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visual_shader_nodes.cpp 207 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. default:
  39. break;
  40. }
  41. return PORT_TYPE_SCALAR;
  42. }
  43. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port_type(int p_port) const {
  44. switch (op_type) {
  45. case OP_TYPE_VECTOR_2D:
  46. return PORT_TYPE_VECTOR_2D;
  47. case OP_TYPE_VECTOR_3D:
  48. return PORT_TYPE_VECTOR_3D;
  49. default:
  50. break;
  51. }
  52. return PORT_TYPE_SCALAR;
  53. }
  54. void VisualShaderNodeVectorBase::set_op_type(OpType p_op_type) {
  55. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  56. if (op_type == p_op_type) {
  57. return;
  58. }
  59. op_type = p_op_type;
  60. emit_changed();
  61. }
  62. VisualShaderNodeVectorBase::OpType VisualShaderNodeVectorBase::get_op_type() const {
  63. return op_type;
  64. }
  65. void VisualShaderNodeVectorBase::_bind_methods() {
  66. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeVectorBase::set_op_type);
  67. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeVectorBase::get_op_type);
  68. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Vector2,Vector3"), "set_op_type", "get_op_type");
  69. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  70. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  71. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  72. }
  73. Vector<StringName> VisualShaderNodeVectorBase::get_editable_properties() const {
  74. Vector<StringName> props;
  75. props.push_back("op_type");
  76. return props;
  77. }
  78. VisualShaderNodeVectorBase::VisualShaderNodeVectorBase() {
  79. }
  80. ////////////// Constants Base
  81. VisualShaderNodeConstant::VisualShaderNodeConstant() {
  82. }
  83. ////////////// Scalar(Float)
  84. String VisualShaderNodeFloatConstant::get_caption() const {
  85. return "FloatConstant";
  86. }
  87. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  88. return 0;
  89. }
  90. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  91. return PORT_TYPE_SCALAR;
  92. }
  93. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  94. return String();
  95. }
  96. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  97. return 1;
  98. }
  99. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  100. return PORT_TYPE_SCALAR;
  101. }
  102. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  103. return ""; //no output port means the editor will be used as port
  104. }
  105. 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 {
  106. return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  107. }
  108. void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
  109. if (Math::is_equal_approx(constant, p_constant)) {
  110. return;
  111. }
  112. constant = p_constant;
  113. emit_changed();
  114. }
  115. float VisualShaderNodeFloatConstant::get_constant() const {
  116. return constant;
  117. }
  118. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  119. Vector<StringName> props;
  120. props.push_back("constant");
  121. return props;
  122. }
  123. void VisualShaderNodeFloatConstant::_bind_methods() {
  124. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
  125. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  126. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  127. }
  128. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  129. }
  130. ////////////// Scalar(Int)
  131. String VisualShaderNodeIntConstant::get_caption() const {
  132. return "IntConstant";
  133. }
  134. int VisualShaderNodeIntConstant::get_input_port_count() const {
  135. return 0;
  136. }
  137. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  138. return PORT_TYPE_SCALAR_INT;
  139. }
  140. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  141. return String();
  142. }
  143. int VisualShaderNodeIntConstant::get_output_port_count() const {
  144. return 1;
  145. }
  146. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  147. return PORT_TYPE_SCALAR_INT;
  148. }
  149. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  150. return ""; //no output port means the editor will be used as port
  151. }
  152. 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 {
  153. return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
  154. }
  155. void VisualShaderNodeIntConstant::set_constant(int p_constant) {
  156. if (constant == p_constant) {
  157. return;
  158. }
  159. constant = p_constant;
  160. emit_changed();
  161. }
  162. int VisualShaderNodeIntConstant::get_constant() const {
  163. return constant;
  164. }
  165. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  166. Vector<StringName> props;
  167. props.push_back("constant");
  168. return props;
  169. }
  170. void VisualShaderNodeIntConstant::_bind_methods() {
  171. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
  172. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  173. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  174. }
  175. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  176. }
  177. ////////////// Boolean
  178. String VisualShaderNodeBooleanConstant::get_caption() const {
  179. return "BooleanConstant";
  180. }
  181. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  182. return 0;
  183. }
  184. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  185. return PORT_TYPE_BOOLEAN;
  186. }
  187. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  188. return String();
  189. }
  190. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  191. return 1;
  192. }
  193. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  194. return PORT_TYPE_BOOLEAN;
  195. }
  196. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  197. return ""; //no output port means the editor will be used as port
  198. }
  199. 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 {
  200. return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  201. }
  202. void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
  203. if (constant == p_constant) {
  204. return;
  205. }
  206. constant = p_constant;
  207. emit_changed();
  208. }
  209. bool VisualShaderNodeBooleanConstant::get_constant() const {
  210. return constant;
  211. }
  212. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  213. Vector<StringName> props;
  214. props.push_back("constant");
  215. return props;
  216. }
  217. void VisualShaderNodeBooleanConstant::_bind_methods() {
  218. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
  219. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  220. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  221. }
  222. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  223. }
  224. ////////////// Color
  225. String VisualShaderNodeColorConstant::get_caption() const {
  226. return "ColorConstant";
  227. }
  228. int VisualShaderNodeColorConstant::get_input_port_count() const {
  229. return 0;
  230. }
  231. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  232. return PORT_TYPE_VECTOR_3D;
  233. }
  234. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  235. return String();
  236. }
  237. int VisualShaderNodeColorConstant::get_output_port_count() const {
  238. return 2;
  239. }
  240. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  241. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  242. }
  243. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  244. return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
  245. }
  246. bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
  247. if (p_port == 0) {
  248. return true;
  249. }
  250. return false;
  251. }
  252. 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 {
  253. String code;
  254. code += " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
  255. code += " " + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
  256. return code;
  257. }
  258. void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
  259. if (constant.is_equal_approx(p_constant)) {
  260. return;
  261. }
  262. constant = p_constant;
  263. emit_changed();
  264. }
  265. Color VisualShaderNodeColorConstant::get_constant() const {
  266. return constant;
  267. }
  268. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  269. Vector<StringName> props;
  270. props.push_back("constant");
  271. return props;
  272. }
  273. void VisualShaderNodeColorConstant::_bind_methods() {
  274. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
  275. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  276. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  277. }
  278. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  279. }
  280. ////////////// Vector2
  281. String VisualShaderNodeVec2Constant::get_caption() const {
  282. return "Vector2Constant";
  283. }
  284. int VisualShaderNodeVec2Constant::get_input_port_count() const {
  285. return 0;
  286. }
  287. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_input_port_type(int p_port) const {
  288. return PORT_TYPE_VECTOR_2D;
  289. }
  290. String VisualShaderNodeVec2Constant::get_input_port_name(int p_port) const {
  291. return String();
  292. }
  293. int VisualShaderNodeVec2Constant::get_output_port_count() const {
  294. return 1;
  295. }
  296. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_output_port_type(int p_port) const {
  297. return PORT_TYPE_VECTOR_2D;
  298. }
  299. String VisualShaderNodeVec2Constant::get_output_port_name(int p_port) const {
  300. return ""; //no output port means the editor will be used as port
  301. }
  302. 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 {
  303. return " " + p_output_vars[0] + " = " + vformat("vec2(%.6f, %.6f)", constant.x, constant.y) + ";\n";
  304. }
  305. void VisualShaderNodeVec2Constant::set_constant(const Vector2 &p_constant) {
  306. if (constant.is_equal_approx(p_constant)) {
  307. return;
  308. }
  309. constant = p_constant;
  310. emit_changed();
  311. }
  312. Vector2 VisualShaderNodeVec2Constant::get_constant() const {
  313. return constant;
  314. }
  315. Vector<StringName> VisualShaderNodeVec2Constant::get_editable_properties() const {
  316. Vector<StringName> props;
  317. props.push_back("constant");
  318. return props;
  319. }
  320. void VisualShaderNodeVec2Constant::_bind_methods() {
  321. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec2Constant::set_constant);
  322. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec2Constant::get_constant);
  323. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant"), "set_constant", "get_constant");
  324. }
  325. VisualShaderNodeVec2Constant::VisualShaderNodeVec2Constant() {
  326. }
  327. ////////////// Vector3
  328. String VisualShaderNodeVec3Constant::get_caption() const {
  329. return "Vector3Constant";
  330. }
  331. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  332. return 0;
  333. }
  334. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  335. return PORT_TYPE_VECTOR_3D;
  336. }
  337. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  338. return String();
  339. }
  340. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  341. return 1;
  342. }
  343. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  344. return PORT_TYPE_VECTOR_3D;
  345. }
  346. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  347. return ""; //no output port means the editor will be used as port
  348. }
  349. 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 {
  350. return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  351. }
  352. void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
  353. if (constant.is_equal_approx(p_constant)) {
  354. return;
  355. }
  356. constant = p_constant;
  357. emit_changed();
  358. }
  359. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  360. return constant;
  361. }
  362. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  363. Vector<StringName> props;
  364. props.push_back("constant");
  365. return props;
  366. }
  367. void VisualShaderNodeVec3Constant::_bind_methods() {
  368. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
  369. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  370. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  371. }
  372. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  373. }
  374. ////////////// Transform3D
  375. String VisualShaderNodeTransformConstant::get_caption() const {
  376. return "TransformConstant";
  377. }
  378. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  379. return 0;
  380. }
  381. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  382. return PORT_TYPE_VECTOR_3D;
  383. }
  384. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  385. return String();
  386. }
  387. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  388. return 1;
  389. }
  390. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  391. return PORT_TYPE_TRANSFORM;
  392. }
  393. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  394. return ""; //no output port means the editor will be used as port
  395. }
  396. 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 {
  397. Transform3D t = constant;
  398. t.basis.transpose();
  399. String code = " " + p_output_vars[0] + " = mat4(";
  400. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  401. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  402. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  403. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  404. return code;
  405. }
  406. void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
  407. if (constant.is_equal_approx(p_constant)) {
  408. return;
  409. }
  410. constant = p_constant;
  411. emit_changed();
  412. }
  413. Transform3D VisualShaderNodeTransformConstant::get_constant() const {
  414. return constant;
  415. }
  416. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  417. Vector<StringName> props;
  418. props.push_back("constant");
  419. return props;
  420. }
  421. void VisualShaderNodeTransformConstant::_bind_methods() {
  422. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
  423. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  424. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
  425. }
  426. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  427. }
  428. ////////////// Texture
  429. String VisualShaderNodeTexture::get_caption() const {
  430. return "Texture2D";
  431. }
  432. int VisualShaderNodeTexture::get_input_port_count() const {
  433. return 3;
  434. }
  435. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  436. switch (p_port) {
  437. case 0:
  438. return PORT_TYPE_VECTOR_2D;
  439. case 1:
  440. return PORT_TYPE_SCALAR;
  441. case 2:
  442. return PORT_TYPE_SAMPLER;
  443. default:
  444. return PORT_TYPE_SCALAR;
  445. }
  446. }
  447. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  448. switch (p_port) {
  449. case 0:
  450. return "uv";
  451. case 1:
  452. return "lod";
  453. case 2:
  454. return "sampler2D";
  455. default:
  456. return "";
  457. }
  458. }
  459. int VisualShaderNodeTexture::get_output_port_count() const {
  460. return 2;
  461. }
  462. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  463. if (p_port == 0 && source == SOURCE_DEPTH) {
  464. return PORT_TYPE_SCALAR;
  465. }
  466. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  467. }
  468. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  469. if (p_port == 0 && source == SOURCE_DEPTH) {
  470. return "depth";
  471. }
  472. return p_port == 0 ? "rgb" : "alpha";
  473. }
  474. bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
  475. if (p_port == 0) {
  476. return true;
  477. }
  478. return false;
  479. }
  480. bool VisualShaderNodeTexture::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  481. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  482. if (p_port == 0) {
  483. return true;
  484. }
  485. }
  486. return false;
  487. }
  488. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  489. VisualShader::DefaultTextureParam dtp;
  490. dtp.name = make_unique_id(p_type, p_id, "tex");
  491. dtp.params.push_back(texture);
  492. Vector<VisualShader::DefaultTextureParam> ret;
  493. ret.push_back(dtp);
  494. return ret;
  495. }
  496. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  497. if (source == SOURCE_TEXTURE) {
  498. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  499. switch (texture_type) {
  500. case TYPE_DATA:
  501. break;
  502. case TYPE_COLOR:
  503. u += " : hint_albedo";
  504. break;
  505. case TYPE_NORMAL_MAP:
  506. u += " : hint_normal";
  507. break;
  508. default:
  509. break;
  510. }
  511. return u + ";\n";
  512. }
  513. return String();
  514. }
  515. 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 {
  516. String default_uv;
  517. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  518. default_uv = "UV";
  519. } else {
  520. default_uv = "vec2(0.0)";
  521. }
  522. if (source == SOURCE_TEXTURE) {
  523. String id = make_unique_id(p_type, p_id, "tex");
  524. String code;
  525. if (p_input_vars[0].is_empty()) { // Use UV by default.
  526. if (p_input_vars[1].is_empty()) {
  527. code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  528. } else {
  529. code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  530. }
  531. } else if (p_input_vars[1].is_empty()) {
  532. //no lod
  533. code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  534. } else {
  535. code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  536. }
  537. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  538. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  539. return code;
  540. }
  541. if (source == SOURCE_PORT) {
  542. String id = p_input_vars[2];
  543. String code;
  544. code += " {\n";
  545. if (id.is_empty()) {
  546. code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
  547. } else {
  548. if (p_input_vars[0].is_empty()) { // Use UV by default.
  549. if (p_input_vars[1].is_empty()) {
  550. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  551. } else {
  552. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  553. }
  554. } else if (p_input_vars[1].is_empty()) {
  555. //no lod
  556. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  557. } else {
  558. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  559. }
  560. code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  561. code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  562. }
  563. code += " }\n";
  564. return code;
  565. }
  566. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  567. String code = " {\n";
  568. if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
  569. if (p_input_vars[1].is_empty()) {
  570. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
  571. } else {
  572. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  573. }
  574. } else if (p_input_vars[1].is_empty()) {
  575. //no lod
  576. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
  577. } else {
  578. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  579. }
  580. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  581. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  582. code += " }\n";
  583. return code;
  584. }
  585. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  586. String code = " {\n";
  587. if (p_input_vars[0].is_empty()) { // Use UV by default.
  588. if (p_input_vars[1].is_empty()) {
  589. code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
  590. } else {
  591. code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  592. }
  593. } else if (p_input_vars[1].is_empty()) {
  594. //no lod
  595. code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ");\n";
  596. } else {
  597. code += " vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  598. }
  599. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  600. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  601. code += " }\n";
  602. return code;
  603. }
  604. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  605. String code = " {\n";
  606. if (p_input_vars[0].is_empty()) { // Use UV by default.
  607. if (p_input_vars[1].is_empty()) {
  608. code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
  609. } else {
  610. code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  611. }
  612. } else if (p_input_vars[1].is_empty()) {
  613. //no lod
  614. code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
  615. } else {
  616. code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  617. }
  618. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  619. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  620. code += " }\n";
  621. return code;
  622. }
  623. if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  624. {
  625. if (source == SOURCE_DEPTH) {
  626. String code;
  627. code += " " + p_output_vars[0] + " = 0.0;\n";
  628. code += " " + p_output_vars[1] + " = 1.0;\n";
  629. return code;
  630. }
  631. }
  632. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  633. String code = " {\n";
  634. if (p_input_vars[0].is_empty()) { // Use UV by default.
