610. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1611. if (op == p_op) {
  1612. return;
  1613. }
  1614. op = p_op;
  1615. emit_changed();
  1616. }
  1617. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1618. return op;
  1619. }
  1620. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1621. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  1622. props.push_back("operator");
  1623. return props;
  1624. }
  1625. String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1626. bool invalid_type = false;
  1627. if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
  1628. if (op == OP_CROSS) {
  1629. invalid_type = true;
  1630. }
  1631. }
  1632. if (invalid_type) {
  1633. return RTR("Invalid operator for that type.");
  1634. }
  1635. return String();
  1636. }
  1637. void VisualShaderNodeVectorOp::_bind_methods() {
  1638. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1639. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1640. 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");
  1641. BIND_ENUM_CONSTANT(OP_ADD);
  1642. BIND_ENUM_CONSTANT(OP_SUB);
  1643. BIND_ENUM_CONSTANT(OP_MUL);
  1644. BIND_ENUM_CONSTANT(OP_DIV);
  1645. BIND_ENUM_CONSTANT(OP_MOD);
  1646. BIND_ENUM_CONSTANT(OP_POW);
  1647. BIND_ENUM_CONSTANT(OP_MAX);
  1648. BIND_ENUM_CONSTANT(OP_MIN);
  1649. BIND_ENUM_CONSTANT(OP_CROSS);
  1650. BIND_ENUM_CONSTANT(OP_ATAN2);
  1651. BIND_ENUM_CONSTANT(OP_REFLECT);
  1652. BIND_ENUM_CONSTANT(OP_STEP);
  1653. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1654. }
  1655. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1656. switch (op_type) {
  1657. case OP_TYPE_VECTOR_2D: {
  1658. set_input_port_default_value(0, Vector2());
  1659. set_input_port_default_value(1, Vector2());
  1660. } break;
  1661. case OP_TYPE_VECTOR_3D: {
  1662. set_input_port_default_value(0, Vector3());
  1663. set_input_port_default_value(1, Vector3());
  1664. } break;
  1665. case OP_TYPE_VECTOR_4D: {
  1666. set_input_port_default_value(0, Quaternion());
  1667. set_input_port_default_value(1, Quaternion());
  1668. } break;
  1669. default:
  1670. break;
  1671. }
  1672. }
  1673. ////////////// Color Op
  1674. String VisualShaderNodeColorOp::get_caption() const {
  1675. return "ColorOp";
  1676. }
  1677. int VisualShaderNodeColorOp::get_input_port_count() const {
  1678. return 2;
  1679. }
  1680. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1681. return PORT_TYPE_VECTOR_3D;
  1682. }
  1683. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1684. return p_port == 0 ? "a" : "b";
  1685. }
  1686. int VisualShaderNodeColorOp::get_output_port_count() const {
  1687. return 1;
  1688. }
  1689. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1690. return PORT_TYPE_VECTOR_3D;
  1691. }
  1692. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1693. return "op"; //no output port means the editor will be used as port
  1694. }
  1695. 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 {
  1696. String code;
  1697. static const char *axisn[3] = { "x", "y", "z" };
  1698. switch (op) {
  1699. case OP_SCREEN: {
  1700. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1701. } break;
  1702. case OP_DIFFERENCE: {
  1703. code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1704. } break;
  1705. case OP_DARKEN: {
  1706. code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1707. } break;
  1708. case OP_LIGHTEN: {
  1709. code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1710. } break;
  1711. case OP_OVERLAY: {
  1712. for (int i = 0; i < 3; i++) {
  1713. code += " {\n";
  1714. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1715. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1716. code += " if (base < 0.5) {\n";
  1717. code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1718. code += " } else {\n";
  1719. code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1720. code += " }\n";
  1721. code += " }\n";
  1722. }
  1723. } break;
  1724. case OP_DODGE: {
  1725. code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1726. } break;
  1727. case OP_BURN: {
  1728. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1729. } break;
  1730. case OP_SOFT_LIGHT: {
  1731. for (int i = 0; i < 3; i++) {
  1732. code += " {\n";
  1733. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1734. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1735. code += " if (base < 0.5) {\n";
  1736. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1737. code += " } else {\n";
  1738. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1739. code += " }\n";
  1740. code += " }\n";
  1741. }
  1742. } break;
  1743. case OP_HARD_LIGHT: {
  1744. for (int i = 0; i < 3; i++) {
  1745. code += " {\n";
  1746. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1747. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1748. code += " if (base < 0.5) {\n";
  1749. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1750. code += " } else {\n";
  1751. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1752. code += " }\n";
  1753. code += " }\n";
  1754. }
  1755. } break;
  1756. default:
  1757. break;
  1758. }
  1759. return code;
  1760. }
  1761. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1762. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1763. if (op == p_op) {
  1764. return;
  1765. }
  1766. switch (p_op) {
  1767. case OP_SCREEN:
  1768. simple_decl = true;
  1769. break;
  1770. case OP_DIFFERENCE:
  1771. simple_decl = true;
  1772. break;
  1773. case OP_DARKEN:
  1774. simple_decl = true;
  1775. break;
  1776. case OP_LIGHTEN:
  1777. simple_decl = true;
  1778. break;
  1779. case OP_OVERLAY:
  1780. simple_decl = false;
  1781. break;
  1782. case OP_DODGE:
  1783. simple_decl = true;
  1784. break;
  1785. case OP_BURN:
  1786. simple_decl = true;
  1787. break;
  1788. case OP_SOFT_LIGHT:
  1789. simple_decl = false;
  1790. break;
  1791. case OP_HARD_LIGHT:
  1792. simple_decl = false;
  1793. break;
  1794. default:
  1795. break;
  1796. }
  1797. op = p_op;
  1798. emit_changed();
  1799. }
  1800. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1801. return op;
  1802. }
  1803. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  1804. Vector<StringName> props;
  1805. props.push_back("operator");
  1806. return props;
  1807. }
  1808. void VisualShaderNodeColorOp::_bind_methods() {
  1809. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  1810. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  1811. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
  1812. BIND_ENUM_CONSTANT(OP_SCREEN);
  1813. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  1814. BIND_ENUM_CONSTANT(OP_DARKEN);
  1815. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  1816. BIND_ENUM_CONSTANT(OP_OVERLAY);
  1817. BIND_ENUM_CONSTANT(OP_DODGE);
  1818. BIND_ENUM_CONSTANT(OP_BURN);
  1819. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  1820. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  1821. BIND_ENUM_CONSTANT(OP_MAX);
  1822. }
  1823. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  1824. set_input_port_default_value(0, Vector3());
  1825. set_input_port_default_value(1, Vector3());
  1826. }
  1827. ////////////// Transform Op
  1828. String VisualShaderNodeTransformOp::get_caption() const {
  1829. return "TransformOp";
  1830. }
  1831. int VisualShaderNodeTransformOp::get_input_port_count() const {
  1832. return 2;
  1833. }
  1834. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
  1835. return PORT_TYPE_TRANSFORM;
  1836. }
  1837. String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
  1838. return p_port == 0 ? "a" : "b";
  1839. }
  1840. int VisualShaderNodeTransformOp::get_output_port_count() const {
  1841. return 1;
  1842. }
  1843. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
  1844. return PORT_TYPE_TRANSFORM;
  1845. }
  1846. String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
  1847. return "mult"; //no output port means the editor will be used as port
  1848. }
  1849. 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 {
  1850. switch (op) {
  1851. case OP_AxB:
  1852. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1853. case OP_BxA:
  1854. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  1855. case OP_AxB_COMP:
  1856. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1857. case OP_BxA_COMP:
  1858. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  1859. case OP_ADD:
  1860. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1861. case OP_A_MINUS_B:
  1862. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1863. case OP_B_MINUS_A:
  1864. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
  1865. case OP_A_DIV_B:
  1866. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1867. case OP_B_DIV_A:
  1868. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
  1869. default:
  1870. return "";
  1871. }
  1872. }
  1873. void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
  1874. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1875. if (op == p_op) {
  1876. return;
  1877. }
  1878. op = p_op;
  1879. emit_changed();
  1880. }
  1881. VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
  1882. return op;
  1883. }
  1884. Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
  1885. Vector<StringName> props;
  1886. props.push_back("operator");
  1887. return props;
  1888. }
  1889. void VisualShaderNodeTransformOp::_bind_methods() {
  1890. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
  1891. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
  1892. 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");
  1893. BIND_ENUM_CONSTANT(OP_AxB);
  1894. BIND_ENUM_CONSTANT(OP_BxA);
  1895. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1896. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1897. BIND_ENUM_CONSTANT(OP_ADD);
  1898. BIND_ENUM_CONSTANT(OP_A_MINUS_B);
  1899. BIND_ENUM_CONSTANT(OP_B_MINUS_A);
  1900. BIND_ENUM_CONSTANT(OP_A_DIV_B);
  1901. BIND_ENUM_CONSTANT(OP_B_DIV_A);
  1902. BIND_ENUM_CONSTANT(OP_MAX);
  1903. }
  1904. VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
  1905. set_input_port_default_value(0, Transform3D());
  1906. set_input_port_default_value(1, Transform3D());
  1907. }
  1908. ////////////// TransformVec Mult
  1909. String VisualShaderNodeTransformVecMult::get_caption() const {
  1910. return "TransformVectorMult";
  1911. }
  1912. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1913. return 2;
  1914. }
  1915. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1916. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
  1917. }
  1918. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1919. return p_port == 0 ? "a" : "b";
  1920. }
  1921. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1922. return 1;
  1923. }
  1924. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1925. return PORT_TYPE_VECTOR_3D;
  1926. }
  1927. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1928. return ""; //no output port means the editor will be used as port
  1929. }
  1930. 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 {
  1931. if (op == OP_AxB) {
  1932. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  1933. } else if (op == OP_BxA) {
  1934. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  1935. } else if (op == OP_3x3_AxB) {
  1936. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  1937. } else {
  1938. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  1939. }
  1940. }
  1941. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1942. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1943. if (op == p_op) {
  1944. return;
  1945. }
  1946. op = p_op;
  1947. emit_changed();
  1948. }
  1949. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1950. return op;
  1951. }
  1952. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1953. Vector<StringName> props;
  1954. props.push_back("operator");
  1955. return props;
  1956. }
  1957. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1958. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1959. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1960. 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");
  1961. BIND_ENUM_CONSTANT(OP_AxB);
  1962. BIND_ENUM_CONSTANT(OP_BxA);
  1963. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1964. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1965. BIND_ENUM_CONSTANT(OP_MAX);
  1966. }
  1967. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1968. set_input_port_default_value(0, Transform3D());
  1969. set_input_port_default_value(1, Vector3());
  1970. }
  1971. ////////////// Float Func
  1972. String VisualShaderNodeFloatFunc::get_caption() const {
  1973. return "FloatFunc";
  1974. }
  1975. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  1976. return 1;
  1977. }
  1978. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  1979. return PORT_TYPE_SCALAR;
  1980. }
  1981. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  1982. return "";
  1983. }
  1984. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  1985. return 1;
  1986. }
  1987. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  1988. return PORT_TYPE_SCALAR;
  1989. }
  1990. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  1991. return ""; //no output port means the editor will be used as port
  1992. }
  1993. 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 {
  1994. static const char *functions[FUNC_MAX] = {
  1995. "sin($)",
  1996. "cos($)",
  1997. "tan($)",
  1998. "asin($)",
  1999. "acos($)",
  2000. "atan($)",
  2001. "sinh($)",
  2002. "cosh($)",
  2003. "tanh($)",
  2004. "log($)",
  2005. "exp($)",
  2006. "sqrt($)",
  2007. "abs($)",
  2008. "sign($)",
  2009. "floor($)",
  2010. "round($)",
  2011. "ceil($)",
  2012. "fract($)",
  2013. "min(max($, 0.0), 1.0)",
  2014. "-($)",
  2015. "acosh($)",
  2016. "asinh($)",
  2017. "atanh($)",
  2018. "degrees($)",
  2019. "exp2($)",
  2020. "inversesqrt($)",
  2021. "log2($)",
  2022. "radians($)",
  2023. "1.0 / ($)",
  2024. "roundEven($)",
  2025. "trunc($)",
  2026. "1.0 - $"
  2027. };
  2028. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2029. }
  2030. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  2031. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2032. if (func == p_func) {
  2033. return;
  2034. }
  2035. func = p_func;
  2036. emit_changed();
  2037. }
  2038. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  2039. return func;
  2040. }
  2041. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  2042. Vector<StringName> props;
  2043. props.push_back("function");
  2044. return props;
  2045. }
  2046. void VisualShaderNodeFloatFunc::_bind_methods() {
  2047. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  2048. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  2049. 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,Fract,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  2050. BIND_ENUM_CONSTANT(FUNC_SIN);
  2051. BIND_ENUM_CONSTANT(FUNC_COS);
  2052. BIND_ENUM_CONSTANT(FUNC_TAN);
  2053. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2054. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2055. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2056. BIND_ENUM_CONSTANT(FUNC_SINH);
  2057. BIND_ENUM_CONSTANT(FUNC_COSH);
  2058. BIND_ENUM_CONSTANT(FUNC_TANH);
  2059. BIND_ENUM_CONSTANT(FUNC_LOG);
  2060. BIND_ENUM_CONSTANT(FUNC_EXP);
  2061. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2062. BIND_ENUM_CONSTANT(FUNC_ABS);
  2063. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2064. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2065. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2066. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2067. BIND_ENUM_CONSTANT(FUNC_FRACT);
  2068. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2069. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2070. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2071. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2072. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2073. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2074. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2075. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2076. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2077. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2078. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2079. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2080. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2081. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2082. BIND_ENUM_CONSTANT(FUNC_MAX);
  2083. }
  2084. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  2085. set_input_port_default_value(0, 0.0);
  2086. }
  2087. ////////////// Int Func
  2088. String VisualShaderNodeIntFunc::get_caption() const {
  2089. return "IntFunc";
  2090. }
  2091. int VisualShaderNodeIntFunc::get_input_port_count() const {
  2092. return 1;
  2093. }
  2094. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  2095. return PORT_TYPE_SCALAR_INT;
  2096. }
  2097. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  2098. return "";
  2099. }
  2100. int VisualShaderNodeIntFunc::get_output_port_count() const {
  2101. return 1;
  2102. }
  2103. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  2104. return PORT_TYPE_SCALAR_INT;
  2105. }
  2106. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  2107. return ""; //no output port means the editor will be used as port
  2108. }
  2109. 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 {
  2110. static const char *functions[FUNC_MAX] = {
  2111. "abs($)",
  2112. "-($)",
  2113. "sign($)",
  2114. "~($)"
  2115. };
  2116. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2117. }
  2118. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  2119. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2120. if (func == p_func) {
  2121. return;
  2122. }
  2123. func = p_func;
  2124. emit_changed();
  2125. }
  2126. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  2127. return func;
  2128. }
  2129. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  2130. Vector<StringName> props;
  2131. props.push_back("function");
  2132. return props;
  2133. }
  2134. void VisualShaderNodeIntFunc::_bind_methods() {
  2135. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  2136. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  2137. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign,Bitwise NOT"), "set_function", "get_function");
  2138. BIND_ENUM_CONSTANT(FUNC_ABS);
  2139. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2140. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2141. BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
  2142. BIND_ENUM_CONSTANT(FUNC_MAX);
  2143. }
  2144. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  2145. set_input_port_default_value(0, 0);
  2146. }
  2147. ////////////// Vector Func
  2148. String VisualShaderNodeVectorFunc::get_caption() const {