  635. if (p_input_vars[1].is_empty()) {
  636. code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
  637. } else {
  638. code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
  639. }
  640. } else if (p_input_vars[1].is_empty()) {
  641. //no lod
  642. code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
  643. } else {
  644. code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
  645. }
  646. code += " " + p_output_vars[0] + " = _depth;\n";
  647. code += " " + p_output_vars[1] + " = 1.0;\n";
  648. code += " }\n";
  649. return code;
  650. } else if (source == SOURCE_DEPTH) {
  651. String code;
  652. code += " " + p_output_vars[0] + " = 0.0;\n";
  653. code += " " + p_output_vars[1] + " = 1.0;\n";
  654. return code;
  655. }
  656. //none
  657. String code;
  658. code += " " + p_output_vars[0] + " = vec3(0.0);\n";
  659. code += " " + p_output_vars[1] + " = 1.0;\n";
  660. return code;
  661. }
  662. void VisualShaderNodeTexture::set_source(Source p_source) {
  663. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  664. if (source == p_source) {
  665. return;
  666. }
  667. switch (p_source) {
  668. case SOURCE_TEXTURE:
  669. simple_decl = true;
  670. break;
  671. case SOURCE_SCREEN:
  672. simple_decl = false;
  673. break;
  674. case SOURCE_2D_TEXTURE:
  675. simple_decl = false;
  676. break;
  677. case SOURCE_2D_NORMAL:
  678. simple_decl = false;
  679. break;
  680. case SOURCE_DEPTH:
  681. simple_decl = false;
  682. break;
  683. case SOURCE_PORT:
  684. simple_decl = false;
  685. break;
  686. default:
  687. break;
  688. }
  689. source = p_source;
  690. emit_changed();
  691. emit_signal(SNAME("editor_refresh_request"));
  692. }
  693. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  694. return source;
  695. }
  696. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
  697. texture = p_texture;
  698. emit_changed();
  699. }
  700. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  701. return texture;
  702. }
  703. void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
  704. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  705. if (texture_type == p_texture_type) {
  706. return;
  707. }
  708. texture_type = p_texture_type;
  709. emit_changed();
  710. }
  711. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  712. return texture_type;
  713. }
  714. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  715. Vector<StringName> props;
  716. props.push_back("source");
  717. if (source == SOURCE_TEXTURE) {
  718. props.push_back("texture");
  719. props.push_back("texture_type");
  720. }
  721. return props;
  722. }
  723. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  724. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  725. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  726. }
  727. if (source == SOURCE_TEXTURE) {
  728. return String(); // all good
  729. }
  730. if (source == SOURCE_PORT) {
  731. return String(); // all good
  732. }
  733. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  734. return String(); // all good
  735. }
  736. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  737. return String(); // all good
  738. }
  739. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  740. return String(); // all good
  741. }
  742. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  743. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  744. return TTR("Invalid source for preview.");
  745. }
  746. return String(); // all good
  747. }
  748. return TTR("Invalid source for shader.");
  749. }
  750. void VisualShaderNodeTexture::_bind_methods() {
  751. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  752. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  753. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  754. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  755. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  756. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  757. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  758. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  759. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  760. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  761. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  762. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  763. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  764. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  765. BIND_ENUM_CONSTANT(SOURCE_PORT);
  766. BIND_ENUM_CONSTANT(SOURCE_MAX);
  767. BIND_ENUM_CONSTANT(TYPE_DATA);
  768. BIND_ENUM_CONSTANT(TYPE_COLOR);
  769. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  770. BIND_ENUM_CONSTANT(TYPE_MAX);
  771. }
  772. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  773. }
  774. ////////////// CurveTexture
  775. String VisualShaderNodeCurveTexture::get_caption() const {
  776. return "CurveTexture";
  777. }
  778. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  779. return 1;
  780. }
  781. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  782. return PORT_TYPE_SCALAR;
  783. }
  784. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  785. return String();
  786. }
  787. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  788. return 1;
  789. }
  790. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  791. return PORT_TYPE_SCALAR;
  792. }
  793. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  794. return String();
  795. }
  796. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  797. texture = p_texture;
  798. emit_changed();
  799. }
  800. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  801. return texture;
  802. }
  803. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  804. Vector<StringName> props;
  805. props.push_back("texture");
  806. return props;
  807. }
  808. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  809. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + ";\n";
  810. }
  811. 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 {
  812. if (p_input_vars[0].is_empty()) {
  813. return " " + p_output_vars[0] + " = 0.0;\n";
  814. }
  815. String id = make_unique_id(p_type, p_id, "curve");
  816. String code;
  817. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
  818. return code;
  819. }
  820. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  821. VisualShader::DefaultTextureParam dtp;
  822. dtp.name = make_unique_id(p_type, p_id, "curve");
  823. dtp.params.push_back(texture);
  824. Vector<VisualShader::DefaultTextureParam> ret;
  825. ret.push_back(dtp);
  826. return ret;
  827. }
  828. void VisualShaderNodeCurveTexture::_bind_methods() {
  829. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  830. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  831. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  832. }
  833. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  834. return true;
  835. }
  836. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  837. set_input_port_default_value(0, 0.0);
  838. simple_decl = true;
  839. allow_v_resize = false;
  840. }
  841. ////////////// CurveXYZTexture
  842. String VisualShaderNodeCurveXYZTexture::get_caption() const {
  843. return "CurveXYZTexture";
  844. }
  845. int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
  846. return 1;
  847. }
  848. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
  849. return PORT_TYPE_SCALAR;
  850. }
  851. String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
  852. return String();
  853. }
  854. int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
  855. return 1;
  856. }
  857. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
  858. return PORT_TYPE_VECTOR_3D;
  859. }
  860. String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
  861. return String();
  862. }
  863. void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
  864. texture = p_texture;
  865. emit_changed();
  866. }
  867. Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
  868. return texture;
  869. }
  870. Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
  871. Vector<StringName> props;
  872. props.push_back("texture");
  873. return props;
  874. }
  875. String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  876. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
  877. }
  878. 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 {
  879. if (p_input_vars[0].is_empty()) {
  880. return " " + p_output_vars[0] + " = vec3(0.0);\n";
  881. }
  882. String id = make_unique_id(p_type, p_id, "curve3d");
  883. String code;
  884. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
  885. return code;
  886. }
  887. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  888. VisualShader::DefaultTextureParam dtp;
  889. dtp.name = make_unique_id(p_type, p_id, "curve3d");
  890. dtp.params.push_back(texture);
  891. Vector<VisualShader::DefaultTextureParam> ret;
  892. ret.push_back(dtp);
  893. return ret;
  894. }
  895. void VisualShaderNodeCurveXYZTexture::_bind_methods() {
  896. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
  897. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
  898. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
  899. }
  900. bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
  901. return true;
  902. }
  903. VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
  904. set_input_port_default_value(0, 0.0);
  905. simple_decl = true;
  906. allow_v_resize = false;
  907. }
  908. ////////////// Sample3D
  909. int VisualShaderNodeSample3D::get_input_port_count() const {
  910. return 3;
  911. }
  912. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  913. switch (p_port) {
  914. case 0:
  915. return PORT_TYPE_VECTOR_3D;
  916. case 1:
  917. return PORT_TYPE_SCALAR;
  918. case 2:
  919. return PORT_TYPE_SAMPLER;
  920. default:
  921. return PORT_TYPE_SCALAR;
  922. }
  923. }
  924. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  925. switch (p_port) {
  926. case 0:
  927. return "uvw";
  928. case 1:
  929. return "lod";
  930. default:
  931. return "";
  932. }
  933. }
  934. int VisualShaderNodeSample3D::get_output_port_count() const {
  935. return 2;
  936. }
  937. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  938. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  939. }
  940. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  941. return p_port == 0 ? "rgb" : "alpha";
  942. }
  943. bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
  944. if (p_port == 0) {
  945. return true;
  946. }
  947. return false;
  948. }
  949. bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  950. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  951. if (p_port == 0) {
  952. return true;
  953. }
  954. }
  955. return false;
  956. }
  957. 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 {
  958. String default_uv;
  959. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  960. default_uv = "vec3(UV, 0.0)";
  961. } else {
  962. default_uv = "vec3(0.0)";
  963. }
  964. String code;
  965. if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
  966. String id;
  967. code += " {\n";
  968. if (source == SOURCE_TEXTURE) {
  969. id = make_unique_id(p_type, p_id, "tex3d");
  970. } else {
  971. id = p_input_vars[2];
  972. }
  973. if (!id.is_empty()) {
  974. if (p_input_vars[0].is_empty()) { // Use UV by default.
  975. if (p_input_vars[1].is_empty()) {
  976. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  977. } else {
  978. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  979. }
  980. } else if (p_input_vars[1].is_empty()) {
  981. //no lod
  982. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  983. } else {
  984. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  985. }
  986. } else {
  987. code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
  988. }
  989. code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  990. code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  991. code += " }\n";
  992. return code;
  993. }
  994. code += " " + p_output_vars[0] + " = vec3(0.0);\n";
  995. code += " " + p_output_vars[1] + " = 1.0;\n";
  996. return code;
  997. }
  998. void VisualShaderNodeSample3D::set_source(Source p_source) {
  999. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1000. if (source == p_source) {
  1001. return;
  1002. }
  1003. source = p_source;
  1004. emit_changed();
  1005. emit_signal(SNAME("editor_refresh_request"));
  1006. }
  1007. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  1008. return source;
  1009. }
  1010. void VisualShaderNodeSample3D::_bind_methods() {
  1011. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  1012. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  1013. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1014. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1015. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1016. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1017. }
  1018. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1019. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1020. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1021. }
  1022. if (source == SOURCE_TEXTURE) {
  1023. return String(); // all good
  1024. }
  1025. if (source == SOURCE_PORT) {
  1026. return String(); // all good
  1027. }
  1028. return TTR("Invalid source for shader.");
  1029. }
  1030. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  1031. simple_decl = false;
  1032. }
  1033. ////////////// Texture2DArray
  1034. String VisualShaderNodeTexture2DArray::get_caption() const {
  1035. return "Texture2DArray";
  1036. }
  1037. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  1038. if (p_port == 2) {
  1039. return "sampler2DArray";
  1040. }
  1041. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1042. }
  1043. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1044. VisualShader::DefaultTextureParam dtp;
  1045. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1046. dtp.params.push_back(texture_array);
  1047. Vector<VisualShader::DefaultTextureParam> ret;
  1048. ret.push_back(dtp);
  1049. return ret;
  1050. }
  1051. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1052. if (source == SOURCE_TEXTURE) {
  1053. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1054. }
  1055. return String();
  1056. }
  1057. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
  1058. texture_array = p_texture_array;
  1059. emit_changed();
  1060. }
  1061. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
  1062. return texture_array;
  1063. }
  1064. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  1065. Vector<StringName> props;
  1066. props.push_back("source");
  1067. if (source == SOURCE_TEXTURE) {
  1068. props.push_back("texture_array");
  1069. }
  1070. return props;
  1071. }
  1072. void VisualShaderNodeTexture2DArray::_bind_methods() {
  1073. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  1074. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  1075. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
  1076. }
  1077. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  1078. }
  1079. ////////////// Texture3D
  1080. String VisualShaderNodeTexture3D::get_caption() const {
  1081. return "Texture3D";
  1082. }
  1083. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  1084. if (p_port == 2) {
  1085. return "sampler3D";
  1086. }
  1087. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1088. }
  1089. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1090. VisualShader::DefaultTextureParam dtp;
  1091. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1092. dtp.params.push_back(texture);
  1093. Vector<VisualShader::DefaultTextureParam> ret;
  1094. ret.push_back(dtp);
  1095. return ret;
  1096. }
  1097. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1098. if (source == SOURCE_TEXTURE) {
  1099. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1100. }
  1101. return String();
  1102. }
  1103. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
  1104. texture = p_texture;
  1105. emit_changed();
  1106. }
  1107. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  1108. return texture;
  1109. }
  1110. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  1111. Vector<StringName> props;
  1112. props.push_back("source");
  1113. if (source == SOURCE_TEXTURE) {
  1114. props.push_back("texture");
  1115. }
  1116. return props;
  1117. }
  1118. void VisualShaderNodeTexture3D::_bind_methods() {
  1119. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  1120. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  1121. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  1122. }
  1123. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  1124. }
  1125. ////////////// Cubemap
  1126. String VisualShaderNodeCubemap::get_caption() const {
  1127. return "Cubemap";
  1128. }
  1129. int VisualShaderNodeCubemap::get_input_port_count() const {
  1130. return 3;
  1131. }
  1132. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  1133. switch (p_port) {
  1134. case 0:
  1135. return PORT_TYPE_VECTOR_3D;
  1136. case 1:
  1137. return PORT_TYPE_SCALAR;
  1138. case 2:
  1139. return PORT_TYPE_SAMPLER;
  1140. default:
  1141. return PORT_TYPE_SCALAR;
  1142. }
  1143. }
  1144. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  1145. switch (p_port) {
  1146. case 0:
  1147. return "uv";
  1148. case 1:
  1149. return "lod";
  1150. case 2:
  1151. return "samplerCube";
  1152. default:
  1153. return "";
  1154. }
  1155. }
  1156. int VisualShaderNodeCubemap::get_output_port_count() const {
  1157. return 2;
  1158. }
  1159. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  1160. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  1161. }
  1162. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  1163. return p_port == 0 ? "rgb" : "alpha";
  1164. }
  1165. bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
  1166. if (p_port == 0) {
  1167. return true;
  1168. }
  1169. return false;
  1170. }
  1171. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1172. VisualShader::DefaultTextureParam dtp;
  1173. dtp.name = make_unique_id(p_type, p_id, "cube");
  1174. dtp.params.push_back(cube_map);
  1175. Vector<VisualShader::DefaultTextureParam> ret;
  1176. ret.push_back(dtp);
  1177. return ret;
  1178. }
  1179. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1180. if (source == SOURCE_TEXTURE) {
  1181. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  1182. switch (texture_type) {
  1183. case TYPE_DATA:
  1184. break;
  1185. case TYPE_COLOR:
  1186. u += " : hint_albedo";
  1187. break;
  1188. case TYPE_NORMAL_MAP:
  1189. u += " : hint_normal";
  1190. break;
  1191. default:
  1192. break;
  1193. }
  1194. return u + ";\n";
  1195. }
  1196. return String();
  1197. }
  1198. 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 {
  1199. String default_uv;
  1200. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1201. default_uv = "vec3(UV, 0.0)";
  1202. } else {
  1203. default_uv = "vec3(0.0)";
  1204. }
  1205. String code;
  1206. String id;
  1207. if (source == SOURCE_TEXTURE) {
  1208. id = make_unique_id(p_type, p_id, "cube");
  1209. } else if (source == SOURCE_PORT) {
  1210. id = p_input_vars[2];
  1211. } else {
  1212. return String();
  1213. }
  1214. code += " {\n";
  1215. if (id.is_empty()) {
  1216. code += " vec4 " + id + "_read = vec4(0.0);\n";
  1217. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  1218. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  1219. code += " }\n";
  1220. return code;
  1221. }
  1222. if (p_input_vars[0].is_empty()) { // Use UV by default.
  1223. if (p_input_vars[1].is_empty()) {
  1224. code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  1225. } else {
  1226. code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
  1227. }
  1228. } else if (p_input_vars[1].is_empty()) {
  1229. //no lod
  1230. code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1231. } else {
  1232. code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1233. }
  1234. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  1235. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  1236. code += " }\n";
  1237. return code;
  1238. }
  1239. bool VisualShaderNodeCubemap::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1240. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1241. if (p_port == 0) {
  1242. return true;
  1243. }
  1244. }
  1245. return false;
  1246. }
  1247. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1248. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1249. if (source == p_source) {
  1250. return;
  1251. }
  1252. source = p_source;
  1253. emit_changed();
  1254. emit_signal(SNAME("editor_refresh_request"));
  1255. }
  1256. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1257. return source;
  1258. }
  1259. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
  1260. cube_map = p_cube_map;
  1261. emit_changed();
  1262. }
  1263. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  1264. return cube_map;
  1265. }
  1266. void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
  1267. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  1268. if (texture_type == p_texture_type) {
  1269. return;
  1270. }
  1271. texture_type = p_texture_type;
  1272. emit_changed();
  1273. }
  1274. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1275. return texture_type;
  1276. }
  1277. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1278. Vector<StringName> props;
  1279. props.push_back("source");
  1280. if (source == SOURCE_TEXTURE) {
  1281. props.push_back("cube_map");
  1282. props.push_back("texture_type");
  1283. }
  1284. return props;
  1285. }
  1286. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1287. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1288. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1289. }
  1290. return String();
  1291. }
  1292. void VisualShaderNodeCubemap::_bind_methods() {
  1293. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1294. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1295. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1296. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1297. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1298. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1299. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1300. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  1301. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  1302. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1303. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1304. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1305. BIND_ENUM_CONSTANT(TYPE_DATA);
  1306. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1307. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  1308. BIND_ENUM_CONSTANT(TYPE_MAX);
  1309. }
  1310. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1311. simple_decl = false;
  1312. }
  1313. ////////////// Float Op
  1314. String VisualShaderNodeFloatOp::get_caption() const {
  1315. return "FloatOp";
  1316. }
  1317. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1318. return 2;
  1319. }
  1320. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1321. return PORT_TYPE_SCALAR;
  1322. }
  1323. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1324. return p_port == 0 ? "a" : "b";
  1325. }
  1326. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1327. return 1;
  1328. }
  1329. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1330. return PORT_TYPE_SCALAR;
  1331. }
  1332. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1333. return "op"; //no output port means the editor will be used as port
  1334. }
  1335. String 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 {
  1336. String code = " " + p_output_vars[0] + " = ";
  1337. switch (op) {
  1338. case OP_ADD:
  1339. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1340. break;
  1341. case OP_SUB:
  1342. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1343. break;
  1344. case OP_MUL:
  1345. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1346. break;
  1347. case OP_DIV:
  1348. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1349. break;
  1350. case OP_MOD:
  1351. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1352. break;
  1353. case OP_POW:
  1354. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1355. break;
  1356. case OP_MAX:
  1357. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1358. break;
  1359. case OP_MIN:
  1360. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1361. break;
  1362. case OP_ATAN2:
  1363. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1364. break;
  1365. case OP_STEP:
  1366. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1367. break;
  1368. default:
  1369. break;
  1370. }
  1371. return code;
  1372. }
  1373. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1374. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1375. if (op == p_op) {
  1376. return;
  1377. }
  1378. op = p_op;
  1379. emit_changed();
  1380. }
  1381. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1382. return op;
  1383. }
  1384. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1385. Vector<StringName> props;
  1386. props.push_back("operator");
  1387. return props;
  1388. }
  1389. void VisualShaderNodeFloatOp::_bind_methods() {
  1390. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1391. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1392. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
  1393. BIND_ENUM_CONSTANT(OP_ADD);
  1394. BIND_ENUM_CONSTANT(OP_SUB);
  1395. BIND_ENUM_CONSTANT(OP_MUL);
  1396. BIND_ENUM_CONSTANT(OP_DIV);
  1397. BIND_ENUM_CONSTANT(OP_MOD);
  1398. BIND_ENUM_CONSTANT(OP_POW);
  1399. BIND_ENUM_CONSTANT(OP_MAX);
  1400. BIND_ENUM_CONSTANT(OP_MIN);
  1401. BIND_ENUM_CONSTANT(OP_ATAN2);
  1402. BIND_ENUM_CONSTANT(OP_STEP);
  1403. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1404. }
  1405. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1406. set_input_port_default_value(0, 0.0);
  1407. set_input_port_default_value(1, 0.0);
  1408. }
  1409. ////////////// Integer Op
  1410. String VisualShaderNodeIntOp::get_caption() const {
  1411. return "IntOp";
  1412. }
  1413. int VisualShaderNodeIntOp::get_input_port_count() const {
  1414. return 2;
  1415. }
  1416. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1417. return PORT_TYPE_SCALAR_INT;
  1418. }
  1419. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1420. return p_port == 0 ? "a" : "b";
  1421. }
  1422. int VisualShaderNodeIntOp::get_output_port_count() const {
  1423. return 1;
  1424. }
  1425. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1426. return PORT_TYPE_SCALAR_INT;
  1427. }
  1428. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1429. return "op"; //no output port means the editor will be used as port
  1430. }
  1431. 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 {
  1432. String code = " " + p_output_vars[0] + " = ";
  1433. switch (op) {
  1434. case OP_ADD:
  1435. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1436. break;
  1437. case OP_SUB:
  1438. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1439. break;
  1440. case OP_MUL:
  1441. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1442. break;
  1443. case OP_DIV:
  1444. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1445. break;
  1446. case OP_MOD:
  1447. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1448. break;
  1449. case OP_MAX:
  1450. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1451. break;
  1452. case OP_MIN:
  1453. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1454. break;
  1455. case OP_BITWISE_AND:
  1456. code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
  1457. break;
  1458. case OP_BITWISE_OR:
  1459. code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
  1460. break;
  1461. case OP_BITWISE_XOR:
  1462. code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
  1463. break;
  1464. case OP_BITWISE_LEFT_SHIFT:
  1465. code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
  1466. break;
  1467. case OP_BITWISE_RIGHT_SHIFT:
  1468. code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
  1469. break;
  1470. default:
  1471. break;
  1472. }
  1473. return code;
  1474. }
  1475. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1476. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1477. if (op == p_op) {
  1478. return;
  1479. }
  1480. op = p_op;
  1481. emit_changed();
  1482. }
  1483. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1484. return op;
  1485. }
  1486. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1487. Vector<StringName> props;
  1488. props.push_back("operator");
  1489. return props;
  1490. }
  1491. void VisualShaderNodeIntOp::_bind_methods() {
  1492. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1493. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1494. 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");
  1495. BIND_ENUM_CONSTANT(OP_ADD);
  1496. BIND_ENUM_CONSTANT(OP_SUB);
  1497. BIND_ENUM_CONSTANT(OP_MUL);
  1498. BIND_ENUM_CONSTANT(OP_DIV);
  1499. BIND_ENUM_CONSTANT(OP_MOD);
  1500. BIND_ENUM_CONSTANT(OP_MAX);
  1501. BIND_ENUM_CONSTANT(OP_MIN);
  1502. BIND_ENUM_CONSTANT(OP_BITWISE_AND);
  1503. BIND_ENUM_CONSTANT(OP_BITWISE_OR);
  1504. BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
  1505. BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
  1506. BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
  1507. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1508. }
  1509. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1510. set_input_port_default_value(0, 0);
  1511. set_input_port_default_value(1, 0);
  1512. }
  1513. ////////////// Vector Op
  1514. String VisualShaderNodeVectorOp::get_caption() const {
  1515. return "VectorOp";
  1516. }
  1517. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1518. return 2;
  1519. }
  1520. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1521. return p_port == 0 ? "a" : "b";
  1522. }
  1523. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1524. return 1;
  1525. }
  1526. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1527. return "op";
  1528. }
  1529. 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 {
  1530. String code = " " + p_output_vars[0] + " = ";
  1531. switch (op) {
  1532. case OP_ADD:
  1533. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1534. break;
  1535. case OP_SUB:
  1536. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1537. break;
  1538. case OP_MUL:
  1539. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1540. break;
  1541. case OP_DIV:
  1542. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1543. break;
  1544. case OP_MOD:
  1545. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1546. break;
  1547. case OP_POW:
  1548. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1549. break;
  1550. case OP_MAX:
  1551. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1552. break;
  1553. case OP_MIN:
  1554. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1555. break;
  1556. case OP_CROSS:
  1557. if (op_type == OP_TYPE_VECTOR_2D) { // not supported
  1558. code += "vec2(0.0);\n";
  1559. } else {
  1560. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1561. }
  1562. break;
  1563. case OP_ATAN2:
  1564. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1565. break;
  1566. case OP_REFLECT:
  1567. if (op_type == OP_TYPE_VECTOR_2D) { // not supported
  1568. code += "vec2(0.0);\n";
  1569. } else {
  1570. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1571. }
  1572. break;
  1573. case OP_STEP:
  1574. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1575. break;
  1576. default:
  1577. break;
  1578. }
  1579. return code;
  1580. }
  1581. void VisualShaderNodeVectorOp::set_op_type(OpType p_op_type) {
  1582. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  1583. if (op_type == p_op_type) {
  1584. return;
  1585. }
  1586. switch (p_op_type) {
  1587. case OP_TYPE_VECTOR_2D: {
  1588. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  1589. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  1590. } break;
  1591. case OP_TYPE_VECTOR_3D: {
  1592. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  1593. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  1594. } break;
  1595. default:
  1596. break;
  1597. }
  1598. op_type = p_op_type;
  1599. emit_changed();
  1600. }
  1601. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1602. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1603. if (op == p_op) {
  1604. return;
  1605. }
  1606. op = p_op;
  1607. emit_changed();
  1608. }
  1609. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1610. return op;
  1611. }
  1612. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1613. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  1614. props.push_back("operator");
  1615. return props;
  1616. }
  1617. String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1618. bool invalid_type = false;
  1619. if (op_type == OP_TYPE_VECTOR_2D) {
  1620. if (op == OP_CROSS || op == OP_REFLECT) {
  1621. invalid_type = true;
  1622. }
  1623. }
  1624. if (invalid_type) {
  1625. return TTR("Invalid operator for that type.");
  1626. }
  1627. return String();
  1628. }
  1629. void VisualShaderNodeVectorOp::_bind_methods() {
  1630. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1631. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1632. 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");
  1633. BIND_ENUM_CONSTANT(OP_ADD);
  1634. BIND_ENUM_CONSTANT(OP_SUB);
  1635. BIND_ENUM_CONSTANT(OP_MUL);
  1636. BIND_ENUM_CONSTANT(OP_DIV);
  1637. BIND_ENUM_CONSTANT(OP_MOD);
  1638. BIND_ENUM_CONSTANT(OP_POW);
  1639. BIND_ENUM_CONSTANT(OP_MAX);
  1640. BIND_ENUM_CONSTANT(OP_MIN);
  1641. BIND_ENUM_CONSTANT(OP_CROSS);
  1642. BIND_ENUM_CONSTANT(OP_ATAN2);
  1643. BIND_ENUM_CONSTANT(OP_REFLECT);
  1644. BIND_ENUM_CONSTANT(OP_STEP);
  1645. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1646. }
  1647. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1648. switch (op_type) {
  1649. case OP_TYPE_VECTOR_2D: {
  1650. set_input_port_default_value(0, Vector2());
  1651. set_input_port_default_value(1, Vector2());
  1652. } break;
  1653. case OP_TYPE_VECTOR_3D: {
  1654. set_input_port_default_value(0, Vector3());
  1655. set_input_port_default_value(1, Vector3());
  1656. } break;
  1657. default:
  1658. break;
  1659. }
  1660. }
  1661. ////////////// Color Op
  1662. String VisualShaderNodeColorOp::get_caption() const {
  1663. return "ColorOp";
  1664. }
  1665. int VisualShaderNodeColorOp::get_input_port_count() const {
  1666. return 2;
  1667. }
  1668. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1669. return PORT_TYPE_VECTOR_3D;
  1670. }
  1671. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1672. return p_port == 0 ? "a" : "b";
  1673. }
  1674. int VisualShaderNodeColorOp::get_output_port_count() const {
  1675. return 1;
  1676. }
  1677. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1678. return PORT_TYPE_VECTOR_3D;
  1679. }
  1680. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1681. return "op"; //no output port means the editor will be used as port
  1682. }
  1683. 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 {
  1684. String code;
  1685. static const char *axisn[3] = { "x", "y", "z" };
  1686. switch (op) {
  1687. case OP_SCREEN: {
  1688. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1689. } break;
  1690. case OP_DIFFERENCE: {
  1691. code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1692. } break;
  1693. case OP_DARKEN: {
  1694. code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1695. } break;
  1696. case OP_LIGHTEN: {
  1697. code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1698. } break;
  1699. case OP_OVERLAY: {
  1700. for (int i = 0; i < 3; i++) {
  1701. code += " {\n";
  1702. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1703. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1704. code += " if (base < 0.5) {\n";
  1705. code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1706. code += " } else {\n";
  1707. code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1708. code += " }\n";
  1709. code += " }\n";
  1710. }
  1711. } break;
  1712. case OP_DODGE: {
  1713. code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1714. } break;
  1715. case OP_BURN: {
  1716. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1717. } break;
  1718. case OP_SOFT_LIGHT: {
  1719. for (int i = 0; i < 3; i++) {
  1720. code += " {\n";
  1721. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1722. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1723. code += " if (base < 0.5) {\n";
  1724. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1725. code += " } else {\n";
  1726. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1727. code += " }\n";
  1728. code += " }\n";
  1729. }
  1730. } break;
  1731. case OP_HARD_LIGHT: {
  1732. for (int i = 0; i < 3; i++) {
  1733. code += " {\n";
  1734. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1735. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1736. code += " if (base < 0.5) {\n";
  1737. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1738. code += " } else {\n";
  1739. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1740. code += " }\n";
  1741. code += " }\n";
  1742. }
  1743. } break;
  1744. default:
  1745. break;
  1746. }
  1747. return code;
  1748. }
  1749. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1750. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1751. if (op == p_op) {
  1752. return;
  1753. }
  1754. switch (p_op) {
  1755. case OP_SCREEN:
  1756. simple_decl = true;
  1757. break;
  1758. case OP_DIFFERENCE:
  1759. simple_decl = true;
  1760. break;
  1761. case OP_DARKEN:
  1762. simple_decl = true;
  1763. break;
  1764. case OP_LIGHTEN:
  1765. simple_decl = true;
  1766. break;
  1767. case OP_OVERLAY:
  1768. simple_decl = false;
  1769. break;
  1770. case OP_DODGE:
  1771. simple_decl = true;
  1772. break;
  1773. case OP_BURN:
  1774. simple_decl = true;
  1775. break;
  1776. case OP_SOFT_LIGHT:
  1777. simple_decl = false;
  1778. break;
  1779. case OP_HARD_LIGHT:
  1780. simple_decl = false;
  1781. break;
  1782. default:
  1783. break;
  1784. }
  1785. op = p_op;
  1786. emit_changed();
  1787. }
  1788. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1789. return op;
  1790. }
  1791. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  1792. Vector<StringName> props;
  1793. props.push_back("operator");
  1794. return props;
  1795. }
  1796. void VisualShaderNodeColorOp::_bind_methods() {
  1797. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  1798. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  1799. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
  1800. BIND_ENUM_CONSTANT(OP_SCREEN);
  1801. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  1802. BIND_ENUM_CONSTANT(OP_DARKEN);
  1803. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  1804. BIND_ENUM_CONSTANT(OP_OVERLAY);