  2149. return "VectorFunc";
  2150. }
  2151. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  2152. return 1;
  2153. }
  2154. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  2155. return "";
  2156. }
  2157. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  2158. return 1;
  2159. }
  2160. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  2161. return "result";
  2162. }
  2163. 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 {
  2164. static const char *funcs[FUNC_MAX] = {
  2165. "normalize($)",
  2166. "", // FUNC_SATURATE
  2167. "-($)",
  2168. "1.0 / ($)",
  2169. "abs($)",
  2170. "acos($)",
  2171. "acosh($)",
  2172. "asin($)",
  2173. "asinh($)",
  2174. "atan($)",
  2175. "atanh($)",
  2176. "ceil($)",
  2177. "cos($)",
  2178. "cosh($)",
  2179. "degrees($)",
  2180. "exp($)",
  2181. "exp2($)",
  2182. "floor($)",
  2183. "fract($)",
  2184. "inversesqrt($)",
  2185. "log($)",
  2186. "log2($)",
  2187. "radians($)",
  2188. "round($)",
  2189. "roundEven($)",
  2190. "sign($)",
  2191. "sin($)",
  2192. "sinh($)",
  2193. "sqrt($)",
  2194. "tan($)",
  2195. "tanh($)",
  2196. "trunc($)",
  2197. "" // FUNC_ONEMINUS
  2198. };
  2199. if (func == FUNC_SATURATE) {
  2200. String code;
  2201. if (op_type == OP_TYPE_VECTOR_2D) {
  2202. code = "max(min($, vec2(1.0)), vec2(0.0))";
  2203. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2204. code = "max(min($, vec3(1.0)), vec3(0.0))";
  2205. } else {
  2206. code = "max(min($, vec4(1.0)), vec4(0.0))";
  2207. }
  2208. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2209. }
  2210. if (func == FUNC_ONEMINUS) {
  2211. String code;
  2212. if (op_type == OP_TYPE_VECTOR_2D) {
  2213. code = "vec2(1.0) - $";
  2214. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2215. code = "vec3(1.0) - $";
  2216. } else {
  2217. code = "vec4(1.0) - $";
  2218. }
  2219. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2220. }
  2221. return " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2222. }
  2223. void VisualShaderNodeVectorFunc::set_op_type(OpType p_op_type) {
  2224. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2225. if (op_type == p_op_type) {
  2226. return;
  2227. }
  2228. switch (p_op_type) {
  2229. case OP_TYPE_VECTOR_2D: {
  2230. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2231. } break;
  2232. case OP_TYPE_VECTOR_3D: {
  2233. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2234. } break;
  2235. case OP_TYPE_VECTOR_4D: {
  2236. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2237. } break;
  2238. default:
  2239. break;
  2240. }
  2241. op_type = p_op_type;
  2242. emit_changed();
  2243. }
  2244. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  2245. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2246. if (func == p_func) {
  2247. return;
  2248. }
  2249. func = p_func;
  2250. emit_changed();
  2251. }
  2252. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  2253. return func;
  2254. }
  2255. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  2256. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  2257. props.push_back("function");
  2258. return props;
  2259. }
  2260. void VisualShaderNodeVectorFunc::_bind_methods() {
  2261. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  2262. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  2263. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Fract,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  2264. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  2265. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2266. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2267. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2268. BIND_ENUM_CONSTANT(FUNC_ABS);
  2269. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2270. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2271. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2272. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2273. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2274. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2275. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2276. BIND_ENUM_CONSTANT(FUNC_COS);
  2277. BIND_ENUM_CONSTANT(FUNC_COSH);
  2278. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2279. BIND_ENUM_CONSTANT(FUNC_EXP);
  2280. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2281. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2282. BIND_ENUM_CONSTANT(FUNC_FRACT);
  2283. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2284. BIND_ENUM_CONSTANT(FUNC_LOG);
  2285. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2286. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2287. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2288. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2289. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2290. BIND_ENUM_CONSTANT(FUNC_SIN);
  2291. BIND_ENUM_CONSTANT(FUNC_SINH);
  2292. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2293. BIND_ENUM_CONSTANT(FUNC_TAN);
  2294. BIND_ENUM_CONSTANT(FUNC_TANH);
  2295. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2296. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2297. BIND_ENUM_CONSTANT(FUNC_MAX);
  2298. }
  2299. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  2300. switch (op_type) {
  2301. case OP_TYPE_VECTOR_2D: {
  2302. set_input_port_default_value(0, Vector2());
  2303. } break;
  2304. case OP_TYPE_VECTOR_3D: {
  2305. set_input_port_default_value(0, Vector3());
  2306. } break;
  2307. case OP_TYPE_VECTOR_4D: {
  2308. set_input_port_default_value(0, Quaternion());
  2309. } break;
  2310. default:
  2311. break;
  2312. }
  2313. }
  2314. ////////////// ColorFunc
  2315. String VisualShaderNodeColorFunc::get_caption() const {
  2316. return "ColorFunc";
  2317. }
  2318. int VisualShaderNodeColorFunc::get_input_port_count() const {
  2319. return 1;
  2320. }
  2321. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  2322. return PORT_TYPE_VECTOR_3D;
  2323. }
  2324. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  2325. return "";
  2326. }
  2327. int VisualShaderNodeColorFunc::get_output_port_count() const {
  2328. return 1;
  2329. }
  2330. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  2331. return PORT_TYPE_VECTOR_3D;
  2332. }
  2333. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  2334. return "";
  2335. }
  2336. 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 {
  2337. String code;
  2338. switch (func) {
  2339. case FUNC_GRAYSCALE:
  2340. code += " {\n";
  2341. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2342. code += " float max1 = max(c.r, c.g);\n";
  2343. code += " float max2 = max(max1, c.b);\n";
  2344. code += " " + p_output_vars[0] + " = vec3(max2, max2, max2);\n";
  2345. code += " }\n";
  2346. break;
  2347. case FUNC_HSV2RGB:
  2348. code += " {\n";
  2349. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2350. code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  2351. code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  2352. code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  2353. code += " }\n";
  2354. break;
  2355. case FUNC_RGB2HSV:
  2356. code += " {\n";
  2357. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2358. code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  2359. code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  2360. code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  2361. code += " float d = q.x - min(q.w, q.y);\n";
  2362. code += " float e = 1.0e-10;\n";
  2363. code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  2364. code += " }\n";
  2365. break;
  2366. case FUNC_SEPIA:
  2367. code += " {\n";
  2368. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2369. code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  2370. code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  2371. code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  2372. code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
  2373. code += " }\n";
  2374. break;
  2375. default:
  2376. break;
  2377. }
  2378. return code;
  2379. }
  2380. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  2381. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2382. if (func == p_func) {
  2383. return;
  2384. }
  2385. func = p_func;
  2386. emit_changed();
  2387. }
  2388. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  2389. return func;
  2390. }
  2391. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  2392. Vector<StringName> props;
  2393. props.push_back("function");
  2394. return props;
  2395. }
  2396. void VisualShaderNodeColorFunc::_bind_methods() {
  2397. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  2398. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  2399. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,HSV2RGB,RGB2HSV,Sepia"), "set_function", "get_function");
  2400. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  2401. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  2402. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  2403. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  2404. BIND_ENUM_CONSTANT(FUNC_MAX);
  2405. }
  2406. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  2407. simple_decl = false;
  2408. set_input_port_default_value(0, Vector3());
  2409. }
  2410. ////////////// Transform Func
  2411. String VisualShaderNodeTransformFunc::get_caption() const {
  2412. return "TransformFunc";
  2413. }
  2414. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2415. return 1;
  2416. }
  2417. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2418. return PORT_TYPE_TRANSFORM;
  2419. }
  2420. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2421. return "";
  2422. }
  2423. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2424. return 1;
  2425. }
  2426. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2427. return PORT_TYPE_TRANSFORM;
  2428. }
  2429. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2430. return "";
  2431. }
  2432. 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 {
  2433. static const char *functions[FUNC_MAX] = {
  2434. "inverse($)",
  2435. "transpose($)"
  2436. };
  2437. String code;
  2438. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2439. return code;
  2440. }
  2441. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2442. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2443. if (func == p_func) {
  2444. return;
  2445. }
  2446. func = p_func;
  2447. emit_changed();
  2448. }
  2449. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2450. return func;
  2451. }
  2452. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2453. Vector<StringName> props;
  2454. props.push_back("function");
  2455. return props;
  2456. }
  2457. void VisualShaderNodeTransformFunc::_bind_methods() {
  2458. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2459. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2460. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2461. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2462. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2463. BIND_ENUM_CONSTANT(FUNC_MAX);
  2464. }
  2465. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2466. set_input_port_default_value(0, Transform3D());
  2467. }
  2468. ////////////// UV Func
  2469. String VisualShaderNodeUVFunc::get_caption() const {
  2470. return "UVFunc";
  2471. }
  2472. int VisualShaderNodeUVFunc::get_input_port_count() const {
  2473. return 3;
  2474. }
  2475. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
  2476. switch (p_port) {
  2477. case 0:
  2478. return PORT_TYPE_VECTOR_2D; // uv
  2479. case 1:
  2480. return PORT_TYPE_VECTOR_2D; // scale
  2481. case 2:
  2482. return PORT_TYPE_VECTOR_2D; // offset & pivot
  2483. default:
  2484. break;
  2485. }
  2486. return PORT_TYPE_SCALAR;
  2487. }
  2488. String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
  2489. switch (p_port) {
  2490. case 0:
  2491. return "uv";
  2492. case 1:
  2493. return "scale";
  2494. case 2:
  2495. switch (func) {
  2496. case FUNC_PANNING:
  2497. return "offset";
  2498. case FUNC_SCALING:
  2499. return "pivot";
  2500. default:
  2501. break;
  2502. }
  2503. break;
  2504. default:
  2505. break;
  2506. }
  2507. return "";
  2508. }
  2509. bool VisualShaderNodeUVFunc::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2510. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2511. if (p_port == 0) {
  2512. return true;
  2513. }
  2514. }
  2515. return false;
  2516. }
  2517. int VisualShaderNodeUVFunc::get_output_port_count() const {
  2518. return 1;
  2519. }
  2520. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
  2521. return PORT_TYPE_VECTOR_2D;
  2522. }
  2523. String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
  2524. return "uv";
  2525. }
  2526. bool VisualShaderNodeUVFunc::is_show_prop_names() const {
  2527. return true;
  2528. }
  2529. 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 {
  2530. String code;
  2531. String uv;
  2532. if (p_input_vars[0].is_empty()) {
  2533. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2534. uv = "UV";
  2535. } else {
  2536. uv = "vec2(0.0)";
  2537. }
  2538. } else {
  2539. uv = vformat("%s", p_input_vars[0]);
  2540. }
  2541. String scale = vformat("%s", p_input_vars[1]);
  2542. String offset_pivot = vformat("%s", p_input_vars[2]);
  2543. switch (func) {
  2544. case FUNC_PANNING: {
  2545. code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
  2546. } break;
  2547. case FUNC_SCALING: {
  2548. code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
  2549. } break;
  2550. default:
  2551. break;
  2552. }
  2553. return code;
  2554. }
  2555. void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
  2556. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2557. if (func == p_func) {
  2558. return;
  2559. }
  2560. if (p_func == FUNC_PANNING) {
  2561. set_input_port_default_value(2, Vector2()); // offset
  2562. } else { // FUNC_SCALING
  2563. set_input_port_default_value(2, Vector2(0.5, 0.5)); // pivot
  2564. }
  2565. func = p_func;
  2566. emit_changed();
  2567. }
  2568. VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
  2569. return func;
  2570. }
  2571. Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
  2572. Vector<StringName> props;
  2573. props.push_back("function");
  2574. return props;
  2575. }
  2576. void VisualShaderNodeUVFunc::_bind_methods() {
  2577. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
  2578. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
  2579. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
  2580. BIND_ENUM_CONSTANT(FUNC_PANNING);
  2581. BIND_ENUM_CONSTANT(FUNC_SCALING);
  2582. BIND_ENUM_CONSTANT(FUNC_MAX);
  2583. }
  2584. VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
  2585. set_input_port_default_value(1, Vector2(1.0, 1.0)); // scale
  2586. set_input_port_default_value(2, Vector2()); // offset
  2587. }
  2588. ////////////// Dot Product
  2589. String VisualShaderNodeDotProduct::get_caption() const {
  2590. return "DotProduct";
  2591. }
  2592. int VisualShaderNodeDotProduct::get_input_port_count() const {
  2593. return 2;
  2594. }
  2595. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  2596. return PORT_TYPE_VECTOR_3D;
  2597. }
  2598. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  2599. return p_port == 0 ? "a" : "b";
  2600. }
  2601. int VisualShaderNodeDotProduct::get_output_port_count() const {
  2602. return 1;
  2603. }
  2604. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  2605. return PORT_TYPE_SCALAR;
  2606. }
  2607. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  2608. return "dot";
  2609. }
  2610. 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 {
  2611. return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2612. }
  2613. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  2614. set_input_port_default_value(0, Vector3());
  2615. set_input_port_default_value(1, Vector3());
  2616. }
  2617. ////////////// Vector Len
  2618. String VisualShaderNodeVectorLen::get_caption() const {
  2619. return "VectorLen";
  2620. }
  2621. int VisualShaderNodeVectorLen::get_input_port_count() const {
  2622. return 1;
  2623. }
  2624. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  2625. return "";
  2626. }
  2627. int VisualShaderNodeVectorLen::get_output_port_count() const {
  2628. return 1;
  2629. }
  2630. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  2631. return PORT_TYPE_SCALAR;
  2632. }
  2633. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  2634. return "length";
  2635. }
  2636. void VisualShaderNodeVectorLen::set_op_type(OpType p_op_type) {
  2637. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2638. if (op_type == p_op_type) {
  2639. return;
  2640. }
  2641. switch (p_op_type) {
  2642. case OP_TYPE_VECTOR_2D: {
  2643. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2644. } break;
  2645. case OP_TYPE_VECTOR_3D: {
  2646. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2647. } break;
  2648. case OP_TYPE_VECTOR_4D: {
  2649. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2650. } break;
  2651. default:
  2652. break;
  2653. }
  2654. op_type = p_op_type;
  2655. emit_changed();
  2656. }
  2657. 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 {
  2658. return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  2659. }
  2660. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  2661. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2662. }
  2663. ////////////// Determinant
  2664. String VisualShaderNodeDeterminant::get_caption() const {
  2665. return "Determinant";
  2666. }
  2667. int VisualShaderNodeDeterminant::get_input_port_count() const {
  2668. return 1;
  2669. }
  2670. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  2671. return PORT_TYPE_TRANSFORM;
  2672. }
  2673. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  2674. return "";
  2675. }
  2676. int VisualShaderNodeDeterminant::get_output_port_count() const {
  2677. return 1;
  2678. }
  2679. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  2680. return PORT_TYPE_SCALAR;
  2681. }
  2682. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  2683. return "";
  2684. }
  2685. 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 {
  2686. return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  2687. }
  2688. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  2689. set_input_port_default_value(0, Transform3D());
  2690. }
  2691. ////////////// Derivative Function
  2692. String VisualShaderNodeDerivativeFunc::get_caption() const {
  2693. return "DerivativeFunc";
  2694. }
  2695. int VisualShaderNodeDerivativeFunc::get_input_port_count() const {
  2696. return 1;
  2697. }
  2698. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_input_port_type(int p_port) const {
  2699. switch (op_type) {
  2700. case OP_TYPE_VECTOR_2D:
  2701. return PORT_TYPE_VECTOR_2D;
  2702. case OP_TYPE_VECTOR_3D:
  2703. return PORT_TYPE_VECTOR_3D;
  2704. case OP_TYPE_VECTOR_4D:
  2705. return PORT_TYPE_VECTOR_4D;
  2706. default:
  2707. break;
  2708. }
  2709. return PORT_TYPE_SCALAR;
  2710. }
  2711. String VisualShaderNodeDerivativeFunc::get_input_port_name(int p_port) const {
  2712. return "p";
  2713. }
  2714. int VisualShaderNodeDerivativeFunc::get_output_port_count() const {
  2715. return 1;
  2716. }
  2717. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_output_port_type(int p_port) const {
  2718. switch (op_type) {
  2719. case OP_TYPE_VECTOR_2D:
  2720. return PORT_TYPE_VECTOR_2D;
  2721. case OP_TYPE_VECTOR_3D:
  2722. return PORT_TYPE_VECTOR_3D;
  2723. case OP_TYPE_VECTOR_4D:
  2724. return PORT_TYPE_VECTOR_4D;
  2725. default:
  2726. break;
  2727. }
  2728. return PORT_TYPE_SCALAR;
  2729. }
  2730. String VisualShaderNodeDerivativeFunc::get_output_port_name(int p_port) const {
  2731. return "result";
  2732. }
  2733. String VisualShaderNodeDerivativeFunc::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 {
  2734. static const char *functions[FUNC_MAX] = {
  2735. "fwidth($)",
  2736. "dFdx($)",
  2737. "dFdy($)"
  2738. };
  2739. String code;
  2740. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2741. return code;
  2742. }
  2743. void VisualShaderNodeDerivativeFunc::set_op_type(OpType p_op_type) {
  2744. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2745. if (op_type == p_op_type) {
  2746. return;
  2747. }
  2748. switch (p_op_type) {
  2749. case OP_TYPE_SCALAR: {
  2750. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  2751. } break;
  2752. case OP_TYPE_VECTOR_2D: {
  2753. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2754. } break;
  2755. case OP_TYPE_VECTOR_3D: {
  2756. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2757. } break;
  2758. case OP_TYPE_VECTOR_4D: {
  2759. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2760. } break;
  2761. default:
  2762. break;
  2763. }
  2764. op_type = p_op_type;
  2765. emit_changed();
  2766. }
  2767. VisualShaderNodeDerivativeFunc::OpType VisualShaderNodeDerivativeFunc::get_op_type() const {
  2768. return op_type;
  2769. }
  2770. void VisualShaderNodeDerivativeFunc::set_function(Function p_func) {
  2771. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2772. if (func == p_func) {
  2773. return;
  2774. }
  2775. func = p_func;
  2776. emit_changed();
  2777. }
  2778. VisualShaderNodeDerivativeFunc::Function VisualShaderNodeDerivativeFunc::get_function() const {
  2779. return func;
  2780. }
  2781. Vector<StringName> VisualShaderNodeDerivativeFunc::get_editable_properties() const {
  2782. Vector<StringName> props;
  2783. props.push_back("op_type");
  2784. props.push_back("function");
  2785. return props;
  2786. }
  2787. void VisualShaderNodeDerivativeFunc::_bind_methods() {
  2788. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeDerivativeFunc::set_op_type);
  2789. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeDerivativeFunc::get_op_type);
  2790. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeDerivativeFunc::set_function);
  2791. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeDerivativeFunc::get_function);
  2792. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  2793. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2794. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2795. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  2796. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  2797. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  2798. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2799. BIND_ENUM_CONSTANT(FUNC_SUM);
  2800. BIND_ENUM_CONSTANT(FUNC_X);
  2801. BIND_ENUM_CONSTANT(FUNC_Y);
  2802. BIND_ENUM_CONSTANT(FUNC_MAX);
  2803. }
  2804. VisualShaderNodeDerivativeFunc::VisualShaderNodeDerivativeFunc() {
  2805. set_input_port_default_value(0, 0.0);
  2806. }
  2807. ////////////// Clamp
  2808. String VisualShaderNodeClamp::get_caption() const {
  2809. return "Clamp";
  2810. }
  2811. int VisualShaderNodeClamp::get_input_port_count() const {
  2812. return 3;
  2813. }
  2814. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
  2815. switch (op_type) {
  2816. case OP_TYPE_INT:
  2817. return PORT_TYPE_SCALAR_INT;
  2818. case OP_TYPE_VECTOR_2D:
  2819. return PORT_TYPE_VECTOR_2D;
  2820. case OP_TYPE_VECTOR_3D:
  2821. return PORT_TYPE_VECTOR_3D;
  2822. case OP_TYPE_VECTOR_4D:
  2823. return PORT_TYPE_VECTOR_4D;
  2824. default:
  2825. break;
  2826. }
  2827. return PORT_TYPE_SCALAR;
  2828. }
  2829. String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
  2830. if (p_port == 0) {
  2831. return "";
  2832. } else if (p_port == 1) {
  2833. return "min";
  2834. } else if (p_port == 2) {
  2835. return "max";
  2836. }
  2837. return "";
  2838. }
  2839. int VisualShaderNodeClamp::get_output_port_count() const {
  2840. return 1;
  2841. }
  2842. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
  2843. switch (op_type) {
  2844. case OP_TYPE_INT:
  2845. return PORT_TYPE_SCALAR_INT;
  2846. case OP_TYPE_VECTOR_2D:
  2847. return PORT_TYPE_VECTOR_2D;
  2848. case OP_TYPE_VECTOR_3D:
  2849. return PORT_TYPE_VECTOR_3D;
  2850. case OP_TYPE_VECTOR_4D:
  2851. return PORT_TYPE_VECTOR_4D;
  2852. default:
  2853. break;
  2854. }
  2855. return PORT_TYPE_SCALAR;
  2856. }
  2857. String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
  2858. return "";
  2859. }
  2860. 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 {
  2861. return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2862. }
  2863. void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
  2864. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2865. if (op_type == p_op_type) {
  2866. return;
  2867. }
  2868. switch (p_op_type) {
  2869. case OP_TYPE_FLOAT:
  2870. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  2871. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  2872. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  2873. break;
  2874. case OP_TYPE_INT:
  2875. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  2876. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  2877. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  2878. break;
  2879. case OP_TYPE_VECTOR_2D:
  2880. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2881. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  2882. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  2883. break;
  2884. case OP_TYPE_VECTOR_3D:
  2885. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2886. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  2887. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  2888. break;
  2889. case OP_TYPE_VECTOR_4D:
  2890. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2891. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  2892. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  2893. break;
  2894. default:
  2895. break;
  2896. }
  2897. op_type = p_op_type;
  2898. emit_changed();
  2899. }
  2900. VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
  2901. return op_type;
  2902. }
  2903. Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
  2904. Vector<StringName> props;
  2905. props.push_back("op_type");
  2906. return props;
  2907. }
  2908. void VisualShaderNodeClamp::_bind_methods() {
  2909. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
  2910. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
  2911. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  2912. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  2913. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  2914. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  2915. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  2916. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  2917. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2918. }
  2919. VisualShaderNodeClamp::VisualShaderNodeClamp() {
  2920. set_input_port_default_value(0, 0.0);
  2921. set_input_port_default_value(1, 0.0);
  2922. set_input_port_default_value(2, 1.0);
  2923. }
  2924. ////////////// FaceForward
  2925. String VisualShaderNodeFaceForward::get_caption() const {
  2926. return "FaceForward";
  2927. }
  2928. int VisualShaderNodeFaceForward::get_input_port_count() const {
  2929. return 3;
  2930. }
  2931. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  2932. switch (p_port) {
  2933. case 0:
  2934. return "N";
  2935. case 1:
  2936. return "I";
  2937. case 2:
  2938. return "Nref";
  2939. default:
  2940. return "";
  2941. }
  2942. }
  2943. int VisualShaderNodeFaceForward::get_output_port_count() const {
  2944. return 1;
  2945. }
  2946. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  2947. return "";
  2948. }
  2949. void VisualShaderNodeFaceForward::set_op_type(OpType p_op_type) {
  2950. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2951. if (op_type == p_op_type) {
  2952. return;
  2953. }
  2954. switch (p_op_type) {
  2955. case OP_TYPE_VECTOR_2D: {
  2956. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2957. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  2958. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  2959. } break;
  2960. case OP_TYPE_VECTOR_3D: {
  2961. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2962. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  2963. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  2964. } break;
  2965. case OP_TYPE_VECTOR_4D: {
  2966. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2967. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  2968. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  2969. } break;
  2970. default:
  2971. break;
  2972. }
  2973. op_type = p_op_type;
  2974. emit_changed();
  2975. }
  2976. 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 {
  2977. return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2978. }
  2979. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  2980. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2981. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2982. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2983. }
  2984. ////////////// Outer Product
  2985. String VisualShaderNodeOuterProduct::get_caption() const {
  2986. return "OuterProduct";
  2987. }
  2988. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  2989. return 2;
  2990. }
  2991. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  2992. return PORT_TYPE_VECTOR_3D;
  2993. }
  2994. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  2995. switch (p_port) {
  2996. case 0:
  2997. return "c";
  2998. case 1:
  2999. return "r";
  3000. default:
  3001. return "";
  3002. }
  3003. }
  3004. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  3005. return 1;
  3006. }
  3007. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  3008. return PORT_TYPE_TRANSFORM;
  3009. }
  3010. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  3011. return "";
  3012. }
  3013. 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 {
  3014. return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  3015. }
  3016. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  3017. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3018. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3019. }
  3020. ////////////// Step
  3021. String VisualShaderNodeStep::get_caption() const {
  3022. return "Step";
  3023. }
  3024. int VisualShaderNodeStep::get_input_port_count() const {
  3025. return 2;
  3026. }
  3027. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
  3028. switch (op_type) {
  3029. case OP_TYPE_VECTOR_2D:
  3030. return PORT_TYPE_VECTOR_2D;
  3031. case OP_TYPE_VECTOR_2D_SCALAR:
  3032. if (p_port == 1) {
  3033. return PORT_TYPE_VECTOR_2D;
  3034. }
  3035. break;
  3036. case OP_TYPE_VECTOR_3D:
  3037. return PORT_TYPE_VECTOR_3D;
  3038. case OP_TYPE_VECTOR_3D_SCALAR:
  3039. if (p_port == 1) {
  3040. return PORT_TYPE_VECTOR_3D;
  3041. }
  3042. break;
  3043. case OP_TYPE_VECTOR_4D:
  3044. return PORT_TYPE_VECTOR_4D;
  3045. case OP_TYPE_VECTOR_4D_SCALAR:
  3046. if (p_port == 1) {
  3047. return PORT_TYPE_VECTOR_4D;
  3048. }
  3049. break;
  3050. default:
  3051. break;
  3052. }
  3053. return PORT_TYPE_SCALAR;
  3054. }
  3055. String VisualShaderNodeStep::get_input_port_name(int p_port) const {
  3056. switch (p_port) {
  3057. case 0:
  3058. return "edge";
  3059. case 1:
  3060. return "x";
  3061. }
  3062. return String();
  3063. }
  3064. int VisualShaderNodeStep::get_output_port_count() const {
  3065. return 1;
  3066. }
  3067. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
  3068. switch (op_type) {
  3069. case OP_TYPE_VECTOR_2D:
  3070. return PORT_TYPE_VECTOR_2D;
  3071. case OP_TYPE_VECTOR_2D_SCALAR:
  3072. return PORT_TYPE_VECTOR_2D;
  3073. case OP_TYPE_VECTOR_3D:
  3074. return PORT_TYPE_VECTOR_3D;
  3075. case OP_TYPE_VECTOR_3D_SCALAR:
  3076. return PORT_TYPE_VECTOR_3D;
  3077. case OP_TYPE_VECTOR_4D:
  3078. return PORT_TYPE_VECTOR_4D;
  3079. case OP_TYPE_VECTOR_4D_SCALAR:
  3080. return PORT_TYPE_VECTOR_4D;
  3081. default:
  3082. break;
  3083. }
  3084. return PORT_TYPE_SCALAR;
  3085. }
  3086. String VisualShaderNodeStep::get_output_port_name(int p_port) const {
  3087. return "";
  3088. }
  3089. void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
  3090. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3091. if (op_type == p_op_type) {
  3092. return;
  3093. }
  3094. switch (p_op_type) {
  3095. case OP_TYPE_SCALAR: {
  3096. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3097. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  3098. } break;
  3099. case OP_TYPE_VECTOR_2D: {
  3100. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3101. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3102. } break;
  3103. case OP_TYPE_VECTOR_2D_SCALAR: {
  3104. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3105. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3106. } break;
  3107. case OP_TYPE_VECTOR_3D: {
  3108. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3109. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3110. } break;
  3111. case OP_TYPE_VECTOR_3D_SCALAR: {
  3112. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3113. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3114. } break;
  3115. case OP_TYPE_VECTOR_4D: {
  3116. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3117. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3118. } break;
  3119. case OP_TYPE_VECTOR_4D_SCALAR: {
  3120. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3121. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3122. } break;
  3123. default:
  3124. break;
  3125. }
  3126. op_type = p_op_type;
  3127. emit_changed();
  3128. }
  3129. VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
  3130. return op_type;
  3131. }
  3132. 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 {
  3133. return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3134. }
  3135. Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
  3136. Vector<StringName> props;
  3137. props.push_back("op_type");
  3138. return props;
  3139. }
  3140. void VisualShaderNodeStep::_bind_methods() {
  3141. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
  3142. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
  3143. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3144. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3145. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3146. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3147. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3148. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3149. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3150. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3151. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3152. }
  3153. VisualShaderNodeStep::VisualShaderNodeStep() {
  3154. set_input_port_default_value(0, 0.0);
  3155. set_input_port_default_value(1, 0.0);
  3156. }
  3157. ////////////// SmoothStep
  3158. String VisualShaderNodeSmoothStep::get_caption() const {
  3159. return "SmoothStep";
  3160. }
  3161. int VisualShaderNodeSmoothStep::get_input_port_count() const {
  3162. return 3;
  3163. }
  3164. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
  3165. switch (op_type) {
  3166. case OP_TYPE_VECTOR_2D:
  3167. return PORT_TYPE_VECTOR_2D;
  3168. case OP_TYPE_VECTOR_2D_SCALAR:
  3169. if (p_port == 2) {
  3170. return PORT_TYPE_VECTOR_2D; // x
  3171. }
  3172. break;
  3173. case OP_TYPE_VECTOR_3D:
  3174. return PORT_TYPE_VECTOR_3D;
  3175. case OP_TYPE_VECTOR_3D_SCALAR:
  3176. if (p_port == 2) {
  3177. return PORT_TYPE_VECTOR_3D; // x
  3178. }
  3179. break;
  3180. case OP_TYPE_VECTOR_4D:
  3181. return PORT_TYPE_VECTOR_4D;
  3182. case OP_TYPE_VECTOR_4D_SCALAR:
  3183. if (p_port == 2) {
  3184. return PORT_TYPE_VECTOR_4D; // x
  3185. }
  3186. break;
  3187. default:
  3188. break;
  3189. }
  3190. return PORT_TYPE_SCALAR;
  3191. }
  3192. String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
  3193. switch (p_port) {
  3194. case 0:
  3195. return "edge0";
  3196. case 1:
  3197. return "edge1";
  3198. case 2:
  3199. return "x";
  3200. }
  3201. return String();
  3202. }
  3203. int VisualShaderNodeSmoothStep::get_output_port_count() const {
  3204. return 1;
  3205. }
  3206. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
  3207. switch (op_type) {
  3208. case OP_TYPE_VECTOR_2D:
  3209. return PORT_TYPE_VECTOR_2D;
  3210. case OP_TYPE_VECTOR_2D_SCALAR:
  3211. return PORT_TYPE_VECTOR_2D;
  3212. case OP_TYPE_VECTOR_3D:
  3213. return PORT_TYPE_VECTOR_3D;
  3214. case OP_TYPE_VECTOR_3D_SCALAR:
  3215. return PORT_TYPE_VECTOR_3D;
  3216. case OP_TYPE_VECTOR_4D:
  3217. return PORT_TYPE_VECTOR_4D;
  3218. case OP_TYPE_VECTOR_4D_SCALAR:
  3219. return PORT_TYPE_VECTOR_4D;
  3220. default:
  3221. break;
  3222. }
  3223. return PORT_TYPE_SCALAR;
  3224. }
  3225. String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
  3226. return "";
  3227. }
  3228. void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
  3229. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3230. if (op_type == p_op_type) {
  3231. return;
  3232. }
  3233. switch (p_op_type) {
  3234. case OP_TYPE_SCALAR:
  3235. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3236. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3237. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // x
  3238. break;
  3239. case OP_TYPE_VECTOR_2D:
  3240. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // edge0
  3241. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // edge1
  3242. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3243. break;
  3244. case OP_TYPE_VECTOR_2D_SCALAR:
  3245. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3246. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3247. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3248. break;