  1805. BIND_ENUM_CONSTANT(OP_DODGE);
  1806. BIND_ENUM_CONSTANT(OP_BURN);
  1807. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  1808. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  1809. BIND_ENUM_CONSTANT(OP_MAX);
  1810. }
  1811. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  1812. set_input_port_default_value(0, Vector3());
  1813. set_input_port_default_value(1, Vector3());
  1814. }
  1815. ////////////// Transform Op
  1816. String VisualShaderNodeTransformOp::get_caption() const {
  1817. return "TransformOp";
  1818. }
  1819. int VisualShaderNodeTransformOp::get_input_port_count() const {
  1820. return 2;
  1821. }
  1822. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
  1823. return PORT_TYPE_TRANSFORM;
  1824. }
  1825. String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
  1826. return p_port == 0 ? "a" : "b";
  1827. }
  1828. int VisualShaderNodeTransformOp::get_output_port_count() const {
  1829. return 1;
  1830. }
  1831. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
  1832. return PORT_TYPE_TRANSFORM;
  1833. }
  1834. String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
  1835. return "mult"; //no output port means the editor will be used as port
  1836. }
  1837. 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 {
  1838. switch (op) {
  1839. case OP_AxB:
  1840. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1841. case OP_BxA:
  1842. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  1843. case OP_AxB_COMP:
  1844. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1845. case OP_BxA_COMP:
  1846. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  1847. case OP_ADD:
  1848. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1849. case OP_A_MINUS_B:
  1850. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1851. case OP_B_MINUS_A:
  1852. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
  1853. case OP_A_DIV_B:
  1854. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1855. case OP_B_DIV_A:
  1856. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
  1857. default:
  1858. return "";
  1859. }
  1860. }
  1861. void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
  1862. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1863. if (op == p_op) {
  1864. return;
  1865. }
  1866. op = p_op;
  1867. emit_changed();
  1868. }
  1869. VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
  1870. return op;
  1871. }
  1872. Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
  1873. Vector<StringName> props;
  1874. props.push_back("operator");
  1875. return props;
  1876. }
  1877. void VisualShaderNodeTransformOp::_bind_methods() {
  1878. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
  1879. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
  1880. 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");
  1881. BIND_ENUM_CONSTANT(OP_AxB);
  1882. BIND_ENUM_CONSTANT(OP_BxA);
  1883. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1884. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1885. BIND_ENUM_CONSTANT(OP_ADD);
  1886. BIND_ENUM_CONSTANT(OP_A_MINUS_B);
  1887. BIND_ENUM_CONSTANT(OP_B_MINUS_A);
  1888. BIND_ENUM_CONSTANT(OP_A_DIV_B);
  1889. BIND_ENUM_CONSTANT(OP_B_DIV_A);
  1890. BIND_ENUM_CONSTANT(OP_MAX);
  1891. }
  1892. VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
  1893. set_input_port_default_value(0, Transform3D());
  1894. set_input_port_default_value(1, Transform3D());
  1895. }
  1896. ////////////// TransformVec Mult
  1897. String VisualShaderNodeTransformVecMult::get_caption() const {
  1898. return "TransformVectorMult";
  1899. }
  1900. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1901. return 2;
  1902. }
  1903. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1904. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
  1905. }
  1906. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1907. return p_port == 0 ? "a" : "b";
  1908. }
  1909. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1910. return 1;
  1911. }
  1912. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1913. return PORT_TYPE_VECTOR_3D;
  1914. }
  1915. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1916. return ""; //no output port means the editor will be used as port
  1917. }
  1918. 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 {
  1919. if (op == OP_AxB) {
  1920. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  1921. } else if (op == OP_BxA) {
  1922. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  1923. } else if (op == OP_3x3_AxB) {
  1924. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  1925. } else {
  1926. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  1927. }
  1928. }
  1929. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1930. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1931. if (op == p_op) {
  1932. return;
  1933. }
  1934. op = p_op;
  1935. emit_changed();
  1936. }
  1937. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1938. return op;
  1939. }
  1940. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1941. Vector<StringName> props;
  1942. props.push_back("operator");
  1943. return props;
  1944. }
  1945. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1946. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1947. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1948. 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");
  1949. BIND_ENUM_CONSTANT(OP_AxB);
  1950. BIND_ENUM_CONSTANT(OP_BxA);
  1951. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1952. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1953. BIND_ENUM_CONSTANT(OP_MAX);
  1954. }
  1955. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1956. set_input_port_default_value(0, Transform3D());
  1957. set_input_port_default_value(1, Vector3());
  1958. }
  1959. ////////////// Float Func
  1960. String VisualShaderNodeFloatFunc::get_caption() const {
  1961. return "FloatFunc";
  1962. }
  1963. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  1964. return 1;
  1965. }
  1966. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  1967. return PORT_TYPE_SCALAR;
  1968. }
  1969. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  1970. return "";
  1971. }
  1972. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  1973. return 1;
  1974. }
  1975. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  1976. return PORT_TYPE_SCALAR;
  1977. }
  1978. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  1979. return ""; //no output port means the editor will be used as port
  1980. }
  1981. 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 {
  1982. static const char *functions[FUNC_MAX] = {
  1983. "sin($)",
  1984. "cos($)",
  1985. "tan($)",
  1986. "asin($)",
  1987. "acos($)",
  1988. "atan($)",
  1989. "sinh($)",
  1990. "cosh($)",
  1991. "tanh($)",
  1992. "log($)",
  1993. "exp($)",
  1994. "sqrt($)",
  1995. "abs($)",
  1996. "sign($)",
  1997. "floor($)",
  1998. "round($)",
  1999. "ceil($)",
  2000. "fract($)",
  2001. "min(max($, 0.0), 1.0)",
  2002. "-($)",
  2003. "acosh($)",
  2004. "asinh($)",
  2005. "atanh($)",
  2006. "degrees($)",
  2007. "exp2($)",
  2008. "inversesqrt($)",
  2009. "log2($)",
  2010. "radians($)",
  2011. "1.0 / ($)",
  2012. "roundEven($)",
  2013. "trunc($)",
  2014. "1.0 - $"
  2015. };
  2016. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2017. }
  2018. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  2019. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2020. if (func == p_func) {
  2021. return;
  2022. }
  2023. func = p_func;
  2024. emit_changed();
  2025. }
  2026. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  2027. return func;
  2028. }
  2029. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  2030. Vector<StringName> props;
  2031. props.push_back("function");
  2032. return props;
  2033. }
  2034. void VisualShaderNodeFloatFunc::_bind_methods() {
  2035. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  2036. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  2037. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  2038. BIND_ENUM_CONSTANT(FUNC_SIN);
  2039. BIND_ENUM_CONSTANT(FUNC_COS);
  2040. BIND_ENUM_CONSTANT(FUNC_TAN);
  2041. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2042. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2043. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2044. BIND_ENUM_CONSTANT(FUNC_SINH);
  2045. BIND_ENUM_CONSTANT(FUNC_COSH);
  2046. BIND_ENUM_CONSTANT(FUNC_TANH);
  2047. BIND_ENUM_CONSTANT(FUNC_LOG);
  2048. BIND_ENUM_CONSTANT(FUNC_EXP);
  2049. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2050. BIND_ENUM_CONSTANT(FUNC_ABS);
  2051. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2052. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2053. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2054. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2055. BIND_ENUM_CONSTANT(FUNC_FRAC);
  2056. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2057. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2058. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2059. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2060. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2061. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2062. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2063. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2064. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2065. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2066. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2067. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2068. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2069. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2070. BIND_ENUM_CONSTANT(FUNC_MAX);
  2071. }
  2072. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  2073. set_input_port_default_value(0, 0.0);
  2074. }
  2075. ////////////// Int Func
  2076. String VisualShaderNodeIntFunc::get_caption() const {
  2077. return "IntFunc";
  2078. }
  2079. int VisualShaderNodeIntFunc::get_input_port_count() const {
  2080. return 1;
  2081. }
  2082. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  2083. return PORT_TYPE_SCALAR_INT;
  2084. }
  2085. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  2086. return "";
  2087. }
  2088. int VisualShaderNodeIntFunc::get_output_port_count() const {
  2089. return 1;
  2090. }
  2091. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  2092. return PORT_TYPE_SCALAR_INT;
  2093. }
  2094. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  2095. return ""; //no output port means the editor will be used as port
  2096. }
  2097. 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 {
  2098. static const char *functions[FUNC_MAX] = {
  2099. "abs($)",
  2100. "-($)",
  2101. "sign($)",
  2102. "~($)"
  2103. };
  2104. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2105. }
  2106. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  2107. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2108. if (func == p_func) {
  2109. return;
  2110. }
  2111. func = p_func;
  2112. emit_changed();
  2113. }
  2114. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  2115. return func;
  2116. }
  2117. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  2118. Vector<StringName> props;
  2119. props.push_back("function");
  2120. return props;
  2121. }
  2122. void VisualShaderNodeIntFunc::_bind_methods() {
  2123. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  2124. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  2125. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign,Bitwise NOT"), "set_function", "get_function");
  2126. BIND_ENUM_CONSTANT(FUNC_ABS);
  2127. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2128. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2129. BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
  2130. BIND_ENUM_CONSTANT(FUNC_MAX);
  2131. }
  2132. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  2133. set_input_port_default_value(0, 0);
  2134. }
  2135. ////////////// Vector Func
  2136. String VisualShaderNodeVectorFunc::get_caption() const {
  2137. return "VectorFunc";
  2138. }
  2139. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  2140. return 1;
  2141. }
  2142. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  2143. return "";
  2144. }
  2145. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  2146. return 1;
  2147. }
  2148. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  2149. return "result";
  2150. }
  2151. 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 {
  2152. static const char *funcs[FUNC_MAX] = {
  2153. "normalize($)",
  2154. "", // FUNC_SATURATE
  2155. "-($)",
  2156. "1.0 / ($)",
  2157. "", // FUNC_RGB2HSV
  2158. "", // FUNC_HSV2RGB
  2159. "abs($)",
  2160. "acos($)",
  2161. "acosh($)",
  2162. "asin($)",
  2163. "asinh($)",
  2164. "atan($)",
  2165. "atanh($)",
  2166. "ceil($)",
  2167. "cos($)",
  2168. "cosh($)",
  2169. "degrees($)",
  2170. "exp($)",
  2171. "exp2($)",
  2172. "floor($)",
  2173. "fract($)",
  2174. "inversesqrt($)",
  2175. "log($)",
  2176. "log2($)",
  2177. "radians($)",
  2178. "round($)",
  2179. "roundEven($)",
  2180. "sign($)",
  2181. "sin($)",
  2182. "sinh($)",
  2183. "sqrt($)",
  2184. "tan($)",
  2185. "tanh($)",
  2186. "trunc($)",
  2187. "" // FUNC_ONEMINUS
  2188. };
  2189. if (func == FUNC_SATURATE) {
  2190. String code;
  2191. if (op_type == OP_TYPE_VECTOR_2D) {
  2192. code = "max(min($, vec2(1.0)), vec2(0.0))";
  2193. } else {
  2194. code = "max(min($, vec3(1.0)), vec3(0.0))";
  2195. }
  2196. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2197. }
  2198. if (func == FUNC_ONEMINUS) {
  2199. String code;
  2200. if (op_type == OP_TYPE_VECTOR_2D) {
  2201. code = "vec2(1.0, 1.0) - $";
  2202. } else {
  2203. code = "vec3(1.0, 1.0, 1.0) - $";
  2204. }
  2205. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2206. }
  2207. String code;
  2208. if (func == FUNC_RGB2HSV) {
  2209. if (op_type == OP_TYPE_VECTOR_2D) { // not supported
  2210. return " " + p_output_vars[0] + " = vec2(0.0);\n";
  2211. }
  2212. code += " {\n";
  2213. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2214. code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  2215. code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  2216. code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  2217. code += " float d = q.x - min(q.w, q.y);\n";
  2218. code += " float e = 1.0e-10;\n";
  2219. code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  2220. code += " }\n";
  2221. } else if (func == FUNC_HSV2RGB) {
  2222. if (op_type == OP_TYPE_VECTOR_2D) { // not supported
  2223. return " " + p_output_vars[0] + " = vec2(0.0);\n";
  2224. }
  2225. code += " {\n";
  2226. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2227. code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  2228. code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  2229. code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  2230. code += " }\n";
  2231. } else {
  2232. code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2233. }
  2234. return code;
  2235. }
  2236. void VisualShaderNodeVectorFunc::set_op_type(OpType p_op_type) {
  2237. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2238. if (op_type == p_op_type) {
  2239. return;
  2240. }
  2241. switch (p_op_type) {
  2242. case OP_TYPE_VECTOR_2D: {
  2243. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2244. } break;
  2245. case OP_TYPE_VECTOR_3D: {
  2246. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2247. } break;
  2248. default:
  2249. break;
  2250. }
  2251. op_type = p_op_type;
  2252. emit_changed();
  2253. }
  2254. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  2255. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2256. if (func == p_func) {
  2257. return;
  2258. }
  2259. if (p_func == FUNC_RGB2HSV) {
  2260. simple_decl = false;
  2261. } else if (p_func == FUNC_HSV2RGB) {
  2262. simple_decl = false;
  2263. } else {
  2264. simple_decl = true;
  2265. }
  2266. func = p_func;
  2267. emit_changed();
  2268. }
  2269. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  2270. return func;
  2271. }
  2272. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  2273. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  2274. props.push_back("function");
  2275. return props;
  2276. }
  2277. String VisualShaderNodeVectorFunc::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  2278. bool invalid_type = false;
  2279. if (op_type == OP_TYPE_VECTOR_2D) {
  2280. if (func == FUNC_RGB2HSV || func == FUNC_HSV2RGB) {
  2281. invalid_type = true;
  2282. }
  2283. }
  2284. if (invalid_type) {
  2285. return TTR("Invalid function for that type.");
  2286. }
  2287. return String();
  2288. }
  2289. void VisualShaderNodeVectorFunc::_bind_methods() {
  2290. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  2291. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  2292. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  2293. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  2294. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2295. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2296. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2297. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  2298. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  2299. BIND_ENUM_CONSTANT(FUNC_ABS);
  2300. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2301. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2302. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2303. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2304. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2305. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2306. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2307. BIND_ENUM_CONSTANT(FUNC_COS);
  2308. BIND_ENUM_CONSTANT(FUNC_COSH);
  2309. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2310. BIND_ENUM_CONSTANT(FUNC_EXP);
  2311. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2312. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2313. BIND_ENUM_CONSTANT(FUNC_FRAC);
  2314. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2315. BIND_ENUM_CONSTANT(FUNC_LOG);
  2316. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2317. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2318. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2319. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2320. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2321. BIND_ENUM_CONSTANT(FUNC_SIN);
  2322. BIND_ENUM_CONSTANT(FUNC_SINH);
  2323. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2324. BIND_ENUM_CONSTANT(FUNC_TAN);
  2325. BIND_ENUM_CONSTANT(FUNC_TANH);
  2326. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2327. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2328. BIND_ENUM_CONSTANT(FUNC_MAX);
  2329. }
  2330. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  2331. switch (op_type) {
  2332. case OP_TYPE_VECTOR_2D: {
  2333. set_input_port_default_value(0, Vector2());
  2334. } break;
  2335. case OP_TYPE_VECTOR_3D: {
  2336. set_input_port_default_value(0, Vector3());
  2337. } break;
  2338. default:
  2339. break;
  2340. }
  2341. }
  2342. ////////////// ColorFunc
  2343. String VisualShaderNodeColorFunc::get_caption() const {
  2344. return "ColorFunc";
  2345. }
  2346. int VisualShaderNodeColorFunc::get_input_port_count() const {
  2347. return 1;
  2348. }
  2349. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  2350. return PORT_TYPE_VECTOR_3D;
  2351. }
  2352. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  2353. return "";
  2354. }
  2355. int VisualShaderNodeColorFunc::get_output_port_count() const {
  2356. return 1;
  2357. }
  2358. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  2359. return PORT_TYPE_VECTOR_3D;
  2360. }
  2361. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  2362. return "";
  2363. }
  2364. 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 {
  2365. String code;
  2366. switch (func) {
  2367. case FUNC_GRAYSCALE:
  2368. code += " {\n";
  2369. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2370. code += " float max1 = max(c.r, c.g);\n";
  2371. code += " float max2 = max(max1, c.b);\n";
  2372. code += " " + p_output_vars[0] + " = vec3(max2, max2, max2);\n";
  2373. code += " }\n";
  2374. break;
  2375. case FUNC_SEPIA:
  2376. code += " {\n";
  2377. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2378. code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  2379. code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  2380. code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  2381. code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
  2382. code += " }\n";
  2383. break;
  2384. default:
  2385. break;
  2386. }
  2387. return code;
  2388. }
  2389. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  2390. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2391. if (func == p_func) {
  2392. return;
  2393. }
  2394. func = p_func;
  2395. emit_changed();
  2396. }
  2397. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  2398. return func;
  2399. }
  2400. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  2401. Vector<StringName> props;
  2402. props.push_back("function");
  2403. return props;
  2404. }
  2405. void VisualShaderNodeColorFunc::_bind_methods() {
  2406. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  2407. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  2408. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  2409. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  2410. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  2411. BIND_ENUM_CONSTANT(FUNC_MAX);
  2412. }
  2413. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  2414. simple_decl = false;
  2415. set_input_port_default_value(0, Vector3());
  2416. }
  2417. ////////////// Transform Func
  2418. String VisualShaderNodeTransformFunc::get_caption() const {
  2419. return "TransformFunc";
  2420. }
  2421. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2422. return 1;
  2423. }
  2424. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2425. return PORT_TYPE_TRANSFORM;
  2426. }
  2427. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2428. return "";
  2429. }
  2430. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2431. return 1;
  2432. }
  2433. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2434. return PORT_TYPE_TRANSFORM;
  2435. }
  2436. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2437. return "";
  2438. }
  2439. 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 {
  2440. static const char *functions[FUNC_MAX] = {
  2441. "inverse($)",
  2442. "transpose($)"
  2443. };
  2444. String code;
  2445. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2446. return code;
  2447. }
  2448. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2449. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2450. if (func == p_func) {
  2451. return;
  2452. }
  2453. func = p_func;
  2454. emit_changed();
  2455. }
  2456. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2457. return func;
  2458. }
  2459. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2460. Vector<StringName> props;
  2461. props.push_back("function");
  2462. return props;
  2463. }
  2464. void VisualShaderNodeTransformFunc::_bind_methods() {
  2465. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2466. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2467. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2468. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2469. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2470. BIND_ENUM_CONSTANT(FUNC_MAX);
  2471. }
  2472. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2473. set_input_port_default_value(0, Transform3D());
  2474. }
  2475. ////////////// UV Func
  2476. String VisualShaderNodeUVFunc::get_caption() const {
  2477. return "UVFunc";
  2478. }
  2479. int VisualShaderNodeUVFunc::get_input_port_count() const {
  2480. return 3;
  2481. }
  2482. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
  2483. switch (p_port) {
  2484. case 0:
  2485. return PORT_TYPE_VECTOR_2D; // uv
  2486. case 1:
  2487. return PORT_TYPE_VECTOR_2D; // scale
  2488. case 2:
  2489. return PORT_TYPE_VECTOR_2D; // offset & pivot
  2490. default:
  2491. break;
  2492. }
  2493. return PORT_TYPE_SCALAR;
  2494. }
  2495. String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
  2496. switch (p_port) {
  2497. case 0:
  2498. return "uv";
  2499. case 1:
  2500. return "scale";
  2501. case 2:
  2502. switch (func) {
  2503. case FUNC_PANNING:
  2504. return "offset";
  2505. case FUNC_SCALING:
  2506. return "pivot";
  2507. default:
  2508. break;
  2509. }
  2510. break;
  2511. default:
  2512. break;
  2513. }
  2514. return "";
  2515. }
  2516. bool VisualShaderNodeUVFunc::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2517. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2518. if (p_port == 0) {
  2519. return true;
  2520. }
  2521. }
  2522. return false;
  2523. }
  2524. int VisualShaderNodeUVFunc::get_output_port_count() const {
  2525. return 1;
  2526. }
  2527. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
  2528. return PORT_TYPE_VECTOR_2D;
  2529. }
  2530. String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
  2531. return "uv";
  2532. }
  2533. bool VisualShaderNodeUVFunc::is_show_prop_names() const {
  2534. return true;
  2535. }
  2536. 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 {
  2537. String code;
  2538. String uv;
  2539. if (p_input_vars[0].is_empty()) {
  2540. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2541. uv = "UV";
  2542. } else {
  2543. uv = "vec2(0.0)";
  2544. }
  2545. } else {
  2546. uv = vformat("%s", p_input_vars[0]);
  2547. }
  2548. String scale = vformat("%s", p_input_vars[1]);
  2549. String offset_pivot = vformat("%s", p_input_vars[2]);
  2550. switch (func) {
  2551. case FUNC_PANNING: {
  2552. code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
  2553. } break;
  2554. case FUNC_SCALING: {
  2555. code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
  2556. } break;
  2557. default:
  2558. break;
  2559. }
  2560. return code;
  2561. }
  2562. void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
  2563. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2564. if (func == p_func) {
  2565. return;
  2566. }
  2567. if (p_func == FUNC_PANNING) {
  2568. set_input_port_default_value(2, Vector2()); // offset
  2569. } else { // FUNC_SCALING
  2570. set_input_port_default_value(2, Vector2(0.5, 0.5)); // pivot
  2571. }
  2572. func = p_func;
  2573. emit_changed();
  2574. }
  2575. VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
  2576. return func;
  2577. }
  2578. Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
  2579. Vector<StringName> props;
  2580. props.push_back("function");
  2581. return props;
  2582. }
  2583. void VisualShaderNodeUVFunc::_bind_methods() {
  2584. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
  2585. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
  2586. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
  2587. BIND_ENUM_CONSTANT(FUNC_PANNING);
  2588. BIND_ENUM_CONSTANT(FUNC_SCALING);
  2589. BIND_ENUM_CONSTANT(FUNC_MAX);
  2590. }
  2591. VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
  2592. set_input_port_default_value(1, Vector2(1.0, 1.0)); // scale
  2593. set_input_port_default_value(2, Vector2()); // offset
  2594. }
  2595. ////////////// Dot Product
  2596. String VisualShaderNodeDotProduct::get_caption() const {
  2597. return "DotProduct";
  2598. }
  2599. int VisualShaderNodeDotProduct::get_input_port_count() const {
  2600. return 2;
  2601. }
  2602. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  2603. return PORT_TYPE_VECTOR_3D;
  2604. }
  2605. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  2606. return p_port == 0 ? "a" : "b";
  2607. }
  2608. int VisualShaderNodeDotProduct::get_output_port_count() const {
  2609. return 1;
  2610. }
  2611. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  2612. return PORT_TYPE_SCALAR;
  2613. }
  2614. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  2615. return "dot";
  2616. }
  2617. 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 {
  2618. return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2619. }
  2620. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  2621. set_input_port_default_value(0, Vector3());
  2622. set_input_port_default_value(1, Vector3());
  2623. }
  2624. ////////////// Vector Len
  2625. String VisualShaderNodeVectorLen::get_caption() const {
  2626. return "VectorLen";
  2627. }
  2628. int VisualShaderNodeVectorLen::get_input_port_count() const {
  2629. return 1;
  2630. }
  2631. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  2632. return "";
  2633. }
  2634. int VisualShaderNodeVectorLen::get_output_port_count() const {
  2635. return 1;
  2636. }
  2637. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  2638. return PORT_TYPE_SCALAR;
  2639. }
  2640. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  2641. return "length";
  2642. }
  2643. void VisualShaderNodeVectorLen::set_op_type(OpType p_op_type) {
  2644. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2645. if (op_type == p_op_type) {
  2646. return;
  2647. }
  2648. switch (p_op_type) {
  2649. case OP_TYPE_VECTOR_2D: {
  2650. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2651. } break;
  2652. case OP_TYPE_VECTOR_3D: {
  2653. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2654. } break;
  2655. default:
  2656. break;
  2657. }
  2658. op_type = p_op_type;
  2659. emit_changed();
  2660. }
  2661. 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 {
  2662. return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  2663. }
  2664. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  2665. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2666. }
  2667. ////////////// Determinant
  2668. String VisualShaderNodeDeterminant::get_caption() const {
  2669. return "Determinant";
  2670. }
  2671. int VisualShaderNodeDeterminant::get_input_port_count() const {
  2672. return 1;
  2673. }
  2674. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  2675. return PORT_TYPE_TRANSFORM;
  2676. }
  2677. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  2678. return "";
  2679. }
  2680. int VisualShaderNodeDeterminant::get_output_port_count() const {
  2681. return 1;
  2682. }
  2683. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  2684. return PORT_TYPE_SCALAR;
  2685. }
  2686. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  2687. return "";
  2688. }
  2689. 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 {
  2690. return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  2691. }
  2692. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  2693. set_input_port_default_value(0, Transform3D());
  2694. }
  2695. ////////////// Derivative Function
  2696. String VisualShaderNodeDerivativeFunc::get_caption() const {
  2697. return "DerivativeFunc";
  2698. }
  2699. int VisualShaderNodeDerivativeFunc::get_input_port_count() const {
  2700. return 1;
  2701. }
  2702. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_input_port_type(int p_port) const {
  2703. switch (op_type) {
  2704. case OP_TYPE_VECTOR_2D:
  2705. return PORT_TYPE_VECTOR_2D;
  2706. case OP_TYPE_VECTOR_3D:
  2707. return PORT_TYPE_VECTOR_3D;
  2708. default:
  2709. break;
  2710. }
  2711. return PORT_TYPE_SCALAR;
  2712. }
  2713. String VisualShaderNodeDerivativeFunc::get_input_port_name(int p_port) const {
  2714. return "p";
  2715. }
  2716. int VisualShaderNodeDerivativeFunc::get_output_port_count() const {
  2717. return 1;
  2718. }
  2719. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_output_port_type(int p_port) const {
  2720. switch (op_type) {
  2721. case OP_TYPE_VECTOR_2D:
  2722. return PORT_TYPE_VECTOR_2D;
  2723. case OP_TYPE_VECTOR_3D:
  2724. return PORT_TYPE_VECTOR_3D;
  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. default:
  2759. break;
  2760. }
  2761. op_type = p_op_type;
  2762. emit_changed();
  2763. }
  2764. VisualShaderNodeDerivativeFunc::OpType VisualShaderNodeDerivativeFunc::get_op_type() const {
  2765. return op_type;
  2766. }
  2767. void VisualShaderNodeDerivativeFunc::set_function(Function p_func) {
  2768. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2769. if (func == p_func) {
  2770. return;
  2771. }
  2772. func = p_func;
  2773. emit_changed();
  2774. }
  2775. VisualShaderNodeDerivativeFunc::Function VisualShaderNodeDerivativeFunc::get_function() const {
  2776. return func;
  2777. }
  2778. Vector<StringName> VisualShaderNodeDerivativeFunc::get_editable_properties() const {
  2779. Vector<StringName> props;
  2780. props.push_back("op_type");
  2781. props.push_back("function");
  2782. return props;
  2783. }
  2784. void VisualShaderNodeDerivativeFunc::_bind_methods() {
  2785. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeDerivativeFunc::set_op_type);
  2786. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeDerivativeFunc::get_op_type);
  2787. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeDerivativeFunc::set_function);
  2788. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeDerivativeFunc::get_function);
  2789. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3"), "set_op_type", "get_op_type");
  2790. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2791. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2792. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  2793. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  2794. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2795. BIND_ENUM_CONSTANT(FUNC_SUM);
  2796. BIND_ENUM_CONSTANT(FUNC_X);
  2797. BIND_ENUM_CONSTANT(FUNC_Y);
  2798. BIND_ENUM_CONSTANT(FUNC_MAX);
  2799. }
  2800. VisualShaderNodeDerivativeFunc::VisualShaderNodeDerivativeFunc() {
  2801. set_input_port_default_value(0, 0.0);
  2802. }
  2803. ////////////// Clamp
  2804. String VisualShaderNodeClamp::get_caption() const {
  2805. return "Clamp";
  2806. }
  2807. int VisualShaderNodeClamp::get_input_port_count() const {
  2808. return 3;
  2809. }
  2810. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
  2811. switch (op_type) {
  2812. case OP_TYPE_INT:
  2813. return PORT_TYPE_SCALAR_INT;
  2814. case OP_TYPE_VECTOR_2D:
  2815. return PORT_TYPE_VECTOR_2D;
  2816. case OP_TYPE_VECTOR_3D:
  2817. return PORT_TYPE_VECTOR_3D;
  2818. default:
  2819. break;
  2820. }
  2821. return PORT_TYPE_SCALAR;
  2822. }
  2823. String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
  2824. if (p_port == 0) {
  2825. return "";
  2826. } else if (p_port == 1) {
  2827. return "min";
  2828. } else if (p_port == 2) {
  2829. return "max";
  2830. }
  2831. return "";
  2832. }
  2833. int VisualShaderNodeClamp::get_output_port_count() const {
  2834. return 1;
  2835. }
  2836. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
  2837. switch (op_type) {
  2838. case OP_TYPE_INT:
  2839. return PORT_TYPE_SCALAR_INT;
  2840. case OP_TYPE_VECTOR_2D:
  2841. return PORT_TYPE_VECTOR_2D;
  2842. case OP_TYPE_VECTOR_3D:
  2843. return PORT_TYPE_VECTOR_3D;
  2844. default:
  2845. break;
  2846. }
  2847. return PORT_TYPE_SCALAR;
  2848. }
  2849. String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
  2850. return "";
  2851. }
  2852. 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 {
  2853. return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2854. }
  2855. void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
  2856. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2857. if (op_type == p_op_type) {
  2858. return;
  2859. }
  2860. switch (p_op_type) {
  2861. case OP_TYPE_FLOAT:
  2862. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  2863. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  2864. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  2865. break;
  2866. case OP_TYPE_INT:
  2867. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  2868. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  2869. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  2870. break;
  2871. case OP_TYPE_VECTOR_2D:
  2872. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2873. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  2874. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  2875. break;
  2876. case OP_TYPE_VECTOR_3D:
  2877. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2878. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  2879. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  2880. break;
  2881. default:
  2882. break;
  2883. }
  2884. op_type = p_op_type;
  2885. emit_changed();
  2886. }
  2887. VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
  2888. return op_type;
  2889. }
  2890. Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
  2891. Vector<StringName> props;
  2892. props.push_back("op_type");
  2893. return props;
  2894. }
  2895. void VisualShaderNodeClamp::_bind_methods() {
  2896. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
  2897. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
  2898. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3"), "set_op_type", "get_op_type");
  2899. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  2900. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  2901. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  2902. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  2903. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2904. }
  2905. VisualShaderNodeClamp::VisualShaderNodeClamp() {
  2906. set_input_port_default_value(0, 0.0);
  2907. set_input_port_default_value(1, 0.0);
  2908. set_input_port_default_value(2, 1.0);
  2909. }
  2910. ////////////// FaceForward
  2911. String VisualShaderNodeFaceForward::get_caption() const {
  2912. return "FaceForward";
  2913. }
  2914. int VisualShaderNodeFaceForward::get_input_port_count() const {
  2915. return 3;
  2916. }
  2917. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  2918. switch (p_port) {
  2919. case 0:
  2920. return "N";
  2921. case 1:
  2922. return "I";
  2923. case 2:
  2924. return "Nref";
  2925. default:
  2926. return "";
  2927. }
  2928. }
  2929. int VisualShaderNodeFaceForward::get_output_port_count() const {
  2930. return 1;
  2931. }
  2932. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  2933. return "";
  2934. }
  2935. void VisualShaderNodeFaceForward::set_op_type(OpType p_op_type) {
  2936. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2937. if (op_type == p_op_type) {
  2938. return;
  2939. }
  2940. switch (p_op_type) {
  2941. case OP_TYPE_VECTOR_2D: {
  2942. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2943. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  2944. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  2945. } break;