  3249. case OP_TYPE_VECTOR_3D:
  3250. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // edge0
  3251. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // edge1
  3252. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3253. break;
  3254. case OP_TYPE_VECTOR_3D_SCALAR:
  3255. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3256. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3257. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3258. break;
  3259. case OP_TYPE_VECTOR_4D:
  3260. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // edge0
  3261. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // edge1
  3262. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3263. break;
  3264. case OP_TYPE_VECTOR_4D_SCALAR:
  3265. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3266. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3267. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3268. break;
  3269. default:
  3270. break;
  3271. }
  3272. op_type = p_op_type;
  3273. emit_changed();
  3274. }
  3275. VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
  3276. return op_type;
  3277. }
  3278. 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 {
  3279. return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3280. }
  3281. Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
  3282. Vector<StringName> props;
  3283. props.push_back("op_type");
  3284. return props;
  3285. }
  3286. void VisualShaderNodeSmoothStep::_bind_methods() {
  3287. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
  3288. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
  3289. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3290. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3291. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3292. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3293. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3294. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3295. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3296. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3297. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3298. }
  3299. VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
  3300. set_input_port_default_value(0, 0.0); // edge0
  3301. set_input_port_default_value(1, 1.0); // edge1
  3302. set_input_port_default_value(2, 0.5); // x
  3303. }
  3304. ////////////// Distance
  3305. String VisualShaderNodeVectorDistance::get_caption() const {
  3306. return "Distance";
  3307. }
  3308. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  3309. return 2;
  3310. }
  3311. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  3312. switch (p_port) {
  3313. case 0:
  3314. return "a";
  3315. case 1:
  3316. return "b";
  3317. }
  3318. return String();
  3319. }
  3320. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  3321. return 1;
  3322. }
  3323. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  3324. return PORT_TYPE_SCALAR;
  3325. }
  3326. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  3327. return "";
  3328. }
  3329. void VisualShaderNodeVectorDistance::set_op_type(OpType p_op_type) {
  3330. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3331. if (op_type == p_op_type) {
  3332. return;
  3333. }
  3334. switch (p_op_type) {
  3335. case OP_TYPE_VECTOR_2D: {
  3336. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3337. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3338. } break;
  3339. case OP_TYPE_VECTOR_3D: {
  3340. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3341. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3342. } break;
  3343. case OP_TYPE_VECTOR_4D: {
  3344. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3345. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3346. } break;
  3347. default:
  3348. break;
  3349. }
  3350. op_type = p_op_type;
  3351. emit_changed();
  3352. }
  3353. 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 {
  3354. return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3355. }
  3356. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  3357. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3358. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // b
  3359. }
  3360. ////////////// Refract Vector
  3361. String VisualShaderNodeVectorRefract::get_caption() const {
  3362. return "Refract";
  3363. }
  3364. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  3365. return 3;
  3366. }
  3367. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  3368. switch (p_port) {
  3369. case 0:
  3370. return "I";
  3371. case 1:
  3372. return "N";
  3373. case 2:
  3374. return "eta";
  3375. }
  3376. return String();
  3377. }
  3378. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  3379. return 1;
  3380. }
  3381. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  3382. return "";
  3383. }
  3384. 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 {
  3385. return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3386. }
  3387. void VisualShaderNodeVectorRefract::set_op_type(OpType p_op_type) {
  3388. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3389. if (op_type == p_op_type) {
  3390. return;
  3391. }
  3392. switch (p_op_type) {
  3393. case OP_TYPE_VECTOR_2D: {
  3394. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3395. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3396. } break;
  3397. case OP_TYPE_VECTOR_3D: {
  3398. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3399. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3400. } break;
  3401. case OP_TYPE_VECTOR_4D: {
  3402. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3403. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3404. } break;
  3405. default:
  3406. break;
  3407. }
  3408. op_type = p_op_type;
  3409. emit_changed();
  3410. }
  3411. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  3412. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3413. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3414. set_input_port_default_value(2, 0.0);
  3415. }
  3416. ////////////// Mix
  3417. String VisualShaderNodeMix::get_caption() const {
  3418. return "Mix";
  3419. }
  3420. int VisualShaderNodeMix::get_input_port_count() const {
  3421. return 3;
  3422. }
  3423. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
  3424. switch (op_type) {
  3425. case OP_TYPE_VECTOR_2D:
  3426. return PORT_TYPE_VECTOR_2D;
  3427. case OP_TYPE_VECTOR_2D_SCALAR:
  3428. if (p_port == 2) {
  3429. break;
  3430. }
  3431. return PORT_TYPE_VECTOR_2D;
  3432. case OP_TYPE_VECTOR_3D:
  3433. return PORT_TYPE_VECTOR_3D;
  3434. case OP_TYPE_VECTOR_3D_SCALAR:
  3435. if (p_port == 2) {
  3436. break;
  3437. }
  3438. return PORT_TYPE_VECTOR_3D;
  3439. case OP_TYPE_VECTOR_4D:
  3440. return PORT_TYPE_VECTOR_4D;
  3441. case OP_TYPE_VECTOR_4D_SCALAR:
  3442. if (p_port == 2) {
  3443. break;
  3444. }
  3445. return PORT_TYPE_VECTOR_4D;
  3446. default:
  3447. break;
  3448. }
  3449. return PORT_TYPE_SCALAR;
  3450. }
  3451. String VisualShaderNodeMix::get_input_port_name(int p_port) const {
  3452. if (p_port == 0) {
  3453. return "a";
  3454. } else if (p_port == 1) {
  3455. return "b";
  3456. } else {
  3457. return "weight";
  3458. }
  3459. }
  3460. int VisualShaderNodeMix::get_output_port_count() const {
  3461. return 1;
  3462. }
  3463. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
  3464. switch (op_type) {
  3465. case OP_TYPE_VECTOR_2D:
  3466. return PORT_TYPE_VECTOR_2D;
  3467. case OP_TYPE_VECTOR_2D_SCALAR:
  3468. return PORT_TYPE_VECTOR_2D;
  3469. case OP_TYPE_VECTOR_3D:
  3470. return PORT_TYPE_VECTOR_3D;
  3471. case OP_TYPE_VECTOR_3D_SCALAR:
  3472. return PORT_TYPE_VECTOR_3D;
  3473. case OP_TYPE_VECTOR_4D:
  3474. return PORT_TYPE_VECTOR_4D;
  3475. case OP_TYPE_VECTOR_4D_SCALAR:
  3476. return PORT_TYPE_VECTOR_4D;
  3477. default:
  3478. break;
  3479. }
  3480. return PORT_TYPE_SCALAR;
  3481. }
  3482. String VisualShaderNodeMix::get_output_port_name(int p_port) const {
  3483. return "mix";
  3484. }
  3485. void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
  3486. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3487. if (op_type == p_op_type) {
  3488. return;
  3489. }
  3490. switch (p_op_type) {
  3491. case OP_TYPE_SCALAR: {
  3492. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // a
  3493. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // b
  3494. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3495. } break;
  3496. case OP_TYPE_VECTOR_2D: {
  3497. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3498. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3499. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // weight
  3500. } break;
  3501. case OP_TYPE_VECTOR_2D_SCALAR: {
  3502. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3503. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3504. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3505. } break;
  3506. case OP_TYPE_VECTOR_3D: {
  3507. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3508. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3509. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // weight
  3510. } break;
  3511. case OP_TYPE_VECTOR_3D_SCALAR: {
  3512. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3513. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3514. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3515. } break;
  3516. case OP_TYPE_VECTOR_4D: {
  3517. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3518. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3519. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // weight
  3520. } break;
  3521. case OP_TYPE_VECTOR_4D_SCALAR: {
  3522. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3523. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3524. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3525. } break;
  3526. default:
  3527. break;
  3528. }
  3529. op_type = p_op_type;
  3530. emit_changed();
  3531. }
  3532. VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
  3533. return op_type;
  3534. }
  3535. 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 {
  3536. return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3537. }
  3538. Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
  3539. Vector<StringName> props;
  3540. props.push_back("op_type");
  3541. return props;
  3542. }
  3543. void VisualShaderNodeMix::_bind_methods() {
  3544. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
  3545. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
  3546. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3547. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3548. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3549. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3550. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3551. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3552. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3553. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3554. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3555. }
  3556. VisualShaderNodeMix::VisualShaderNodeMix() {
  3557. set_input_port_default_value(0, 0.0); // a
  3558. set_input_port_default_value(1, 1.0); // b
  3559. set_input_port_default_value(2, 0.5); // weight
  3560. }
  3561. ////////////// Vector Compose
  3562. String VisualShaderNodeVectorCompose::get_caption() const {
  3563. return "VectorCompose";
  3564. }
  3565. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  3566. switch (op_type) {
  3567. case OP_TYPE_VECTOR_2D:
  3568. return 2;
  3569. case OP_TYPE_VECTOR_3D:
  3570. return 3;
  3571. case OP_TYPE_VECTOR_4D:
  3572. return 4;
  3573. default:
  3574. break;
  3575. }
  3576. return 0;
  3577. }
  3578. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  3579. return PORT_TYPE_SCALAR;
  3580. }
  3581. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  3582. switch (op_type) {
  3583. case OP_TYPE_VECTOR_2D: {
  3584. switch (p_port) {
  3585. case 0:
  3586. return "x";
  3587. case 1:
  3588. return "y";
  3589. }
  3590. } break;
  3591. case OP_TYPE_VECTOR_3D: {
  3592. switch (p_port) {
  3593. case 0:
  3594. return "x";
  3595. case 1:
  3596. return "y";
  3597. case 2:
  3598. return "z";
  3599. }
  3600. } break;
  3601. case OP_TYPE_VECTOR_4D: {
  3602. switch (p_port) {
  3603. case 0:
  3604. return "x";
  3605. case 1:
  3606. return "y";
  3607. case 2:
  3608. return "z";
  3609. case 3:
  3610. return "w";
  3611. }
  3612. } break;
  3613. default:
  3614. break;
  3615. }
  3616. return String();
  3617. }
  3618. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  3619. return 1;
  3620. }
  3621. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  3622. return "vec";
  3623. }
  3624. void VisualShaderNodeVectorCompose::set_op_type(OpType p_op_type) {
  3625. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3626. if (op_type == p_op_type) {
  3627. return;
  3628. }
  3629. switch (p_op_type) {
  3630. case OP_TYPE_VECTOR_2D: {
  3631. float p1 = get_input_port_default_value(0);
  3632. float p2 = get_input_port_default_value(1);
  3633. set_input_port_default_value(0, p1);
  3634. set_input_port_default_value(1, p2);
  3635. } break;
  3636. case OP_TYPE_VECTOR_3D: {
  3637. float p1 = get_input_port_default_value(0);
  3638. float p2 = get_input_port_default_value(1);
  3639. set_input_port_default_value(0, p1);
  3640. set_input_port_default_value(1, p2);
  3641. set_input_port_default_value(2, 0.0);
  3642. } break;
  3643. case OP_TYPE_VECTOR_4D: {
  3644. float p1 = get_input_port_default_value(0);
  3645. float p2 = get_input_port_default_value(1);
  3646. set_input_port_default_value(0, p1);
  3647. set_input_port_default_value(1, p2);
  3648. set_input_port_default_value(2, 0.0);
  3649. set_input_port_default_value(3, 0.0);
  3650. } break;
  3651. default:
  3652. break;
  3653. }
  3654. op_type = p_op_type;
  3655. emit_changed();
  3656. }
  3657. 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 {
  3658. String code;
  3659. switch (op_type) {
  3660. case OP_TYPE_VECTOR_2D: {
  3661. code += " " + p_output_vars[0] + " = vec2(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3662. } break;
  3663. case OP_TYPE_VECTOR_3D: {
  3664. code += " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3665. } break;
  3666. case OP_TYPE_VECTOR_4D: {
  3667. code += " " + p_output_vars[0] + " = vec4(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ", " + p_input_vars[3] + ");\n";
  3668. } break;
  3669. default:
  3670. break;
  3671. }
  3672. return code;
  3673. }
  3674. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  3675. set_input_port_default_value(0, 0.0);
  3676. set_input_port_default_value(1, 0.0);
  3677. set_input_port_default_value(2, 0.0);
  3678. }
  3679. ////////////// Transform Compose
  3680. String VisualShaderNodeTransformCompose::get_caption() const {
  3681. return "TransformCompose";
  3682. }
  3683. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  3684. return 4;
  3685. }
  3686. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  3687. return PORT_TYPE_VECTOR_3D;
  3688. }
  3689. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  3690. if (p_port == 0) {
  3691. return "x";
  3692. } else if (p_port == 1) {
  3693. return "y";
  3694. } else if (p_port == 2) {
  3695. return "z";
  3696. } else {
  3697. return "origin";
  3698. }
  3699. }
  3700. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  3701. return 1;
  3702. }
  3703. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  3704. return PORT_TYPE_TRANSFORM;
  3705. }
  3706. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  3707. return "xform";
  3708. }
  3709. 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 {
  3710. 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";
  3711. }
  3712. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  3713. set_input_port_default_value(0, Vector3());
  3714. set_input_port_default_value(1, Vector3());
  3715. set_input_port_default_value(2, Vector3());
  3716. set_input_port_default_value(3, Vector3());
  3717. }
  3718. ////////////// Vector Decompose
  3719. String VisualShaderNodeVectorDecompose::get_caption() const {
  3720. return "VectorDecompose";
  3721. }
  3722. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  3723. return 1;
  3724. }
  3725. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  3726. return "vec";
  3727. }
  3728. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  3729. switch (op_type) {
  3730. case OP_TYPE_VECTOR_2D:
  3731. return 2;
  3732. case OP_TYPE_VECTOR_3D:
  3733. return 3;
  3734. case OP_TYPE_VECTOR_4D:
  3735. return 4;
  3736. default:
  3737. break;
  3738. }
  3739. return 0;
  3740. }
  3741. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  3742. return PORT_TYPE_SCALAR;
  3743. }
  3744. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  3745. switch (op_type) {
  3746. case OP_TYPE_VECTOR_2D: {
  3747. switch (p_port) {
  3748. case 0:
  3749. return "x";
  3750. case 1:
  3751. return "y";
  3752. }
  3753. } break;
  3754. case OP_TYPE_VECTOR_3D: {
  3755. switch (p_port) {
  3756. case 0:
  3757. return "x";
  3758. case 1:
  3759. return "y";
  3760. case 2:
  3761. return "z";
  3762. }
  3763. } break;
  3764. case OP_TYPE_VECTOR_4D: {
  3765. switch (p_port) {
  3766. case 0:
  3767. return "x";
  3768. case 1:
  3769. return "y";
  3770. case 2:
  3771. return "z";
  3772. case 3:
  3773. return "w";
  3774. }
  3775. } break;
  3776. default:
  3777. break;
  3778. }
  3779. return String();
  3780. }
  3781. void VisualShaderNodeVectorDecompose::set_op_type(OpType p_op_type) {
  3782. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3783. if (op_type == p_op_type) {
  3784. return;
  3785. }
  3786. switch (p_op_type) {
  3787. case OP_TYPE_VECTOR_2D: {
  3788. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3789. } break;
  3790. case OP_TYPE_VECTOR_3D: {
  3791. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3792. } break;
  3793. case OP_TYPE_VECTOR_4D: {
  3794. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3795. } break;
  3796. default:
  3797. break;
  3798. }
  3799. op_type = p_op_type;
  3800. emit_changed();
  3801. }
  3802. 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 {
  3803. String code;
  3804. switch (op_type) {
  3805. case OP_TYPE_VECTOR_2D: {
  3806. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3807. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3808. } break;
  3809. case OP_TYPE_VECTOR_3D: {
  3810. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3811. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3812. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3813. } break;
  3814. case OP_TYPE_VECTOR_4D: {
  3815. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3816. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3817. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3818. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + ".w;\n";