  2946. case OP_TYPE_VECTOR_3D: {
  2947. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2948. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  2949. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  2950. } break;
  2951. default:
  2952. break;
  2953. }
  2954. op_type = p_op_type;
  2955. emit_changed();
  2956. }
  2957. 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 {
  2958. return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2959. }
  2960. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  2961. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2962. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2963. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2964. }
  2965. ////////////// Outer Product
  2966. String VisualShaderNodeOuterProduct::get_caption() const {
  2967. return "OuterProduct";
  2968. }
  2969. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  2970. return 2;
  2971. }
  2972. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  2973. return PORT_TYPE_VECTOR_3D;
  2974. }
  2975. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  2976. switch (p_port) {
  2977. case 0:
  2978. return "c";
  2979. case 1:
  2980. return "r";
  2981. default:
  2982. return "";
  2983. }
  2984. }
  2985. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  2986. return 1;
  2987. }
  2988. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  2989. return PORT_TYPE_TRANSFORM;
  2990. }
  2991. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  2992. return "";
  2993. }
  2994. 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 {
  2995. return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  2996. }
  2997. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  2998. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2999. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3000. }
  3001. ////////////// Step
  3002. String VisualShaderNodeStep::get_caption() const {
  3003. return "Step";
  3004. }
  3005. int VisualShaderNodeStep::get_input_port_count() const {
  3006. return 2;
  3007. }
  3008. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
  3009. switch (op_type) {
  3010. case OP_TYPE_VECTOR_2D:
  3011. return PORT_TYPE_VECTOR_2D;
  3012. case OP_TYPE_VECTOR_2D_SCALAR:
  3013. if (p_port == 1) {
  3014. return PORT_TYPE_VECTOR_2D;
  3015. }
  3016. break;
  3017. case OP_TYPE_VECTOR_3D:
  3018. return PORT_TYPE_VECTOR_3D;
  3019. case OP_TYPE_VECTOR_3D_SCALAR:
  3020. if (p_port == 1) {
  3021. return PORT_TYPE_VECTOR_3D;
  3022. }
  3023. break;
  3024. default:
  3025. break;
  3026. }
  3027. return PORT_TYPE_SCALAR;
  3028. }
  3029. String VisualShaderNodeStep::get_input_port_name(int p_port) const {
  3030. switch (p_port) {
  3031. case 0:
  3032. return "edge";
  3033. case 1:
  3034. return "x";
  3035. }
  3036. return String();
  3037. }
  3038. int VisualShaderNodeStep::get_output_port_count() const {
  3039. return 1;
  3040. }
  3041. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
  3042. switch (op_type) {
  3043. case OP_TYPE_VECTOR_2D:
  3044. return PORT_TYPE_VECTOR_2D;
  3045. case OP_TYPE_VECTOR_2D_SCALAR:
  3046. return PORT_TYPE_VECTOR_2D;
  3047. case OP_TYPE_VECTOR_3D:
  3048. return PORT_TYPE_VECTOR_3D;
  3049. case OP_TYPE_VECTOR_3D_SCALAR:
  3050. return PORT_TYPE_VECTOR_3D;
  3051. default:
  3052. break;
  3053. }
  3054. return PORT_TYPE_SCALAR;
  3055. }
  3056. String VisualShaderNodeStep::get_output_port_name(int p_port) const {
  3057. return "";
  3058. }
  3059. void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
  3060. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3061. if (op_type == p_op_type) {
  3062. return;
  3063. }
  3064. switch (p_op_type) {
  3065. case OP_TYPE_SCALAR: {
  3066. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3067. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  3068. } break;
  3069. case OP_TYPE_VECTOR_2D: {
  3070. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3071. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3072. } break;
  3073. case OP_TYPE_VECTOR_2D_SCALAR: {
  3074. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3075. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3076. } break;
  3077. case OP_TYPE_VECTOR_3D: {
  3078. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3079. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3080. } break;
  3081. case OP_TYPE_VECTOR_3D_SCALAR: {
  3082. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3083. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3084. } break;
  3085. default:
  3086. break;
  3087. }
  3088. op_type = p_op_type;
  3089. emit_changed();
  3090. }
  3091. VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
  3092. return op_type;
  3093. }
  3094. 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 {
  3095. return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3096. }
  3097. Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
  3098. Vector<StringName> props;
  3099. props.push_back("op_type");
  3100. return props;
  3101. }
  3102. void VisualShaderNodeStep::_bind_methods() {
  3103. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
  3104. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
  3105. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar"), "set_op_type", "get_op_type");
  3106. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3107. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3108. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3109. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3110. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3111. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3112. }
  3113. VisualShaderNodeStep::VisualShaderNodeStep() {
  3114. set_input_port_default_value(0, 0.0);
  3115. set_input_port_default_value(1, 0.0);
  3116. }
  3117. ////////////// SmoothStep
  3118. String VisualShaderNodeSmoothStep::get_caption() const {
  3119. return "SmoothStep";
  3120. }
  3121. int VisualShaderNodeSmoothStep::get_input_port_count() const {
  3122. return 3;
  3123. }
  3124. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
  3125. switch (op_type) {
  3126. case OP_TYPE_VECTOR_2D:
  3127. return PORT_TYPE_VECTOR_2D;
  3128. case OP_TYPE_VECTOR_2D_SCALAR:
  3129. if (p_port == 2) {
  3130. return PORT_TYPE_VECTOR_2D; // x
  3131. }
  3132. break;
  3133. case OP_TYPE_VECTOR_3D:
  3134. return PORT_TYPE_VECTOR_3D;
  3135. case OP_TYPE_VECTOR_3D_SCALAR:
  3136. if (p_port == 2) {
  3137. return PORT_TYPE_VECTOR_3D; // x
  3138. }
  3139. break;
  3140. default:
  3141. break;
  3142. }
  3143. return PORT_TYPE_SCALAR;
  3144. }
  3145. String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
  3146. switch (p_port) {
  3147. case 0:
  3148. return "edge0";
  3149. case 1:
  3150. return "edge1";
  3151. case 2:
  3152. return "x";
  3153. }
  3154. return String();
  3155. }
  3156. int VisualShaderNodeSmoothStep::get_output_port_count() const {
  3157. return 1;
  3158. }
  3159. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
  3160. switch (op_type) {
  3161. case OP_TYPE_VECTOR_2D:
  3162. return PORT_TYPE_VECTOR_2D;
  3163. case OP_TYPE_VECTOR_2D_SCALAR:
  3164. return PORT_TYPE_VECTOR_2D;
  3165. case OP_TYPE_VECTOR_3D:
  3166. return PORT_TYPE_VECTOR_3D;
  3167. case OP_TYPE_VECTOR_3D_SCALAR:
  3168. return PORT_TYPE_VECTOR_3D;
  3169. default:
  3170. break;
  3171. }
  3172. return PORT_TYPE_SCALAR;
  3173. }
  3174. String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
  3175. return "";
  3176. }
  3177. void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
  3178. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3179. if (op_type == p_op_type) {
  3180. return;
  3181. }
  3182. switch (p_op_type) {
  3183. case OP_TYPE_SCALAR:
  3184. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3185. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3186. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // x
  3187. break;
  3188. case OP_TYPE_VECTOR_2D:
  3189. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // edge0
  3190. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // edge1
  3191. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3192. break;
  3193. case OP_TYPE_VECTOR_2D_SCALAR:
  3194. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3195. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3196. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3197. break;
  3198. case OP_TYPE_VECTOR_3D:
  3199. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // edge0
  3200. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // edge1
  3201. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3202. break;
  3203. case OP_TYPE_VECTOR_3D_SCALAR:
  3204. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3205. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3206. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3207. break;
  3208. default:
  3209. break;
  3210. }
  3211. op_type = p_op_type;
  3212. emit_changed();
  3213. }
  3214. VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
  3215. return op_type;
  3216. }
  3217. 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 {
  3218. return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3219. }
  3220. Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
  3221. Vector<StringName> props;
  3222. props.push_back("op_type");
  3223. return props;
  3224. }
  3225. void VisualShaderNodeSmoothStep::_bind_methods() {
  3226. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
  3227. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
  3228. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar"), "set_op_type", "get_op_type");
  3229. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3230. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3231. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3232. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3233. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3234. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3235. }
  3236. VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
  3237. set_input_port_default_value(0, 0.0); // edge0
  3238. set_input_port_default_value(1, 1.0); // edge1
  3239. set_input_port_default_value(2, 0.5); // x
  3240. }
  3241. ////////////// Distance
  3242. String VisualShaderNodeVectorDistance::get_caption() const {
  3243. return "Distance";
  3244. }
  3245. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  3246. return 2;
  3247. }
  3248. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  3249. switch (p_port) {
  3250. case 0:
  3251. return "a";
  3252. case 1:
  3253. return "b";
  3254. }
  3255. return String();
  3256. }
  3257. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  3258. return 1;
  3259. }
  3260. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  3261. return PORT_TYPE_SCALAR;
  3262. }
  3263. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  3264. return "";
  3265. }
  3266. void VisualShaderNodeVectorDistance::set_op_type(OpType p_op_type) {
  3267. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3268. if (op_type == p_op_type) {
  3269. return;
  3270. }
  3271. switch (p_op_type) {
  3272. case OP_TYPE_VECTOR_2D: {
  3273. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3274. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3275. } break;
  3276. case OP_TYPE_VECTOR_3D: {
  3277. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3278. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3279. } break;
  3280. default:
  3281. break;
  3282. }
  3283. op_type = p_op_type;
  3284. emit_changed();
  3285. }
  3286. 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 {
  3287. return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3288. }
  3289. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  3290. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3291. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // b
  3292. }
  3293. ////////////// Refract Vector
  3294. String VisualShaderNodeVectorRefract::get_caption() const {
  3295. return "Refract";
  3296. }
  3297. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  3298. return 3;
  3299. }
  3300. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  3301. if (p_port == 2) {
  3302. return PORT_TYPE_SCALAR;
  3303. }
  3304. return PORT_TYPE_VECTOR_3D;
  3305. }
  3306. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  3307. switch (p_port) {
  3308. case 0:
  3309. return "I";
  3310. case 1:
  3311. return "N";
  3312. case 2:
  3313. return "eta";
  3314. }
  3315. return String();
  3316. }
  3317. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  3318. return 1;
  3319. }
  3320. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  3321. return PORT_TYPE_VECTOR_3D;
  3322. }
  3323. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  3324. return "";
  3325. }
  3326. 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 {
  3327. return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3328. }
  3329. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  3330. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3331. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3332. set_input_port_default_value(2, 0.0);
  3333. }
  3334. ////////////// Mix
  3335. String VisualShaderNodeMix::get_caption() const {
  3336. return "Mix";
  3337. }
  3338. int VisualShaderNodeMix::get_input_port_count() const {
  3339. return 3;
  3340. }
  3341. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
  3342. switch (op_type) {
  3343. case OP_TYPE_VECTOR_2D:
  3344. return PORT_TYPE_VECTOR_2D;
  3345. case OP_TYPE_VECTOR_2D_SCALAR:
  3346. if (p_port == 2) {
  3347. break;
  3348. }
  3349. return PORT_TYPE_VECTOR_2D;
  3350. case OP_TYPE_VECTOR_3D:
  3351. return PORT_TYPE_VECTOR_3D;
  3352. case OP_TYPE_VECTOR_3D_SCALAR:
  3353. if (p_port == 2) {
  3354. break;
  3355. }
  3356. return PORT_TYPE_VECTOR_3D;
  3357. default:
  3358. break;
  3359. }
  3360. return PORT_TYPE_SCALAR;
  3361. }
  3362. String VisualShaderNodeMix::get_input_port_name(int p_port) const {
  3363. if (p_port == 0) {
  3364. return "a";
  3365. } else if (p_port == 1) {
  3366. return "b";
  3367. } else {
  3368. return "weight";
  3369. }
  3370. }
  3371. int VisualShaderNodeMix::get_output_port_count() const {
  3372. return 1;
  3373. }
  3374. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
  3375. switch (op_type) {
  3376. case OP_TYPE_VECTOR_2D:
  3377. return PORT_TYPE_VECTOR_2D;
  3378. case OP_TYPE_VECTOR_2D_SCALAR:
  3379. return PORT_TYPE_VECTOR_2D;
  3380. case OP_TYPE_VECTOR_3D:
  3381. return PORT_TYPE_VECTOR_3D;
  3382. case OP_TYPE_VECTOR_3D_SCALAR:
  3383. return PORT_TYPE_VECTOR_3D;
  3384. default:
  3385. break;
  3386. }
  3387. return PORT_TYPE_SCALAR;
  3388. }
  3389. String VisualShaderNodeMix::get_output_port_name(int p_port) const {
  3390. return "mix";
  3391. }
  3392. void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
  3393. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3394. if (op_type == p_op_type) {
  3395. return;
  3396. }
  3397. switch (p_op_type) {
  3398. case OP_TYPE_SCALAR: {
  3399. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // a
  3400. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // b
  3401. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3402. } break;
  3403. case OP_TYPE_VECTOR_2D: {
  3404. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3405. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3406. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // weight
  3407. } break;
  3408. case OP_TYPE_VECTOR_2D_SCALAR: {
  3409. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3410. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3411. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3412. } break;
  3413. case OP_TYPE_VECTOR_3D: {
  3414. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3415. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3416. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // weight
  3417. } break;
  3418. case OP_TYPE_VECTOR_3D_SCALAR: {
  3419. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3420. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3421. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3422. } break;
  3423. default:
  3424. break;
  3425. }
  3426. op_type = p_op_type;
  3427. emit_changed();
  3428. }
  3429. VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
  3430. return op_type;
  3431. }
  3432. 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 {
  3433. return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3434. }
  3435. Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
  3436. Vector<StringName> props;
  3437. props.push_back("op_type");
  3438. return props;
  3439. }
  3440. void VisualShaderNodeMix::_bind_methods() {
  3441. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
  3442. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
  3443. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar"), "set_op_type", "get_op_type");
  3444. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3445. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3446. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3447. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3448. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3449. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3450. }
  3451. VisualShaderNodeMix::VisualShaderNodeMix() {
  3452. set_input_port_default_value(0, 0.0); // a
  3453. set_input_port_default_value(1, 1.0); // b
  3454. set_input_port_default_value(2, 0.5); // weight
  3455. }
  3456. ////////////// Vector Compose
  3457. String VisualShaderNodeVectorCompose::get_caption() const {
  3458. return "VectorCompose";
  3459. }
  3460. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  3461. switch (op_type) {
  3462. case OP_TYPE_VECTOR_2D:
  3463. return 2;
  3464. case OP_TYPE_VECTOR_3D:
  3465. return 3;
  3466. default:
  3467. break;
  3468. }
  3469. return 0;
  3470. }
  3471. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  3472. return PORT_TYPE_SCALAR;
  3473. }
  3474. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  3475. switch (op_type) {
  3476. case OP_TYPE_VECTOR_2D: {
  3477. switch (p_port) {
  3478. case 0:
  3479. return "x";
  3480. case 1:
  3481. return "y";
  3482. }
  3483. } break;
  3484. case OP_TYPE_VECTOR_3D: {
  3485. switch (p_port) {
  3486. case 0:
  3487. return "x";
  3488. case 1:
  3489. return "y";
  3490. case 2:
  3491. return "z";
  3492. }
  3493. } break;
  3494. default:
  3495. break;
  3496. }
  3497. return String();
  3498. }
  3499. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  3500. return 1;
  3501. }
  3502. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  3503. return "vec";
  3504. }
  3505. void VisualShaderNodeVectorCompose::set_op_type(OpType p_op_type) {
  3506. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3507. if (op_type == p_op_type) {
  3508. return;
  3509. }
  3510. switch (p_op_type) {
  3511. case OP_TYPE_VECTOR_2D: {
  3512. float p1 = get_input_port_default_value(0);
  3513. float p2 = get_input_port_default_value(1);
  3514. set_input_port_default_value(0, p1);
  3515. set_input_port_default_value(1, p2);
  3516. } break;
  3517. case OP_TYPE_VECTOR_3D: {
  3518. float p1 = get_input_port_default_value(0);
  3519. float p2 = get_input_port_default_value(1);
  3520. set_input_port_default_value(0, p1);
  3521. set_input_port_default_value(1, p2);
  3522. set_input_port_default_value(2, 0.0);
  3523. } break;