  3819. } break;
  3820. default:
  3821. break;
  3822. }
  3823. return code;
  3824. }
  3825. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  3826. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3827. }
  3828. ////////////// Transform Decompose
  3829. String VisualShaderNodeTransformDecompose::get_caption() const {
  3830. return "TransformDecompose";
  3831. }
  3832. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  3833. return 1;
  3834. }
  3835. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  3836. return PORT_TYPE_TRANSFORM;
  3837. }
  3838. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  3839. return "xform";
  3840. }
  3841. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  3842. return 4;
  3843. }
  3844. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  3845. return PORT_TYPE_VECTOR_3D;
  3846. }
  3847. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  3848. if (p_port == 0) {
  3849. return "x";
  3850. } else if (p_port == 1) {
  3851. return "y";
  3852. } else if (p_port == 2) {
  3853. return "z";
  3854. } else {
  3855. return "origin";
  3856. }
  3857. }
  3858. 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 {
  3859. String code;
  3860. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  3861. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  3862. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  3863. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  3864. return code;
  3865. }
  3866. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  3867. set_input_port_default_value(0, Transform3D());
  3868. }
  3869. ////////////// Float Uniform
  3870. String VisualShaderNodeFloatUniform::get_caption() const {
  3871. return "FloatUniform";
  3872. }
  3873. int VisualShaderNodeFloatUniform::get_input_port_count() const {
  3874. return 0;
  3875. }
  3876. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
  3877. return PORT_TYPE_SCALAR;
  3878. }
  3879. String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
  3880. return String();
  3881. }
  3882. int VisualShaderNodeFloatUniform::get_output_port_count() const {
  3883. return 1;
  3884. }
  3885. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
  3886. return PORT_TYPE_SCALAR;
  3887. }
  3888. String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
  3889. return ""; //no output port means the editor will be used as port
  3890. }
  3891. String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3892. String code = "";
  3893. if (hint == HINT_RANGE) {
  3894. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  3895. } else if (hint == HINT_RANGE_STEP) {
  3896. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  3897. } else {
  3898. code += _get_qual_str() + "uniform float " + get_uniform_name();
  3899. }
  3900. if (default_value_enabled) {
  3901. code += " = " + rtos(default_value);
  3902. }
  3903. code += ";\n";
  3904. return code;
  3905. }
  3906. 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 {
  3907. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3908. }
  3909. bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
  3910. return true;
  3911. }
  3912. bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
  3913. return true;
  3914. }
  3915. void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
  3916. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  3917. if (hint == p_hint) {
  3918. return;
  3919. }
  3920. hint = p_hint;
  3921. emit_changed();
  3922. }
  3923. VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
  3924. return hint;
  3925. }
  3926. void VisualShaderNodeFloatUniform::set_min(float p_value) {
  3927. if (Math::is_equal_approx(hint_range_min, p_value)) {
  3928. return;
  3929. }
  3930. hint_range_min = p_value;
  3931. emit_changed();
  3932. }
  3933. float VisualShaderNodeFloatUniform::get_min() const {
  3934. return hint_range_min;
  3935. }
  3936. void VisualShaderNodeFloatUniform::set_max(float p_value) {
  3937. if (Math::is_equal_approx(hint_range_max, p_value)) {
  3938. return;
  3939. }
  3940. hint_range_max = p_value;
  3941. emit_changed();
  3942. }
  3943. float VisualShaderNodeFloatUniform::get_max() const {
  3944. return hint_range_max;
  3945. }
  3946. void VisualShaderNodeFloatUniform::set_step(float p_value) {
  3947. if (Math::is_equal_approx(hint_range_step, p_value)) {
  3948. return;
  3949. }
  3950. hint_range_step = p_value;
  3951. emit_changed();
  3952. }
  3953. float VisualShaderNodeFloatUniform::get_step() const {
  3954. return hint_range_step;
  3955. }
  3956. void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
  3957. if (default_value_enabled == p_enabled) {
  3958. return;
  3959. }
  3960. default_value_enabled = p_enabled;
  3961. emit_changed();
  3962. }
  3963. bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
  3964. return default_value_enabled;
  3965. }
  3966. void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
  3967. if (Math::is_equal_approx(default_value, p_value)) {
  3968. return;
  3969. }
  3970. default_value = p_value;
  3971. emit_changed();
  3972. }
  3973. float VisualShaderNodeFloatUniform::get_default_value() const {
  3974. return default_value;
  3975. }
  3976. void VisualShaderNodeFloatUniform::_bind_methods() {
  3977. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
  3978. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
  3979. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
  3980. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
  3981. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
  3982. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
  3983. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
  3984. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
  3985. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
  3986. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
  3987. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
  3988. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
  3989. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  3990. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  3991. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  3992. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  3993. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3994. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  3995. BIND_ENUM_CONSTANT(HINT_NONE);
  3996. BIND_ENUM_CONSTANT(HINT_RANGE);
  3997. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  3998. BIND_ENUM_CONSTANT(HINT_MAX);
  3999. }
  4000. bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
  4001. return true; // all qualifiers are supported
  4002. }
  4003. bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
  4004. return true; // conversion is allowed
  4005. }
  4006. Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
  4007. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4008. props.push_back("hint");
  4009. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4010. props.push_back("min");
  4011. props.push_back("max");
  4012. }
  4013. if (hint == HINT_RANGE_STEP) {
  4014. props.push_back("step");
  4015. }
  4016. props.push_back("default_value_enabled");
  4017. if (default_value_enabled) {
  4018. props.push_back("default_value");
  4019. }
  4020. return props;
  4021. }
  4022. VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
  4023. }
  4024. ////////////// Integer Uniform
  4025. String VisualShaderNodeIntUniform::get_caption() const {
  4026. return "IntUniform";
  4027. }
  4028. int VisualShaderNodeIntUniform::get_input_port_count() const {
  4029. return 0;
  4030. }
  4031. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
  4032. return PORT_TYPE_SCALAR_INT;
  4033. }
  4034. String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
  4035. return String();
  4036. }
  4037. int VisualShaderNodeIntUniform::get_output_port_count() const {
  4038. return 1;
  4039. }
  4040. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
  4041. return PORT_TYPE_SCALAR_INT;
  4042. }
  4043. String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
  4044. return ""; //no output port means the editor will be used as port
  4045. }
  4046. String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4047. String code = "";
  4048. if (hint == HINT_RANGE) {
  4049. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  4050. } else if (hint == HINT_RANGE_STEP) {
  4051. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  4052. } else {
  4053. code += _get_qual_str() + "uniform int " + get_uniform_name();
  4054. }
  4055. if (default_value_enabled) {
  4056. code += " = " + itos(default_value);
  4057. }
  4058. code += ";\n";
  4059. return code;
  4060. }
  4061. 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 {
  4062. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4063. }
  4064. bool VisualShaderNodeIntUniform::is_show_prop_names() const {
  4065. return true;
  4066. }
  4067. bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
  4068. return true;
  4069. }
  4070. void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
  4071. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  4072. if (hint == p_hint) {
  4073. return;
  4074. }
  4075. hint = p_hint;
  4076. emit_changed();
  4077. }
  4078. VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
  4079. return hint;
  4080. }
  4081. void VisualShaderNodeIntUniform::set_min(int p_value) {
  4082. if (hint_range_min == p_value) {
  4083. return;
  4084. }
  4085. hint_range_min = p_value;
  4086. emit_changed();
  4087. }
  4088. int VisualShaderNodeIntUniform::get_min() const {
  4089. return hint_range_min;
  4090. }
  4091. void VisualShaderNodeIntUniform::set_max(int p_value) {
  4092. if (hint_range_max == p_value) {
  4093. return;
  4094. }
  4095. hint_range_max = p_value;
  4096. emit_changed();
  4097. }
  4098. int VisualShaderNodeIntUniform::get_max() const {
  4099. return hint_range_max;
  4100. }
  4101. void VisualShaderNodeIntUniform::set_step(int p_value) {
  4102. if (hint_range_step == p_value) {
  4103. return;
  4104. }
  4105. hint_range_step = p_value;
  4106. emit_changed();
  4107. }
  4108. int VisualShaderNodeIntUniform::get_step() const {
  4109. return hint_range_step;
  4110. }
  4111. void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_enabled) {
  4112. if (default_value_enabled == p_default_value_enabled) {
  4113. return;
  4114. }
  4115. default_value_enabled = p_default_value_enabled;
  4116. emit_changed();
  4117. }
  4118. bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
  4119. return default_value_enabled;
  4120. }
  4121. void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
  4122. if (default_value == p_default_value) {
  4123. return;
  4124. }
  4125. default_value = p_default_value;
  4126. emit_changed();
  4127. }
  4128. int VisualShaderNodeIntUniform::get_default_value() const {
  4129. return default_value;
  4130. }
  4131. void VisualShaderNodeIntUniform::_bind_methods() {
  4132. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
  4133. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
  4134. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
  4135. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
  4136. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
  4137. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
  4138. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
  4139. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
  4140. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
  4141. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
  4142. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
  4143. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
  4144. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
  4145. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  4146. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  4147. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  4148. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4149. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  4150. BIND_ENUM_CONSTANT(HINT_NONE);
  4151. BIND_ENUM_CONSTANT(HINT_RANGE);
  4152. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4153. BIND_ENUM_CONSTANT(HINT_MAX);
  4154. }
  4155. bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
  4156. return true; // all qualifiers are supported
  4157. }
  4158. bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
  4159. return true; // conversion is allowed
  4160. }
  4161. Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
  4162. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4163. props.push_back("hint");
  4164. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4165. props.push_back("min");
  4166. props.push_back("max");
  4167. }
  4168. if (hint == HINT_RANGE_STEP) {
  4169. props.push_back("step");
  4170. }
  4171. props.push_back("default_value_enabled");
  4172. if (default_value_enabled) {
  4173. props.push_back("default_value");
  4174. }
  4175. return props;
  4176. }
  4177. VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
  4178. }
  4179. ////////////// Boolean Uniform
  4180. String VisualShaderNodeBooleanUniform::get_caption() const {
  4181. return "BooleanUniform";
  4182. }
  4183. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  4184. return 0;
  4185. }
  4186. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  4187. return PORT_TYPE_BOOLEAN;
  4188. }
  4189. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  4190. return String();
  4191. }
  4192. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  4193. return 1;
  4194. }
  4195. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  4196. return PORT_TYPE_BOOLEAN;
  4197. }
  4198. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  4199. return ""; //no output port means the editor will be used as port
  4200. }
  4201. void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_value_enabled) {
  4202. if (default_value_enabled == p_default_value_enabled) {
  4203. return;
  4204. }
  4205. default_value_enabled = p_default_value_enabled;
  4206. emit_changed();
  4207. }
  4208. bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
  4209. return default_value_enabled;
  4210. }
  4211. void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
  4212. if (default_value == p_default_value) {
  4213. return;
  4214. }
  4215. default_value = p_default_value;
  4216. emit_changed();
  4217. }
  4218. bool VisualShaderNodeBooleanUniform::get_default_value() const {
  4219. return default_value;
  4220. }
  4221. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4222. String code = _get_qual_str() + "uniform bool " + get_uniform_name();
  4223. if (default_value_enabled) {
  4224. if (default_value) {
  4225. code += " = true";
  4226. } else {
  4227. code += " = false";
  4228. }
  4229. }
  4230. code += ";\n";
  4231. return code;
  4232. }
  4233. 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 {
  4234. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4235. }
  4236. bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
  4237. return true;
  4238. }
  4239. bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
  4240. return true;
  4241. }
  4242. void VisualShaderNodeBooleanUniform::_bind_methods() {
  4243. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
  4244. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
  4245. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
  4246. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
  4247. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4248. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  4249. }
  4250. bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
  4251. return true; // all qualifiers are supported
  4252. }
  4253. bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
  4254. return true; // conversion is allowed
  4255. }
  4256. Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
  4257. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4258. props.push_back("default_value_enabled");
  4259. if (default_value_enabled) {
  4260. props.push_back("default_value");
  4261. }
  4262. return props;
  4263. }
  4264. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  4265. }
  4266. ////////////// Color Uniform
  4267. String VisualShaderNodeColorUniform::get_caption() const {
  4268. return "ColorUniform";
  4269. }
  4270. int VisualShaderNodeColorUniform::get_input_port_count() const {
  4271. return 0;
  4272. }
  4273. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  4274. return PORT_TYPE_SCALAR;
  4275. }
  4276. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  4277. return String();
  4278. }
  4279. int VisualShaderNodeColorUniform::get_output_port_count() const {
  4280. return 1;
  4281. }
  4282. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  4283. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  4284. }
  4285. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  4286. return "color";
  4287. }
  4288. bool VisualShaderNodeColorUniform::is_output_port_expandable(int p_port) const {
  4289. if (p_port == 0) {
  4290. return true;
  4291. }
  4292. return false;
  4293. }
  4294. void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
  4295. if (default_value_enabled == p_enabled) {
  4296. return;
  4297. }
  4298. default_value_enabled = p_enabled;
  4299. emit_changed();
  4300. }
  4301. bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
  4302. return default_value_enabled;
  4303. }
  4304. void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
  4305. if (default_value.is_equal_approx(p_value)) {
  4306. return;
  4307. }
  4308. default_value = p_value;
  4309. emit_changed();
  4310. }
  4311. Color VisualShaderNodeColorUniform::get_default_value() const {
  4312. return default_value;
  4313. }
  4314. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4315. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : source_color";
  4316. if (default_value_enabled) {
  4317. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  4318. }
  4319. code += ";\n";
  4320. return code;
  4321. }
  4322. 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 {
  4323. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4324. }
  4325. bool VisualShaderNodeColorUniform::is_show_prop_names() const {
  4326. return true;
  4327. }
  4328. void VisualShaderNodeColorUniform::_bind_methods() {
  4329. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
  4330. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
  4331. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
  4332. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
  4333. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4334. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  4335. }
  4336. bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
  4337. return true; // all qualifiers are supported