  3524. default:
  3525. break;
  3526. }
  3527. op_type = p_op_type;
  3528. emit_changed();
  3529. }
  3530. 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 {
  3531. String code;
  3532. switch (op_type) {
  3533. case OP_TYPE_VECTOR_2D: {
  3534. code += " " + p_output_vars[0] + " = vec2(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3535. } break;
  3536. case OP_TYPE_VECTOR_3D: {
  3537. code += " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3538. } break;
  3539. default:
  3540. break;
  3541. }
  3542. return code;
  3543. }
  3544. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  3545. set_input_port_default_value(0, 0.0);
  3546. set_input_port_default_value(1, 0.0);
  3547. set_input_port_default_value(2, 0.0);
  3548. }
  3549. ////////////// Transform Compose
  3550. String VisualShaderNodeTransformCompose::get_caption() const {
  3551. return "TransformCompose";
  3552. }
  3553. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  3554. return 4;
  3555. }
  3556. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  3557. return PORT_TYPE_VECTOR_3D;
  3558. }
  3559. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  3560. if (p_port == 0) {
  3561. return "x";
  3562. } else if (p_port == 1) {
  3563. return "y";
  3564. } else if (p_port == 2) {
  3565. return "z";
  3566. } else {
  3567. return "origin";
  3568. }
  3569. }
  3570. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  3571. return 1;
  3572. }
  3573. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  3574. return PORT_TYPE_TRANSFORM;
  3575. }
  3576. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  3577. return "xform";
  3578. }
  3579. 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 {
  3580. 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";
  3581. }
  3582. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  3583. set_input_port_default_value(0, Vector3());
  3584. set_input_port_default_value(1, Vector3());
  3585. set_input_port_default_value(2, Vector3());
  3586. set_input_port_default_value(3, Vector3());
  3587. }
  3588. ////////////// Vector Decompose
  3589. String VisualShaderNodeVectorDecompose::get_caption() const {
  3590. return "VectorDecompose";
  3591. }
  3592. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  3593. return 1;
  3594. }
  3595. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  3596. return "vec";
  3597. }
  3598. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  3599. switch (op_type) {
  3600. case OP_TYPE_VECTOR_2D:
  3601. return 2;
  3602. case OP_TYPE_VECTOR_3D:
  3603. return 3;
  3604. default:
  3605. break;
  3606. }
  3607. return 0;
  3608. }
  3609. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  3610. return PORT_TYPE_SCALAR;
  3611. }
  3612. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  3613. switch (op_type) {
  3614. case OP_TYPE_VECTOR_2D: {
  3615. switch (p_port) {
  3616. case 0:
  3617. return "x";
  3618. case 1:
  3619. return "y";
  3620. }
  3621. } break;
  3622. case OP_TYPE_VECTOR_3D: {
  3623. switch (p_port) {
  3624. case 0:
  3625. return "x";
  3626. case 1:
  3627. return "y";
  3628. case 2:
  3629. return "z";
  3630. }
  3631. } break;
  3632. default:
  3633. break;
  3634. }
  3635. return String();
  3636. }
  3637. void VisualShaderNodeVectorDecompose::set_op_type(OpType p_op_type) {
  3638. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3639. if (op_type == p_op_type) {
  3640. return;
  3641. }
  3642. switch (p_op_type) {
  3643. case OP_TYPE_VECTOR_2D: {
  3644. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3645. } break;
  3646. case OP_TYPE_VECTOR_3D: {
  3647. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3648. } break;
  3649. default:
  3650. break;
  3651. }
  3652. op_type = p_op_type;
  3653. emit_changed();
  3654. }
  3655. 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 {
  3656. String code;
  3657. switch (op_type) {
  3658. case OP_TYPE_VECTOR_2D: {
  3659. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3660. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3661. } break;
  3662. case OP_TYPE_VECTOR_3D: {
  3663. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3664. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3665. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3666. } break;
  3667. default:
  3668. break;
  3669. }
  3670. return code;
  3671. }
  3672. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  3673. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3674. }
  3675. ////////////// Transform Decompose
  3676. String VisualShaderNodeTransformDecompose::get_caption() const {
  3677. return "TransformDecompose";
  3678. }
  3679. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  3680. return 1;
  3681. }
  3682. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  3683. return PORT_TYPE_TRANSFORM;
  3684. }
  3685. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  3686. return "xform";
  3687. }
  3688. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  3689. return 4;
  3690. }
  3691. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  3692. return PORT_TYPE_VECTOR_3D;
  3693. }
  3694. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  3695. if (p_port == 0) {
  3696. return "x";
  3697. } else if (p_port == 1) {
  3698. return "y";
  3699. } else if (p_port == 2) {
  3700. return "z";
  3701. } else {
  3702. return "origin";
  3703. }
  3704. }
  3705. 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 {
  3706. String code;
  3707. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  3708. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  3709. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  3710. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  3711. return code;
  3712. }
  3713. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  3714. set_input_port_default_value(0, Transform3D());
  3715. }
  3716. ////////////// Float Uniform
  3717. String VisualShaderNodeFloatUniform::get_caption() const {
  3718. return "FloatUniform";
  3719. }
  3720. int VisualShaderNodeFloatUniform::get_input_port_count() const {
  3721. return 0;
  3722. }
  3723. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
  3724. return PORT_TYPE_SCALAR;
  3725. }
  3726. String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
  3727. return String();
  3728. }
  3729. int VisualShaderNodeFloatUniform::get_output_port_count() const {
  3730. return 1;
  3731. }
  3732. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
  3733. return PORT_TYPE_SCALAR;
  3734. }
  3735. String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
  3736. return ""; //no output port means the editor will be used as port
  3737. }
  3738. String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3739. String code = "";
  3740. if (hint == HINT_RANGE) {
  3741. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  3742. } else if (hint == HINT_RANGE_STEP) {
  3743. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  3744. } else {
  3745. code += _get_qual_str() + "uniform float " + get_uniform_name();
  3746. }
  3747. if (default_value_enabled) {
  3748. code += " = " + rtos(default_value);
  3749. }
  3750. code += ";\n";
  3751. return code;
  3752. }
  3753. 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 {
  3754. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3755. }
  3756. bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
  3757. return true;
  3758. }
  3759. bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
  3760. return true;
  3761. }
  3762. void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
  3763. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  3764. if (hint == p_hint) {
  3765. return;
  3766. }
  3767. hint = p_hint;
  3768. emit_changed();
  3769. }
  3770. VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
  3771. return hint;
  3772. }
  3773. void VisualShaderNodeFloatUniform::set_min(float p_value) {
  3774. if (Math::is_equal_approx(hint_range_min, p_value)) {
  3775. return;
  3776. }
  3777. hint_range_min = p_value;
  3778. emit_changed();
  3779. }
  3780. float VisualShaderNodeFloatUniform::get_min() const {
  3781. return hint_range_min;
  3782. }
  3783. void VisualShaderNodeFloatUniform::set_max(float p_value) {
  3784. if (Math::is_equal_approx(hint_range_max, p_value)) {
  3785. return;
  3786. }
  3787. hint_range_max = p_value;
  3788. emit_changed();
  3789. }
  3790. float VisualShaderNodeFloatUniform::get_max() const {
  3791. return hint_range_max;
  3792. }
  3793. void VisualShaderNodeFloatUniform::set_step(float p_value) {
  3794. if (Math::is_equal_approx(hint_range_step, p_value)) {
  3795. return;
  3796. }
  3797. hint_range_step = p_value;
  3798. emit_changed();
  3799. }
  3800. float VisualShaderNodeFloatUniform::get_step() const {
  3801. return hint_range_step;
  3802. }
  3803. void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
  3804. if (default_value_enabled == p_enabled) {
  3805. return;
  3806. }
  3807. default_value_enabled = p_enabled;
  3808. emit_changed();
  3809. }
  3810. bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
  3811. return default_value_enabled;
  3812. }
  3813. void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
  3814. if (Math::is_equal_approx(default_value, p_value)) {
  3815. return;
  3816. }
  3817. default_value = p_value;
  3818. emit_changed();
  3819. }
  3820. float VisualShaderNodeFloatUniform::get_default_value() const {
  3821. return default_value;
  3822. }
  3823. void VisualShaderNodeFloatUniform::_bind_methods() {
  3824. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
  3825. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
  3826. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
  3827. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
  3828. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
  3829. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
  3830. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
  3831. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
  3832. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
  3833. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
  3834. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
  3835. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
  3836. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  3837. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  3838. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  3839. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  3840. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3841. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  3842. BIND_ENUM_CONSTANT(HINT_NONE);
  3843. BIND_ENUM_CONSTANT(HINT_RANGE);
  3844. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  3845. BIND_ENUM_CONSTANT(HINT_MAX);
  3846. }
  3847. bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
  3848. return true; // all qualifiers are supported
  3849. }
  3850. bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
  3851. return true; // conversion is allowed
  3852. }
  3853. Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
  3854. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3855. props.push_back("hint");
  3856. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  3857. props.push_back("min");
  3858. props.push_back("max");
  3859. }
  3860. if (hint == HINT_RANGE_STEP) {
  3861. props.push_back("step");
  3862. }
  3863. props.push_back("default_value_enabled");
  3864. if (default_value_enabled) {
  3865. props.push_back("default_value");
  3866. }
  3867. return props;
  3868. }
  3869. VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
  3870. }
  3871. ////////////// Integer Uniform
  3872. String VisualShaderNodeIntUniform::get_caption() const {
  3873. return "IntUniform";
  3874. }
  3875. int VisualShaderNodeIntUniform::get_input_port_count() const {
  3876. return 0;
  3877. }
  3878. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
  3879. return PORT_TYPE_SCALAR_INT;
  3880. }
  3881. String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
  3882. return String();
  3883. }
  3884. int VisualShaderNodeIntUniform::get_output_port_count() const {
  3885. return 1;
  3886. }
  3887. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
  3888. return PORT_TYPE_SCALAR_INT;
  3889. }
  3890. String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
  3891. return ""; //no output port means the editor will be used as port
  3892. }
  3893. String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3894. String code = "";
  3895. if (hint == HINT_RANGE) {
  3896. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  3897. } else if (hint == HINT_RANGE_STEP) {
  3898. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  3899. } else {
  3900. code += _get_qual_str() + "uniform int " + get_uniform_name();
  3901. }
  3902. if (default_value_enabled) {
  3903. code += " = " + itos(default_value);
  3904. }
  3905. code += ";\n";
  3906. return code;
  3907. }
  3908. 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 {
  3909. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3910. }
  3911. bool VisualShaderNodeIntUniform::is_show_prop_names() const {
  3912. return true;
  3913. }
  3914. bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
  3915. return true;
  3916. }
  3917. void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
  3918. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  3919. if (hint == p_hint) {
  3920. return;
  3921. }
  3922. hint = p_hint;
  3923. emit_changed();
  3924. }
  3925. VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
  3926. return hint;
  3927. }
  3928. void VisualShaderNodeIntUniform::set_min(int p_value) {
  3929. if (hint_range_min == p_value) {
  3930. return;
  3931. }
  3932. hint_range_min = p_value;
  3933. emit_changed();
  3934. }
  3935. int VisualShaderNodeIntUniform::get_min() const {
  3936. return hint_range_min;
  3937. }
  3938. void VisualShaderNodeIntUniform::set_max(int p_value) {
  3939. if (hint_range_max == p_value) {
  3940. return;
  3941. }
  3942. hint_range_max = p_value;
  3943. emit_changed();
  3944. }
  3945. int VisualShaderNodeIntUniform::get_max() const {
  3946. return hint_range_max;
  3947. }
  3948. void VisualShaderNodeIntUniform::set_step(int p_value) {
  3949. if (hint_range_step == p_value) {
  3950. return;
  3951. }
  3952. hint_range_step = p_value;
  3953. emit_changed();
  3954. }
  3955. int VisualShaderNodeIntUniform::get_step() const {
  3956. return hint_range_step;
  3957. }
  3958. void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_enabled) {
  3959. if (default_value_enabled == p_default_value_enabled) {
  3960. return;
  3961. }
  3962. default_value_enabled = p_default_value_enabled;
  3963. emit_changed();
  3964. }
  3965. bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
  3966. return default_value_enabled;
  3967. }
  3968. void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
  3969. if (default_value == p_default_value) {
  3970. return;
  3971. }
  3972. default_value = p_default_value;
  3973. emit_changed();
  3974. }
  3975. int VisualShaderNodeIntUniform::get_default_value() const {
  3976. return default_value;
  3977. }
  3978. void VisualShaderNodeIntUniform::_bind_methods() {
  3979. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
  3980. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
  3981. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
  3982. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
  3983. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
  3984. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
  3985. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
  3986. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
  3987. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
  3988. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
  3989. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
  3990. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
  3991. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
  3992. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  3993. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  3994. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  3995. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3996. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  3997. BIND_ENUM_CONSTANT(HINT_NONE);
  3998. BIND_ENUM_CONSTANT(HINT_RANGE);
  3999. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4000. BIND_ENUM_CONSTANT(HINT_MAX);
  4001. }
  4002. bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
  4003. return true; // all qualifiers are supported
  4004. }
  4005. bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
  4006. return true; // conversion is allowed
  4007. }
  4008. Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
  4009. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4010. props.push_back("hint");
  4011. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4012. props.push_back("min");
  4013. props.push_back("max");
  4014. }
  4015. if (hint == HINT_RANGE_STEP) {
  4016. props.push_back("step");
  4017. }
  4018. props.push_back("default_value_enabled");
  4019. if (default_value_enabled) {
  4020. props.push_back("default_value");
  4021. }
  4022. return props;
  4023. }
  4024. VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
  4025. }
  4026. ////////////// Boolean Uniform
  4027. String VisualShaderNodeBooleanUniform::get_caption() const {
  4028. return "BooleanUniform";
  4029. }
  4030. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  4031. return 0;
  4032. }
  4033. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  4034. return PORT_TYPE_BOOLEAN;
  4035. }
  4036. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  4037. return String();
  4038. }
  4039. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  4040. return 1;
  4041. }
  4042. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  4043. return PORT_TYPE_BOOLEAN;
  4044. }
  4045. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  4046. return ""; //no output port means the editor will be used as port
  4047. }
  4048. void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_value_enabled) {
  4049. if (default_value_enabled == p_default_value_enabled) {
  4050. return;
  4051. }
  4052. default_value_enabled = p_default_value_enabled;
  4053. emit_changed();
  4054. }
  4055. bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
  4056. return default_value_enabled;
  4057. }
  4058. void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
  4059. if (default_value == p_default_value) {
  4060. return;
  4061. }
  4062. default_value = p_default_value;
  4063. emit_changed();
  4064. }
  4065. bool VisualShaderNodeBooleanUniform::get_default_value() const {
  4066. return default_value;
  4067. }
  4068. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4069. String code = _get_qual_str() + "uniform bool " + get_uniform_name();
  4070. if (default_value_enabled) {
  4071. if (default_value) {
  4072. code += " = true";
  4073. } else {
  4074. code += " = false";
  4075. }
  4076. }
  4077. code += ";\n";
  4078. return code;
  4079. }
  4080. 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 {
  4081. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4082. }
  4083. bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
  4084. return true;
  4085. }
  4086. bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