  4338. }
  4339. bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
  4340. return true; // conversion is allowed
  4341. }
  4342. Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
  4343. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4344. props.push_back("default_value_enabled");
  4345. if (default_value_enabled) {
  4346. props.push_back("default_value");
  4347. }
  4348. return props;
  4349. }
  4350. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  4351. }
  4352. ////////////// Vector2 Uniform
  4353. String VisualShaderNodeVec2Uniform::get_caption() const {
  4354. return "Vector2Uniform";
  4355. }
  4356. int VisualShaderNodeVec2Uniform::get_input_port_count() const {
  4357. return 0;
  4358. }
  4359. VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_input_port_type(int p_port) const {
  4360. return PORT_TYPE_VECTOR_2D;
  4361. }
  4362. String VisualShaderNodeVec2Uniform::get_input_port_name(int p_port) const {
  4363. return String();
  4364. }
  4365. int VisualShaderNodeVec2Uniform::get_output_port_count() const {
  4366. return 1;
  4367. }
  4368. VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_output_port_type(int p_port) const {
  4369. return PORT_TYPE_VECTOR_2D;
  4370. }
  4371. String VisualShaderNodeVec2Uniform::get_output_port_name(int p_port) const {
  4372. return String();
  4373. }
  4374. void VisualShaderNodeVec2Uniform::set_default_value_enabled(bool p_enabled) {
  4375. default_value_enabled = p_enabled;
  4376. emit_changed();
  4377. }
  4378. bool VisualShaderNodeVec2Uniform::is_default_value_enabled() const {
  4379. return default_value_enabled;
  4380. }
  4381. void VisualShaderNodeVec2Uniform::set_default_value(const Vector2 &p_value) {
  4382. default_value = p_value;
  4383. emit_changed();
  4384. }
  4385. Vector2 VisualShaderNodeVec2Uniform::get_default_value() const {
  4386. return default_value;
  4387. }
  4388. String VisualShaderNodeVec2Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4389. String code = _get_qual_str() + "uniform vec2 " + get_uniform_name();
  4390. if (default_value_enabled) {
  4391. code += vformat(" = vec2(%.6f, %.6f)", default_value.x, default_value.y);
  4392. }
  4393. code += ";\n";
  4394. return code;
  4395. }
  4396. String VisualShaderNodeVec2Uniform::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 {
  4397. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4398. }
  4399. void VisualShaderNodeVec2Uniform::_bind_methods() {
  4400. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Uniform::set_default_value_enabled);
  4401. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Uniform::is_default_value_enabled);
  4402. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Uniform::set_default_value);
  4403. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Uniform::get_default_value);
  4404. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4405. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "default_value"), "set_default_value", "get_default_value");
  4406. }
  4407. bool VisualShaderNodeVec2Uniform::is_show_prop_names() const {
  4408. return true;
  4409. }
  4410. bool VisualShaderNodeVec2Uniform::is_use_prop_slots() const {
  4411. return true;
  4412. }
  4413. bool VisualShaderNodeVec2Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4414. return true; // all qualifiers are supported
  4415. }
  4416. bool VisualShaderNodeVec2Uniform::is_convertible_to_constant() const {
  4417. return true; // conversion is allowed
  4418. }
  4419. Vector<StringName> VisualShaderNodeVec2Uniform::get_editable_properties() const {
  4420. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4421. props.push_back("default_value_enabled");
  4422. if (default_value_enabled) {
  4423. props.push_back("default_value");
  4424. }
  4425. return props;
  4426. }
  4427. VisualShaderNodeVec2Uniform::VisualShaderNodeVec2Uniform() {
  4428. }
  4429. ////////////// Vector3 Uniform
  4430. String VisualShaderNodeVec3Uniform::get_caption() const {
  4431. return "Vector3Uniform";
  4432. }
  4433. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  4434. return 0;
  4435. }
  4436. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  4437. return PORT_TYPE_VECTOR_3D;
  4438. }
  4439. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  4440. return String();
  4441. }
  4442. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  4443. return 1;
  4444. }
  4445. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  4446. return PORT_TYPE_VECTOR_3D;
  4447. }
  4448. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  4449. return ""; //no output port means the editor will be used as port
  4450. }
  4451. void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
  4452. default_value_enabled = p_enabled;
  4453. emit_changed();
  4454. }
  4455. bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
  4456. return default_value_enabled;
  4457. }
  4458. void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
  4459. default_value = p_value;
  4460. emit_changed();
  4461. }
  4462. Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
  4463. return default_value;
  4464. }
  4465. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4466. String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
  4467. if (default_value_enabled) {
  4468. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  4469. }
  4470. code += ";\n";
  4471. return code;
  4472. }
  4473. 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 {
  4474. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4475. }
  4476. void VisualShaderNodeVec3Uniform::_bind_methods() {
  4477. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
  4478. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
  4479. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
  4480. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
  4481. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4482. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  4483. }
  4484. bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
  4485. return true;
  4486. }
  4487. bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
  4488. return true;
  4489. }
  4490. bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4491. return true; // all qualifiers are supported
  4492. }
  4493. bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
  4494. return true; // conversion is allowed
  4495. }
  4496. Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
  4497. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4498. props.push_back("default_value_enabled");
  4499. if (default_value_enabled) {
  4500. props.push_back("default_value");
  4501. }
  4502. return props;
  4503. }
  4504. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  4505. }
  4506. ////////////// Vector4 Uniform
  4507. String VisualShaderNodeVec4Uniform::get_caption() const {
  4508. return "Vector4Uniform";
  4509. }
  4510. int VisualShaderNodeVec4Uniform::get_input_port_count() const {
  4511. return 0;
  4512. }
  4513. VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_input_port_type(int p_port) const {
  4514. return PORT_TYPE_VECTOR_4D;
  4515. }
  4516. String VisualShaderNodeVec4Uniform::get_input_port_name(int p_port) const {
  4517. return String();
  4518. }
  4519. int VisualShaderNodeVec4Uniform::get_output_port_count() const {
  4520. return 1;
  4521. }
  4522. VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_output_port_type(int p_port) const {
  4523. return PORT_TYPE_VECTOR_4D;
  4524. }
  4525. String VisualShaderNodeVec4Uniform::get_output_port_name(int p_port) const {
  4526. return ""; // No output port means the editor will be used as port.
  4527. }
  4528. void VisualShaderNodeVec4Uniform::set_default_value_enabled(bool p_enabled) {
  4529. default_value_enabled = p_enabled;
  4530. emit_changed();
  4531. }
  4532. bool VisualShaderNodeVec4Uniform::is_default_value_enabled() const {
  4533. return default_value_enabled;
  4534. }
  4535. void VisualShaderNodeVec4Uniform::set_default_value(const Quaternion &p_value) {
  4536. default_value = p_value;
  4537. emit_changed();
  4538. }
  4539. Quaternion VisualShaderNodeVec4Uniform::get_default_value() const {
  4540. return default_value;
  4541. }
  4542. String VisualShaderNodeVec4Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4543. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name();
  4544. if (default_value_enabled) {
  4545. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z, default_value.w);
  4546. }
  4547. code += ";\n";
  4548. return code;
  4549. }
  4550. String VisualShaderNodeVec4Uniform::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. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4552. }
  4553. void VisualShaderNodeVec4Uniform::_bind_methods() {
  4554. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Uniform::set_default_value_enabled);
  4555. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Uniform::is_default_value_enabled);
  4556. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Uniform::set_default_value);
  4557. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Uniform::get_default_value);
  4558. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4559. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "default_value"), "set_default_value", "get_default_value");
  4560. }
  4561. bool VisualShaderNodeVec4Uniform::is_show_prop_names() const {
  4562. return true;
  4563. }
  4564. bool VisualShaderNodeVec4Uniform::is_use_prop_slots() const {
  4565. return true;
  4566. }
  4567. bool VisualShaderNodeVec4Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4568. return true; // All qualifiers are supported.
  4569. }
  4570. bool VisualShaderNodeVec4Uniform::is_convertible_to_constant() const {
  4571. return true; // Conversion is allowed.
  4572. }
  4573. Vector<StringName> VisualShaderNodeVec4Uniform::get_editable_properties() const {
  4574. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4575. props.push_back("default_value_enabled");
  4576. if (default_value_enabled) {
  4577. props.push_back("default_value");
  4578. }
  4579. return props;
  4580. }
  4581. VisualShaderNodeVec4Uniform::VisualShaderNodeVec4Uniform() {
  4582. }
  4583. ////////////// Transform Uniform
  4584. String VisualShaderNodeTransformUniform::get_caption() const {
  4585. return "TransformUniform";
  4586. }
  4587. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  4588. return 0;
  4589. }
  4590. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  4591. return PORT_TYPE_VECTOR_3D;
  4592. }
  4593. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  4594. return String();
  4595. }
  4596. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  4597. return 1;
  4598. }
  4599. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  4600. return PORT_TYPE_TRANSFORM;
  4601. }
  4602. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  4603. return ""; //no output port means the editor will be used as port
  4604. }
  4605. void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
  4606. default_value_enabled = p_enabled;
  4607. emit_changed();
  4608. }
  4609. bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
  4610. return default_value_enabled;
  4611. }
  4612. void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
  4613. default_value = p_value;
  4614. emit_changed();
  4615. }
  4616. Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
  4617. return default_value;
  4618. }
  4619. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4620. String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
  4621. if (default_value_enabled) {
  4622. Vector3 row0 = default_value.basis.rows[0];
  4623. Vector3 row1 = default_value.basis.rows[1];
  4624. Vector3 row2 = default_value.basis.rows[2];
  4625. Vector3 origin = default_value.origin;
  4626. 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) + ")";
  4627. }
  4628. code += ";\n";
  4629. return code;
  4630. }
  4631. 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 {
  4632. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4633. }
  4634. void VisualShaderNodeTransformUniform::_bind_methods() {
  4635. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
  4636. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
  4637. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
  4638. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
  4639. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4640. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
  4641. }
  4642. bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
  4643. return true;
  4644. }
  4645. bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
  4646. return true;
  4647. }
  4648. bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
  4649. if (p_qual == Qualifier::QUAL_INSTANCE) {
  4650. return false;
  4651. }
  4652. return true;
  4653. }
  4654. bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
  4655. return true; // conversion is allowed
  4656. }
  4657. Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
  4658. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4659. props.push_back("default_value_enabled");
  4660. if (default_value_enabled) {
  4661. props.push_back("default_value");
  4662. }
  4663. return props;
  4664. }
  4665. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  4666. }
  4667. //////////////
  4668. String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_type, VisualShaderNodeTextureUniform::ColorDefault p_color_default, VisualShaderNodeTextureUniform::TextureFilter p_texture_filter, VisualShaderNodeTextureUniform::TextureRepeat p_texture_repeat) {
  4669. String code;
  4670. bool has_colon = false;
  4671. // type
  4672. {
  4673. String type_code;
  4674. switch (p_texture_type) {
  4675. case VisualShaderNodeTextureUniform::TYPE_DATA:
  4676. if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
  4677. type_code = "hint_default_black";
  4678. } else if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_TRANSPARENT) {
  4679. type_code = "hint_default_transparent";
  4680. }
  4681. break;
  4682. case VisualShaderNodeTextureUniform::TYPE_COLOR:
  4683. type_code = "source_color";
  4684. if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
  4685. type_code += ", hint_default_black";
  4686. } else if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_TRANSPARENT) {
  4687. type_code += ", hint_default_transparent";
  4688. }
  4689. break;
  4690. case VisualShaderNodeTextureUniform::TYPE_NORMAL_MAP:
  4691. type_code = "hint_normal";
  4692. break;
  4693. case VisualShaderNodeTextureUniform::TYPE_ANISOTROPY:
  4694. type_code = "hint_anisotropy";
  4695. break;
  4696. default:
  4697. break;
  4698. }
  4699. if (!type_code.is_empty()) {
  4700. code += " : " + type_code;
  4701. has_colon = true;
  4702. }
  4703. }
  4704. // filter
  4705. {
  4706. String filter_code;
  4707. switch (p_texture_filter) {
  4708. case VisualShaderNodeTextureUniform::FILTER_NEAREST:
  4709. filter_code = "filter_nearest";
  4710. break;
  4711. case VisualShaderNodeTextureUniform::FILTER_LINEAR:
  4712. filter_code = "filter_linear";
  4713. break;
  4714. case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP:
  4715. filter_code = "filter_nearest_mipmap";
  4716. break;
  4717. case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP:
  4718. filter_code = "filter_linear_mipmap";
  4719. break;
  4720. case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP_ANISOTROPIC:
  4721. filter_code = "filter_nearest_mipmap_anisotropic";
  4722. break;
  4723. case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP_ANISOTROPIC:
  4724. filter_code = "filter_linear_mipmap_anisotropic";
  4725. break;
  4726. default:
  4727. break;
  4728. }
  4729. if (!filter_code.is_empty()) {
  4730. if (!has_colon) {
  4731. code += " : ";
  4732. has_colon = true;
  4733. } else {
  4734. code += ", ";
  4735. }
  4736. code += filter_code;
  4737. }
  4738. }
  4739. // repeat
  4740. {
  4741. String repeat_code;
  4742. switch (p_texture_repeat) {
  4743. case VisualShaderNodeTextureUniform::REPEAT_ENABLED:
  4744. repeat_code = "repeat_enable";
  4745. break;
  4746. case VisualShaderNodeTextureUniform::REPEAT_DISABLED:
  4747. repeat_code = "repeat_disable";
  4748. break;
  4749. default:
  4750. break;
  4751. }
  4752. if (!repeat_code.is_empty()) {
  4753. if (!has_colon) {
  4754. code += " : ";
  4755. } else {
  4756. code += ", ";
  4757. }
  4758. code += repeat_code;
  4759. }
  4760. }
  4761. return code;
  4762. }
  4763. ////////////// Texture Uniform
  4764. String VisualShaderNodeTextureUniform::get_caption() const {
  4765. return "TextureUniform";
  4766. }
  4767. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  4768. return 0;
  4769. }
  4770. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  4771. return PORT_TYPE_SCALAR;
  4772. }
  4773. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  4774. return "";
  4775. }
  4776. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  4777. return 1;
  4778. }
  4779. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  4780. switch (p_port) {
  4781. case 0:
  4782. return PORT_TYPE_SAMPLER;
  4783. default:
  4784. return PORT_TYPE_SCALAR;
  4785. }
  4786. }
  4787. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  4788. switch (p_port) {
  4789. case 0:
  4790. return "sampler2D";
  4791. default:
  4792. return "";
  4793. }
  4794. }
  4795. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4796. String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
  4797. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
  4798. code += ";\n";
  4799. return code;
  4800. }
  4801. 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 {
  4802. return "";
  4803. }
  4804. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
  4805. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  4806. if (texture_type == p_texture_type) {
  4807. return;
  4808. }
  4809. texture_type = p_texture_type;
  4810. emit_changed();
  4811. }
  4812. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  4813. return texture_type;
  4814. }
  4815. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_default) {
  4816. ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
  4817. if (color_default == p_color_default) {
  4818. return;
  4819. }
  4820. color_default = p_color_default;
  4821. emit_changed();
  4822. }
  4823. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  4824. return color_default;
  4825. }
  4826. void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter) {
  4827. ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
  4828. if (texture_filter == p_filter) {
  4829. return;
  4830. }
  4831. texture_filter = p_filter;
  4832. emit_changed();
  4833. }
  4834. VisualShaderNodeTextureUniform::TextureFilter VisualShaderNodeTextureUniform::get_texture_filter() const {
  4835. return texture_filter;
  4836. }
  4837. void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat) {
  4838. ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
  4839. if (texture_repeat == p_repeat) {
  4840. return;
  4841. }
  4842. texture_repeat = p_repeat;
  4843. emit_changed();
  4844. }
  4845. VisualShaderNodeTextureUniform::TextureRepeat VisualShaderNodeTextureUniform::get_texture_repeat() const {
  4846. return texture_repeat;
  4847. }
  4848. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  4849. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4850. props.push_back("texture_type");
  4851. if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
  4852. props.push_back("color_default");
  4853. }
  4854. props.push_back("texture_filter");
  4855. props.push_back("texture_repeat");
  4856. return props;
  4857. }
  4858. bool VisualShaderNodeTextureUniform::is_show_prop_names() const {
  4859. return true;
  4860. }
  4861. HashMap<StringName, String> VisualShaderNodeTextureUniform::get_editable_properties_names() const {
  4862. HashMap<StringName, String> names;
  4863. names.insert("texture_type", RTR("Type"));
  4864. names.insert("color_default", RTR("Default Color"));
  4865. names.insert("texture_filter", RTR("Filter"));
  4866. names.insert("texture_repeat", RTR("Repeat"));
  4867. return names;
  4868. }
  4869. void VisualShaderNodeTextureUniform::_bind_methods() {
  4870. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  4871. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  4872. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  4873. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  4874. ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureUniform::set_texture_filter);
  4875. ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureUniform::get_texture_filter);
  4876. ClassDB::bind_method(D_METHOD("set_texture_repeat", "type"), &VisualShaderNodeTextureUniform::set_texture_repeat);
  4877. ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_texture_repeat);
  4878. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
  4879. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black,Transparent"), "set_color_default", "get_color_default");
  4880. 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");
  4881. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
  4882. BIND_ENUM_CONSTANT(TYPE_DATA);
  4883. BIND_ENUM_CONSTANT(TYPE_COLOR);
  4884. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  4885. BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
  4886. BIND_ENUM_CONSTANT(TYPE_MAX);
  4887. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  4888. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  4889. BIND_ENUM_CONSTANT(COLOR_DEFAULT_TRANSPARENT);
  4890. BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
  4891. BIND_ENUM_CONSTANT(FILTER_DEFAULT);
  4892. BIND_ENUM_CONSTANT(FILTER_NEAREST);
  4893. BIND_ENUM_CONSTANT(FILTER_LINEAR);
  4894. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP);
  4895. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP);
  4896. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC);
  4897. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC);
  4898. BIND_ENUM_CONSTANT(FILTER_MAX);
  4899. BIND_ENUM_CONSTANT(REPEAT_DEFAULT);
  4900. BIND_ENUM_CONSTANT(REPEAT_ENABLED);
  4901. BIND_ENUM_CONSTANT(REPEAT_DISABLED);
  4902. BIND_ENUM_CONSTANT(REPEAT_MAX);
  4903. }
  4904. bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
  4905. switch (p_qual) {
  4906. case Qualifier::QUAL_NONE:
  4907. return true;
  4908. case Qualifier::QUAL_GLOBAL:
  4909. return true;
  4910. case Qualifier::QUAL_INSTANCE:
  4911. return false;
  4912. default:
  4913. break;
  4914. }
  4915. return false;
  4916. }
  4917. bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
  4918. return false; // conversion is not allowed
  4919. }
  4920. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  4921. }
  4922. ////////////// Texture Uniform (Triplanar)
  4923. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  4924. return "TextureUniformTriplanar";
  4925. }
  4926. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  4927. return 2;
  4928. }
  4929. VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  4930. if (p_port == 0 || p_port == 1) {
  4931. return PORT_TYPE_VECTOR_3D;
  4932. }
  4933. return PORT_TYPE_SCALAR;
  4934. }
  4935. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  4936. if (p_port == 0) {
  4937. return "weights";
  4938. } else if (p_port == 1) {
  4939. return "pos";
  4940. }
  4941. return "";
  4942. }
  4943. int VisualShaderNodeTextureUniformTriplanar::get_output_port_count() const {
  4944. return 2;
  4945. }
  4946. VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_output_port_type(int p_port) const {
  4947. switch (p_port) {
  4948. case 0:
  4949. return PORT_TYPE_VECTOR_4D;
  4950. case 1:
  4951. return PORT_TYPE_SAMPLER;
  4952. default:
  4953. return PORT_TYPE_SCALAR;
  4954. }
  4955. }
  4956. String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port) const {
  4957. switch (p_port) {
  4958. case 0:
  4959. return "color";
  4960. case 1:
  4961. return "sampler2D";
  4962. default:
  4963. return "";
  4964. }
  4965. }
  4966. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  4967. String code;
  4968. code += "// " + get_caption() + "\n";
  4969. code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  4970. code += " vec4 samp = vec4(0.0);\n";
  4971. code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  4972. code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  4973. code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  4974. code += " return samp;\n";
  4975. code += " }\n";
  4976. code += "\n";
  4977. code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  4978. code += " uniform vec3 triplanar_offset;\n";
  4979. code += " uniform float triplanar_sharpness = 0.5;\n";
  4980. code += "\n";
  4981. code += " varying vec3 triplanar_power_normal;\n";
  4982. code += " varying vec3 triplanar_pos;\n";
  4983. return code;
  4984. }
  4985. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4986. String code;
  4987. if (p_type == VisualShader::TYPE_VERTEX) {
  4988. code += "// " + get_caption() + "\n";
  4989. code += " {\n";
  4990. code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  4991. code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  4992. code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  4993. code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  4994. code += " }\n";
  4995. }
  4996. return code;
  4997. }
  4998. 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 {
  4999. String id = get_uniform_name();
  5000. String code;
  5001. if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5002. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  5003. } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5004. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  5005. } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
  5006. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  5007. } else {
  5008. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  5009. }
  5010. return code;
  5011. }
  5012. bool VisualShaderNodeTextureUniformTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5013. if (p_port == 0) {
  5014. return true;
  5015. } else if (p_port == 1) {
  5016. return true;
  5017. }
  5018. return false;
  5019. }
  5020. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  5021. }
  5022. ////////////// Texture2DArray Uniform
  5023. String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
  5024. return "Texture2DArrayUniform";
  5025. }
  5026. String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
  5027. return "sampler2DArray";
  5028. }
  5029. String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5030. String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
  5031. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
  5032. code += ";\n";
  5033. return code;
  5034. }
  5035. 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 {
  5036. return String();
  5037. }
  5038. VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
  5039. }
  5040. ////////////// Texture3D Uniform
  5041. String VisualShaderNodeTexture3DUniform::get_caption() const {
  5042. return "Texture3DUniform";
  5043. }
  5044. String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
  5045. return "sampler3D";
  5046. }
  5047. String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5048. String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
  5049. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
  5050. code += ";\n";
  5051. return code;
  5052. }
  5053. 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 {
  5054. return String();
  5055. }
  5056. VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
  5057. }
  5058. ////////////// Cubemap Uniform
  5059. String VisualShaderNodeCubemapUniform::get_caption() const {
  5060. return "CubemapUniform";
  5061. }
  5062. String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
  5063. return "samplerCube";
  5064. }
  5065. String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5066. String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
  5067. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
  5068. code += ";\n";
  5069. return code;
  5070. }
  5071. 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 {
  5072. return String();
  5073. }
  5074. VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
  5075. }
  5076. ////////////// If
  5077. String VisualShaderNodeIf::get_caption() const {
  5078. return "If";
  5079. }
  5080. int VisualShaderNodeIf::get_input_port_count() const {
  5081. return 6;
  5082. }
  5083. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  5084. if (p_port == 0 || p_port == 1 || p_port == 2) {
  5085. return PORT_TYPE_SCALAR;
  5086. }
  5087. return PORT_TYPE_VECTOR_3D;
  5088. }
  5089. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  5090. switch (p_port) {
  5091. case 0:
  5092. return "a";
  5093. case 1:
  5094. return "b";
  5095. case 2:
  5096. return "tolerance";
  5097. case 3:
  5098. return "a == b";
  5099. case 4:
  5100. return "a > b";
  5101. case 5:
  5102. return "a < b";
  5103. default:
  5104. return "";
  5105. }
  5106. }
  5107. int VisualShaderNodeIf::get_output_port_count() const {
  5108. return 1;
  5109. }
  5110. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  5111. return PORT_TYPE_VECTOR_3D;
  5112. }
  5113. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  5114. return "result";
  5115. }
  5116. 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 {
  5117. String code;
  5118. code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  5119. code += " {\n";
  5120. code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  5121. code += " }\n";
  5122. code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  5123. code += " {\n";
  5124. code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  5125. code += " }\n";
  5126. code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  5127. code += " {\n";
  5128. code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  5129. code += " }\n";
  5130. return code;
  5131. }
  5132. VisualShaderNodeIf::VisualShaderNodeIf() {
  5133. simple_decl = false;
  5134. set_input_port_default_value(0, 0.0);
  5135. set_input_port_default_value(1, 0.0);
  5136. set_input_port_default_value(2, CMP_EPSILON);
  5137. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  5138. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  5139. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  5140. }
  5141. ////////////// Switch
  5142. String VisualShaderNodeSwitch::get_caption() const {
  5143. return "Switch";
  5144. }
  5145. int VisualShaderNodeSwitch::get_input_port_count() const {
  5146. return 3;
  5147. }
  5148. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  5149. if (p_port == 0) {
  5150. return PORT_TYPE_BOOLEAN;
  5151. }
  5152. if (p_port == 1 || p_port == 2) {
  5153. switch (op_type) {
  5154. case OP_TYPE_INT:
  5155. return PORT_TYPE_SCALAR_INT;
  5156. case OP_TYPE_VECTOR_2D:
  5157. return PORT_TYPE_VECTOR_2D;
  5158. case OP_TYPE_VECTOR_3D:
  5159. return PORT_TYPE_VECTOR_3D;
  5160. case OP_TYPE_VECTOR_4D:
  5161. return PORT_TYPE_VECTOR_4D;
  5162. case OP_TYPE_BOOLEAN:
  5163. return PORT_TYPE_BOOLEAN;
  5164. case OP_TYPE_TRANSFORM:
  5165. return PORT_TYPE_TRANSFORM;
  5166. default:
  5167. break;
  5168. }
  5169. }
  5170. return PORT_TYPE_SCALAR;
  5171. }
  5172. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  5173. switch (p_port) {
  5174. case 0:
  5175. return "value";
  5176. case 1:
  5177. return "true";
  5178. case 2:
  5179. return "false";
  5180. default:
  5181. return "";
  5182. }
  5183. }
  5184. int VisualShaderNodeSwitch::get_output_port_count() const {
  5185. return 1;
  5186. }
  5187. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  5188. switch (op_type) {
  5189. case OP_TYPE_INT:
  5190. return PORT_TYPE_SCALAR_INT;
  5191. case OP_TYPE_VECTOR_2D:
  5192. return PORT_TYPE_VECTOR_2D;
  5193. case OP_TYPE_VECTOR_3D:
  5194. return PORT_TYPE_VECTOR_3D;
  5195. case OP_TYPE_VECTOR_4D:
  5196. return PORT_TYPE_VECTOR_4D;
  5197. case OP_TYPE_BOOLEAN:
  5198. return PORT_TYPE_BOOLEAN;
  5199. case OP_TYPE_TRANSFORM:
  5200. return PORT_TYPE_TRANSFORM;
  5201. default:
  5202. break;
  5203. }
  5204. return PORT_TYPE_SCALAR;
  5205. }
  5206. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  5207. return "result";
  5208. }
  5209. void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
  5210. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  5211. if (op_type == p_op_type) {
  5212. return;
  5213. }
  5214. switch (p_op_type) {
  5215. case OP_TYPE_FLOAT:
  5216. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  5217. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5218. break;
  5219. case OP_TYPE_INT:
  5220. set_input_port_default_value(1, 1, get_input_port_default_value(1));
  5221. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  5222. break;
  5223. case OP_TYPE_VECTOR_2D:
  5224. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  5225. set_input_port_default_value(2, Vector2(0.0, 0.0), get_input_port_default_value(2));
  5226. break;
  5227. case OP_TYPE_VECTOR_3D:
  5228. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  5229. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0), get_input_port_default_value(2));
  5230. break;
  5231. case OP_TYPE_VECTOR_4D:
  5232. set_input_port_default_value(1, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  5233. set_input_port_default_value(2, Quaternion(0.0, 0.0, 0.0, 0.0), get_input_port_default_value(2));
  5234. break;
  5235. case OP_TYPE_BOOLEAN:
  5236. set_input_port_default_value(1, true);
  5237. set_input_port_default_value(2, false);
  5238. break;
  5239. case OP_TYPE_TRANSFORM:
  5240. set_input_port_default_value(1, Transform3D());
  5241. set_input_port_default_value(2, Transform3D());
  5242. break;
  5243. default:
  5244. break;
  5245. }
  5246. op_type = p_op_type;
  5247. emit_changed();
  5248. }
  5249. VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
  5250. return op_type;
  5251. }
  5252. Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
  5253. Vector<StringName> props;
  5254. props.push_back("op_type");
  5255. return props;
  5256. }
  5257. void VisualShaderNodeSwitch::_bind_methods() { // static
  5258. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
  5259. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
  5260. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_op_type", "get_op_type");
  5261. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  5262. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  5263. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5264. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5265. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  5266. BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
  5267. BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
  5268. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5269. }
  5270. 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 {
  5271. String code;
  5272. code += " if(" + p_input_vars[0] + ")\n";
  5273. code += " {\n";
  5274. code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  5275. code += " }\n";
  5276. code += " else\n";
  5277. code += " {\n";
  5278. code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  5279. code += " }\n";
  5280. return code;
  5281. }
  5282. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  5283. simple_decl = false;
  5284. set_input_port_default_value(0, false);
  5285. set_input_port_default_value(1, 1.0);
  5286. set_input_port_default_value(2, 0.0);
  5287. }
  5288. ////////////// Fresnel
  5289. String VisualShaderNodeFresnel::get_caption() const {
  5290. return "Fresnel";
  5291. }
  5292. int VisualShaderNodeFresnel::get_input_port_count() const {
  5293. return 4;
  5294. }
  5295. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  5296. switch (p_port) {
  5297. case 0:
  5298. return PORT_TYPE_VECTOR_3D;
  5299. case 1:
  5300. return PORT_TYPE_VECTOR_3D;
  5301. case 2:
  5302. return PORT_TYPE_BOOLEAN;
  5303. case 3:
  5304. return PORT_TYPE_SCALAR;
  5305. default:
  5306. return PORT_TYPE_VECTOR_3D;
  5307. }
  5308. }
  5309. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  5310. switch (p_port) {
  5311. case 0:
  5312. return "normal";
  5313. case 1:
  5314. return "view";
  5315. case 2:
  5316. return "invert";
  5317. case 3:
  5318. return "power";
  5319. default:
  5320. return "";
  5321. }
  5322. }
  5323. int VisualShaderNodeFresnel::get_output_port_count() const {
  5324. return 1;
  5325. }
  5326. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  5327. return PORT_TYPE_SCALAR;
  5328. }
  5329. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  5330. return "result";
  5331. }
  5332. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  5333. if (p_port == 2) {
  5334. return false;
  5335. }
  5336. return true;
  5337. }
  5338. 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 {
  5339. String normal;
  5340. String view;
  5341. if (p_input_vars[0].is_empty()) {
  5342. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5343. normal = "NORMAL";
  5344. } else {
  5345. normal = "vec3(0.0)";
  5346. }
  5347. } else {
  5348. normal = p_input_vars[0];
  5349. }
  5350. if (p_input_vars[1].is_empty()) {
  5351. if (p_mode == Shader::MODE_SPATIAL) {
  5352. view = "VIEW";
  5353. } else {
  5354. view = "vec3(0.0)";
  5355. }
  5356. } else {
  5357. view = p_input_vars[1];
  5358. }
  5359. if (is_input_port_connected(2)) {
  5360. 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";
  5361. } else {
  5362. if (get_input_port_default_value(2)) {
  5363. return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5364. } else {
  5365. return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5366. }
  5367. }
  5368. }
  5369. bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5370. if (p_port == 0) {
  5371. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5372. return true;
  5373. }
  5374. } else if (p_port == 1) {
  5375. if (p_mode == Shader::MODE_SPATIAL) {
  5376. return true;
  5377. }
  5378. }
  5379. return false;
  5380. }
  5381. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  5382. set_input_port_default_value(2, false);
  5383. set_input_port_default_value(3, 1.0);
  5384. }
  5385. ////////////// Is
  5386. String VisualShaderNodeIs::get_caption() const {
  5387. return "Is";
  5388. }
  5389. int VisualShaderNodeIs::get_input_port_count() const {
  5390. return 1;
  5391. }
  5392. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  5393. return PORT_TYPE_SCALAR;
  5394. }
  5395. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  5396. return "";
  5397. }
  5398. int VisualShaderNodeIs::get_output_port_count() const {
  5399. return 1;
  5400. }
  5401. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  5402. return PORT_TYPE_BOOLEAN;
  5403. }
  5404. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  5405. return "";
  5406. }
  5407. 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 {
  5408. static const char *functions[FUNC_MAX] = {
  5409. "isinf($)",
  5410. "isnan($)"
  5411. };
  5412. String code;
  5413. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  5414. return code;
  5415. }
  5416. void VisualShaderNodeIs::set_function(Function p_func) {
  5417. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5418. if (func == p_func) {
  5419. return;
  5420. }
  5421. func = p_func;
  5422. emit_changed();
  5423. }
  5424. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  5425. return func;
  5426. }
  5427. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  5428. Vector<StringName> props;
  5429. props.push_back("function");
  5430. return props;
  5431. }
  5432. void VisualShaderNodeIs::_bind_methods() {
  5433. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  5434. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  5435. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  5436. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  5437. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  5438. BIND_ENUM_CONSTANT(FUNC_MAX);
  5439. }
  5440. VisualShaderNodeIs::VisualShaderNodeIs() {
  5441. set_input_port_default_value(0, 0.0);
  5442. }
  5443. ////////////// Compare
  5444. String VisualShaderNodeCompare::get_caption() const {
  5445. return "Compare";
  5446. }
  5447. int VisualShaderNodeCompare::get_input_port_count() const {
  5448. if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  5449. return 3;
  5450. }
  5451. return 2;
  5452. }
  5453. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  5454. switch (comparison_type) {
  5455. case CTYPE_SCALAR:
  5456. return PORT_TYPE_SCALAR;
  5457. case CTYPE_SCALAR_INT:
  5458. return PORT_TYPE_SCALAR_INT;
  5459. case CTYPE_VECTOR_2D:
  5460. return PORT_TYPE_VECTOR_2D;
  5461. case CTYPE_VECTOR_3D:
  5462. return PORT_TYPE_VECTOR_3D;
  5463. case CTYPE_VECTOR_4D:
  5464. return PORT_TYPE_VECTOR_4D;
  5465. case CTYPE_BOOLEAN:
  5466. return PORT_TYPE_BOOLEAN;
  5467. case CTYPE_TRANSFORM:
  5468. return PORT_TYPE_TRANSFORM;
  5469. default:
  5470. return PORT_TYPE_SCALAR;
  5471. }
  5472. }
  5473. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  5474. if (p_port == 0) {
  5475. return "a";
  5476. } else if (p_port == 1) {
  5477. return "b";
  5478. } else if (p_port == 2) {
  5479. return "tolerance";
  5480. }
  5481. return "";
  5482. }
  5483. int VisualShaderNodeCompare::get_output_port_count() const {
  5484. return 1;
  5485. }
  5486. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  5487. return PORT_TYPE_BOOLEAN;
  5488. }
  5489. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  5490. if (p_port == 0) {
  5491. return "result";
  5492. }
  5493. return "";
  5494. }
  5495. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  5496. if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
  5497. if (func > FUNC_NOT_EQUAL) {
  5498. return RTR("Invalid comparison function for that type.");
  5499. }
  5500. }
  5501. return "";
  5502. }
  5503. 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 {
  5504. static const char *operators[FUNC_MAX] = {
  5505. "==",
  5506. "!=",
  5507. ">",
  5508. ">=",
  5509. "<",
  5510. "<=",
  5511. };
  5512. static const char *functions[FUNC_MAX] = {
  5513. "equal($)",
  5514. "notEqual($)",
  5515. "greaterThan($)",
  5516. "greaterThanEqual($)",
  5517. "lessThan($)",
  5518. "lessThanEqual($)",
  5519. };
  5520. static const char *conditions[COND_MAX] = {
  5521. "all($)",
  5522. "any($)",
  5523. };
  5524. String code;
  5525. switch (comparison_type) {
  5526. case CTYPE_SCALAR: {
  5527. if (func == FUNC_EQUAL) {
  5528. code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  5529. } else if (func == FUNC_NOT_EQUAL) {
  5530. code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  5531. } else {
  5532. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5533. }
  5534. } break;
  5535. case CTYPE_SCALAR_INT: {
  5536. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5537. } break;
  5538. case CTYPE_VECTOR_2D: {
  5539. code += " {\n";
  5540. code += " bvec2 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5541. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5542. code += " }\n";
  5543. } break;
  5544. case CTYPE_VECTOR_3D: {
  5545. code += " {\n";
  5546. code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5547. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5548. code += " }\n";
  5549. } break;
  5550. case CTYPE_VECTOR_4D: {
  5551. code += " {\n";
  5552. code += " bvec4 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5553. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5554. code += " }\n";
  5555. } break;
  5556. case CTYPE_BOOLEAN: {
  5557. if (func > FUNC_NOT_EQUAL) {
  5558. return " " + p_output_vars[0] + " = false;\n";
  5559. }
  5560. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5561. } break;
  5562. case CTYPE_TRANSFORM: {
  5563. if (func > FUNC_NOT_EQUAL) {
  5564. return " " + p_output_vars[0] + " = false;\n";
  5565. }
  5566. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5567. } break;
  5568. default:
  5569. break;
  5570. }
  5571. return code;
  5572. }
  5573. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
  5574. ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
  5575. if (comparison_type == p_comparison_type) {
  5576. return;
  5577. }
  5578. switch (p_comparison_type) {
  5579. case CTYPE_SCALAR:
  5580. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  5581. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  5582. simple_decl = true;
  5583. break;
  5584. case CTYPE_SCALAR_INT:
  5585. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  5586. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  5587. simple_decl = true;
  5588. break;
  5589. case CTYPE_VECTOR_2D:
  5590. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  5591. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  5592. simple_decl = false;
  5593. break;
  5594. case CTYPE_VECTOR_3D:
  5595. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  5596. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  5597. simple_decl = false;
  5598. break;
  5599. case CTYPE_VECTOR_4D:
  5600. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  5601. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  5602. simple_decl = false;
  5603. break;
  5604. case CTYPE_BOOLEAN:
  5605. set_input_port_default_value(0, false);
  5606. set_input_port_default_value(1, false);
  5607. simple_decl = true;
  5608. break;
  5609. case CTYPE_TRANSFORM:
  5610. set_input_port_default_value(0, Transform3D());
  5611. set_input_port_default_value(1, Transform3D());
  5612. simple_decl = true;
  5613. break;
  5614. default:
  5615. break;
  5616. }
  5617. comparison_type = p_comparison_type;
  5618. emit_changed();
  5619. }
  5620. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  5621. return comparison_type;
  5622. }
  5623. void VisualShaderNodeCompare::set_function(Function p_func) {
  5624. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5625. if (func == p_func) {
  5626. return;
  5627. }
  5628. func = p_func;
  5629. emit_changed();
  5630. }
  5631. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  5632. return func;
  5633. }
  5634. void VisualShaderNodeCompare::set_condition(Condition p_condition) {
  5635. ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
  5636. if (condition == p_condition) {
  5637. return;
  5638. }
  5639. condition = p_condition;
  5640. emit_changed();
  5641. }
  5642. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  5643. return condition;
  5644. }
  5645. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  5646. Vector<StringName> props;
  5647. props.push_back("type");
  5648. props.push_back("function");
  5649. if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D || comparison_type == CTYPE_VECTOR_4D) {
  5650. props.push_back("condition");
  5651. }
  5652. return props;
  5653. }
  5654. void VisualShaderNodeCompare::_bind_methods() {
  5655. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  5656. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  5657. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  5658. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  5659. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  5660. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  5661. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  5662. 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");
  5663. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  5664. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  5665. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  5666. BIND_ENUM_CONSTANT(CTYPE_VECTOR_2D);
  5667. BIND_ENUM_CONSTANT(CTYPE_VECTOR_3D);
  5668. BIND_ENUM_CONSTANT(CTYPE_VECTOR_4D);
  5669. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  5670. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  5671. BIND_ENUM_CONSTANT(CTYPE_MAX);
  5672. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  5673. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  5674. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  5675. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  5676. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  5677. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  5678. BIND_ENUM_CONSTANT(FUNC_MAX);
  5679. BIND_ENUM_CONSTANT(COND_ALL);
  5680. BIND_ENUM_CONSTANT(COND_ANY);
  5681. BIND_ENUM_CONSTANT(COND_MAX);
  5682. }
  5683. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  5684. set_input_port_default_value(0, 0.0);
  5685. set_input_port_default_value(1, 0.0);
  5686. set_input_port_default_value(2, CMP_EPSILON);
  5687. }
  5688. ////////////// Fma
  5689. String VisualShaderNodeMultiplyAdd::get_caption() const {
  5690. return "MultiplyAdd";
  5691. }
  5692. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  5693. return 3;
  5694. }
  5695. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  5696. switch (op_type) {
  5697. case OP_TYPE_VECTOR_2D:
  5698. return PORT_TYPE_VECTOR_2D;
  5699. case OP_TYPE_VECTOR_3D:
  5700. return PORT_TYPE_VECTOR_3D;
  5701. case OP_TYPE_VECTOR_4D:
  5702. return PORT_TYPE_VECTOR_4D;
  5703. default:
  5704. break;
  5705. }
  5706. return PORT_TYPE_SCALAR;
  5707. }
  5708. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  5709. if (p_port == 0) {
  5710. return "a";
  5711. } else if (p_port == 1) {
  5712. return "b(*)";
  5713. } else if (p_port == 2) {
  5714. return "c(+)";
  5715. }
  5716. return "";
  5717. }
  5718. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  5719. return 1;
  5720. }
  5721. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  5722. switch (op_type) {
  5723. case OP_TYPE_VECTOR_2D:
  5724. return PORT_TYPE_VECTOR_2D;
  5725. case OP_TYPE_VECTOR_3D:
  5726. return PORT_TYPE_VECTOR_3D;
  5727. case OP_TYPE_VECTOR_4D:
  5728. return PORT_TYPE_VECTOR_4D;
  5729. default:
  5730. break;
  5731. }
  5732. return PORT_TYPE_SCALAR;
  5733. }
  5734. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  5735. return "";
  5736. }
  5737. 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 {
  5738. return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  5739. }
  5740. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  5741. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  5742. if (op_type == p_op_type) {
  5743. return;
  5744. }
  5745. switch (p_op_type) {
  5746. case OP_TYPE_SCALAR: {
  5747. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  5748. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  5749. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5750. } break;
  5751. case OP_TYPE_VECTOR_2D: {
  5752. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  5753. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  5754. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  5755. } break;
  5756. case OP_TYPE_VECTOR_3D: {
  5757. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  5758. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  5759. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  5760. } break;
  5761. case OP_TYPE_VECTOR_4D: {
  5762. set_input_port_default_value(0, Vector4(), get_input_port_default_value(0));
  5763. set_input_port_default_value(1, Vector4(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  5764. set_input_port_default_value(2, Vector4(), get_input_port_default_value(2));
  5765. } break;
  5766. default:
  5767. break;
  5768. }
  5769. op_type = p_op_type;
  5770. emit_changed();
  5771. }
  5772. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  5773. return op_type;
  5774. }
  5775. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  5776. Vector<StringName> props;
  5777. props.push_back("op_type");
  5778. return props;
  5779. }
  5780. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  5781. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  5782. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  5783. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  5784. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  5785. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5786. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5787. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  5788. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5789. }
  5790. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  5791. set_input_port_default_value(0, 0.0);
  5792. set_input_port_default_value(1, 1.0);
  5793. set_input_port_default_value(2, 0.0);
  5794. }
  5795. ////////////// Billboard
  5796. String VisualShaderNodeBillboard::get_caption() const {
  5797. return "GetBillboardMatrix";
  5798. }
  5799. int VisualShaderNodeBillboard::get_input_port_count() const {
  5800. return 0;
  5801. }
  5802. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
  5803. return PORT_TYPE_SCALAR;
  5804. }
  5805. String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
  5806. return "";
  5807. }
  5808. int VisualShaderNodeBillboard::get_output_port_count() const {
  5809. return 1;
  5810. }
  5811. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
  5812. return PORT_TYPE_TRANSFORM;
  5813. }
  5814. String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
  5815. return "model_view_matrix";
  5816. }
  5817. 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 {
  5818. String code;
  5819. switch (billboard_type) {
  5820. case BILLBOARD_TYPE_ENABLED:
  5821. code += " {\n";
  5822. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
  5823. if (keep_scale) {
  5824. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5825. }
  5826. code += " " + p_output_vars[0] + " = __mvm;\n";
  5827. code += " }\n";
  5828. break;
  5829. case BILLBOARD_TYPE_FIXED_Y:
  5830. code += " {\n";
  5831. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], MODEL_MATRIX[1], vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, MODEL_MATRIX[1].xyz)), 0.0), MODEL_MATRIX[3]);\n";
  5832. if (keep_scale) {
  5833. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5834. } else {
  5835. code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(MODEL_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";
  5836. }
  5837. code += " " + p_output_vars[0] + " = __mvm;\n";
  5838. code += " }\n";
  5839. break;
  5840. case BILLBOARD_TYPE_PARTICLES:
  5841. code += " {\n";
  5842. code += " mat4 __wm = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";
  5843. 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";
  5844. code += " " + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n";
  5845. code += " }\n";
  5846. break;
  5847. default:
  5848. code += " " + p_output_vars[0] + " = mat4(1.0);\n";
  5849. break;
  5850. }
  5851. return code;
  5852. }
  5853. bool VisualShaderNodeBillboard::is_show_prop_names() const {
  5854. return true;
  5855. }
  5856. void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
  5857. ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
  5858. if (billboard_type == p_billboard_type) {
  5859. return;
  5860. }
  5861. billboard_type = p_billboard_type;
  5862. simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
  5863. set_disabled(simple_decl);
  5864. emit_changed();
  5865. }
  5866. VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
  5867. return billboard_type;
  5868. }
  5869. void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
  5870. keep_scale = p_enabled;
  5871. emit_changed();
  5872. }
  5873. bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
  5874. return keep_scale;
  5875. }
  5876. Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
  5877. Vector<StringName> props;
  5878. props.push_back("billboard_type");
  5879. if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
  5880. props.push_back("keep_scale");
  5881. }
  5882. return props;
  5883. }
  5884. void VisualShaderNodeBillboard::_bind_methods() {
  5885. ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
  5886. ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
  5887. ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
  5888. ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
  5889. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
  5890. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
  5891. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
  5892. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
  5893. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
  5894. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
  5895. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
  5896. }
  5897. VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
  5898. simple_decl = false;
  5899. }