  4087. return true;
  4088. }
  4089. void VisualShaderNodeBooleanUniform::_bind_methods() {
  4090. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
  4091. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
  4092. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
  4093. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
  4094. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4095. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  4096. }
  4097. bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
  4098. return true; // all qualifiers are supported
  4099. }
  4100. bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
  4101. return true; // conversion is allowed
  4102. }
  4103. Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
  4104. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4105. props.push_back("default_value_enabled");
  4106. if (default_value_enabled) {
  4107. props.push_back("default_value");
  4108. }
  4109. return props;
  4110. }
  4111. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  4112. }
  4113. ////////////// Color Uniform
  4114. String VisualShaderNodeColorUniform::get_caption() const {
  4115. return "ColorUniform";
  4116. }
  4117. int VisualShaderNodeColorUniform::get_input_port_count() const {
  4118. return 0;
  4119. }
  4120. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  4121. return PORT_TYPE_VECTOR_3D;
  4122. }
  4123. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  4124. return String();
  4125. }
  4126. int VisualShaderNodeColorUniform::get_output_port_count() const {
  4127. return 2;
  4128. }
  4129. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  4130. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  4131. }
  4132. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  4133. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  4134. }
  4135. void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
  4136. if (default_value_enabled == p_enabled) {
  4137. return;
  4138. }
  4139. default_value_enabled = p_enabled;
  4140. emit_changed();
  4141. }
  4142. bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
  4143. return default_value_enabled;
  4144. }
  4145. void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
  4146. if (default_value.is_equal_approx(p_value)) {
  4147. return;
  4148. }
  4149. default_value = p_value;
  4150. emit_changed();
  4151. }
  4152. Color VisualShaderNodeColorUniform::get_default_value() const {
  4153. return default_value;
  4154. }
  4155. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4156. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
  4157. if (default_value_enabled) {
  4158. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  4159. }
  4160. code += ";\n";
  4161. return code;
  4162. }
  4163. 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 {
  4164. String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  4165. code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  4166. return code;
  4167. }
  4168. bool VisualShaderNodeColorUniform::is_show_prop_names() const {
  4169. return true;
  4170. }
  4171. void VisualShaderNodeColorUniform::_bind_methods() {
  4172. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
  4173. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
  4174. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
  4175. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
  4176. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4177. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  4178. }
  4179. bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
  4180. return true; // all qualifiers are supported
  4181. }
  4182. bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
  4183. return true; // conversion is allowed
  4184. }
  4185. Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
  4186. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4187. props.push_back("default_value_enabled");
  4188. if (default_value_enabled) {
  4189. props.push_back("default_value");
  4190. }
  4191. return props;
  4192. }
  4193. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  4194. }
  4195. ////////////// Vector2 Uniform
  4196. String VisualShaderNodeVec2Uniform::get_caption() const {
  4197. return "Vector2Uniform";
  4198. }
  4199. int VisualShaderNodeVec2Uniform::get_input_port_count() const {
  4200. return 0;
  4201. }
  4202. VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_input_port_type(int p_port) const {
  4203. return PORT_TYPE_VECTOR_2D;
  4204. }
  4205. String VisualShaderNodeVec2Uniform::get_input_port_name(int p_port) const {
  4206. return String();
  4207. }
  4208. int VisualShaderNodeVec2Uniform::get_output_port_count() const {
  4209. return 1;
  4210. }
  4211. VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_output_port_type(int p_port) const {
  4212. return PORT_TYPE_VECTOR_2D;
  4213. }
  4214. String VisualShaderNodeVec2Uniform::get_output_port_name(int p_port) const {
  4215. return String();
  4216. }
  4217. void VisualShaderNodeVec2Uniform::set_default_value_enabled(bool p_enabled) {
  4218. default_value_enabled = p_enabled;
  4219. emit_changed();
  4220. }
  4221. bool VisualShaderNodeVec2Uniform::is_default_value_enabled() const {
  4222. return default_value_enabled;
  4223. }
  4224. void VisualShaderNodeVec2Uniform::set_default_value(const Vector2 &p_value) {
  4225. default_value = p_value;
  4226. emit_changed();
  4227. }
  4228. Vector2 VisualShaderNodeVec2Uniform::get_default_value() const {
  4229. return default_value;
  4230. }
  4231. String VisualShaderNodeVec2Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4232. String code = _get_qual_str() + "uniform vec2 " + get_uniform_name();
  4233. if (default_value_enabled) {
  4234. code += vformat(" = vec2(%.6f, %.6f)", default_value.x, default_value.y);
  4235. }
  4236. code += ";\n";
  4237. return code;
  4238. }
  4239. 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 {
  4240. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4241. }
  4242. void VisualShaderNodeVec2Uniform::_bind_methods() {
  4243. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Uniform::set_default_value_enabled);
  4244. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Uniform::is_default_value_enabled);
  4245. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Uniform::set_default_value);
  4246. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Uniform::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::VECTOR2, "default_value"), "set_default_value", "get_default_value");
  4249. }
  4250. bool VisualShaderNodeVec2Uniform::is_show_prop_names() const {
  4251. return true;
  4252. }
  4253. bool VisualShaderNodeVec2Uniform::is_use_prop_slots() const {
  4254. return true;
  4255. }
  4256. bool VisualShaderNodeVec2Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4257. return true; // all qualifiers are supported
  4258. }
  4259. bool VisualShaderNodeVec2Uniform::is_convertible_to_constant() const {
  4260. return true; // conversion is allowed
  4261. }
  4262. Vector<StringName> VisualShaderNodeVec2Uniform::get_editable_properties() const {
  4263. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4264. props.push_back("default_value_enabled");
  4265. if (default_value_enabled) {
  4266. props.push_back("default_value");
  4267. }
  4268. return props;
  4269. }
  4270. VisualShaderNodeVec2Uniform::VisualShaderNodeVec2Uniform() {
  4271. }
  4272. ////////////// Vector3 Uniform
  4273. String VisualShaderNodeVec3Uniform::get_caption() const {
  4274. return "Vector3Uniform";
  4275. }
  4276. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  4277. return 0;
  4278. }
  4279. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  4280. return PORT_TYPE_VECTOR_3D;
  4281. }
  4282. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  4283. return String();
  4284. }
  4285. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  4286. return 1;
  4287. }
  4288. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  4289. return PORT_TYPE_VECTOR_3D;
  4290. }
  4291. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  4292. return ""; //no output port means the editor will be used as port
  4293. }
  4294. void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
  4295. default_value_enabled = p_enabled;
  4296. emit_changed();
  4297. }
  4298. bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
  4299. return default_value_enabled;
  4300. }
  4301. void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
  4302. default_value = p_value;
  4303. emit_changed();
  4304. }
  4305. Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
  4306. return default_value;
  4307. }
  4308. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4309. String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
  4310. if (default_value_enabled) {
  4311. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  4312. }
  4313. code += ";\n";
  4314. return code;
  4315. }
  4316. 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 {
  4317. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4318. }
  4319. void VisualShaderNodeVec3Uniform::_bind_methods() {
  4320. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
  4321. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
  4322. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
  4323. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
  4324. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4325. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  4326. }
  4327. bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
  4328. return true;
  4329. }
  4330. bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
  4331. return true;
  4332. }
  4333. bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4334. return true; // all qualifiers are supported
  4335. }
  4336. bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
  4337. return true; // conversion is allowed
  4338. }
  4339. Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
  4340. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4341. props.push_back("default_value_enabled");
  4342. if (default_value_enabled) {
  4343. props.push_back("default_value");
  4344. }
  4345. return props;
  4346. }
  4347. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  4348. }
  4349. ////////////// Transform Uniform
  4350. String VisualShaderNodeTransformUniform::get_caption() const {
  4351. return "TransformUniform";
  4352. }
  4353. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  4354. return 0;
  4355. }
  4356. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  4357. return PORT_TYPE_VECTOR_3D;
  4358. }
  4359. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  4360. return String();
  4361. }
  4362. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  4363. return 1;
  4364. }
  4365. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  4366. return PORT_TYPE_TRANSFORM;
  4367. }
  4368. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  4369. return ""; //no output port means the editor will be used as port
  4370. }
  4371. void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
  4372. default_value_enabled = p_enabled;
  4373. emit_changed();
  4374. }
  4375. bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
  4376. return default_value_enabled;
  4377. }
  4378. void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
  4379. default_value = p_value;
  4380. emit_changed();
  4381. }
  4382. Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
  4383. return default_value;
  4384. }
  4385. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4386. String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
  4387. if (default_value_enabled) {
  4388. Vector3 row0 = default_value.basis.get_row(0);
  4389. Vector3 row1 = default_value.basis.get_row(1);
  4390. Vector3 row2 = default_value.basis.get_row(2);
  4391. Vector3 origin = default_value.origin;
  4392. 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) + ")";
  4393. }
  4394. code += ";\n";
  4395. return code;
  4396. }
  4397. 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 {
  4398. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4399. }
  4400. void VisualShaderNodeTransformUniform::_bind_methods() {
  4401. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
  4402. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
  4403. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
  4404. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
  4405. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4406. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
  4407. }
  4408. bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
  4409. return true;
  4410. }
  4411. bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
  4412. return true;
  4413. }
  4414. bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
  4415. if (p_qual == Qualifier::QUAL_INSTANCE) {
  4416. return false;
  4417. }
  4418. return true;
  4419. }
  4420. bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
  4421. return true; // conversion is allowed
  4422. }
  4423. Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
  4424. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4425. props.push_back("default_value_enabled");
  4426. if (default_value_enabled) {
  4427. props.push_back("default_value");
  4428. }
  4429. return props;
  4430. }
  4431. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  4432. }
  4433. ////////////// Texture Uniform
  4434. String VisualShaderNodeTextureUniform::get_caption() const {
  4435. return "TextureUniform";
  4436. }
  4437. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  4438. return 2;
  4439. }
  4440. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  4441. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  4442. }
  4443. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  4444. return p_port == 0 ? "uv" : "lod";
  4445. }
  4446. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  4447. return 3;
  4448. }
  4449. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  4450. switch (p_port) {
  4451. case 0:
  4452. return PORT_TYPE_VECTOR_3D;
  4453. case 1:
  4454. return PORT_TYPE_SCALAR;
  4455. case 2:
  4456. return PORT_TYPE_SAMPLER;
  4457. default:
  4458. return PORT_TYPE_SCALAR;
  4459. }
  4460. }
  4461. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  4462. switch (p_port) {
  4463. case 0:
  4464. return "rgb";
  4465. case 1:
  4466. return "alpha";
  4467. case 2:
  4468. return "sampler2D";
  4469. default:
  4470. return "";
  4471. }
  4472. }
  4473. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4474. bool has_colon = false;
  4475. String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
  4476. // type
  4477. {
  4478. String type_code;
  4479. switch (texture_type) {
  4480. case TYPE_DATA:
  4481. if (color_default == COLOR_DEFAULT_BLACK) {
  4482. type_code = "hint_black";
  4483. }
  4484. break;
  4485. case TYPE_COLOR:
  4486. if (color_default == COLOR_DEFAULT_BLACK) {
  4487. type_code = "hint_black_albedo";
  4488. } else {
  4489. type_code = "hint_albedo";
  4490. }
  4491. break;
  4492. case TYPE_NORMAL_MAP:
  4493. type_code = "hint_normal";
  4494. break;
  4495. case TYPE_ANISOTROPY:
  4496. type_code = "hint_anisotropy";
  4497. break;
  4498. default:
  4499. break;
  4500. }
  4501. if (!type_code.is_empty()) {
  4502. code += " : " + type_code;
  4503. has_colon = true;
  4504. }
  4505. }
  4506. // filter
  4507. {
  4508. String filter_code;
  4509. switch (texture_filter) {
  4510. case FILTER_NEAREST:
  4511. filter_code = "filter_nearest";
  4512. break;
  4513. case FILTER_LINEAR:
  4514. filter_code = "filter_linear";
  4515. break;
  4516. case FILTER_NEAREST_MIPMAP:
  4517. filter_code = "filter_nearest_mipmap";
  4518. break;
  4519. case FILTER_LINEAR_MIPMAP:
  4520. filter_code = "filter_linear_mipmap";
  4521. break;
  4522. case FILTER_NEAREST_MIPMAP_ANISOTROPIC:
  4523. filter_code = "filter_nearest_mipmap_anisotropic";
  4524. break;
  4525. case FILTER_LINEAR_MIPMAP_ANISOTROPIC:
  4526. filter_code = "filter_linear_mipmap_anisotropic";
  4527. break;
  4528. default:
  4529. break;
  4530. }
  4531. if (!filter_code.is_empty()) {
  4532. if (!has_colon) {
  4533. code += " : ";
  4534. has_colon = true;
  4535. } else {
  4536. code += ", ";
  4537. }
  4538. code += filter_code;
  4539. }
  4540. }
  4541. // repeat
  4542. {
  4543. String repeat_code;
  4544. switch (texture_repeat) {
  4545. case REPEAT_ENABLED:
  4546. repeat_code = "repeat_enable";
  4547. break;
  4548. case REPEAT_DISABLED:
  4549. repeat_code = "repeat_disable";
  4550. break;
  4551. default:
  4552. break;
  4553. }
  4554. if (!repeat_code.is_empty()) {
  4555. if (!has_colon) {
  4556. code += " : ";
  4557. } else {
  4558. code += ", ";
  4559. }
  4560. code += repeat_code;
  4561. }
  4562. }
  4563. code += ";\n";
  4564. return code;
  4565. }
  4566. bool VisualShaderNodeTextureUniform::is_code_generated() const {
  4567. return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
  4568. }
  4569. 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 {
  4570. String default_uv;
  4571. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  4572. default_uv = "UV";
  4573. } else {
  4574. default_uv = "vec2(0.0)";
  4575. }
  4576. String id = get_uniform_name();
  4577. String code = " {\n";
  4578. if (p_input_vars[0].is_empty()) { // Use UV by default.
  4579. if (p_input_vars[1].is_empty()) {
  4580. code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
  4581. } else {
  4582. code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  4583. }
  4584. } else if (p_input_vars[1].is_empty()) {
  4585. //no lod
  4586. code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  4587. } else {
  4588. code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  4589. }
  4590. code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
  4591. code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
  4592. code += " }\n";
  4593. return code;
  4594. }
  4595. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
  4596. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  4597. if (texture_type == p_texture_type) {
  4598. return;
  4599. }
  4600. texture_type = p_texture_type;
  4601. emit_changed();
  4602. }
  4603. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  4604. return texture_type;
  4605. }
  4606. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_default) {
  4607. ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
  4608. if (color_default == p_color_default) {
  4609. return;
  4610. }
  4611. color_default = p_color_default;
  4612. emit_changed();
  4613. }
  4614. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  4615. return color_default;
  4616. }
  4617. void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter) {
  4618. ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
  4619. if (texture_filter == p_filter) {
  4620. return;
  4621. }
  4622. texture_filter = p_filter;
  4623. emit_changed();
  4624. }
  4625. VisualShaderNodeTextureUniform::TextureFilter VisualShaderNodeTextureUniform::get_texture_filter() const {
  4626. return texture_filter;
  4627. }
  4628. void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat) {
  4629. ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
  4630. if (texture_repeat == p_repeat) {
  4631. return;
  4632. }
  4633. texture_repeat = p_repeat;
  4634. emit_changed();
  4635. }
  4636. VisualShaderNodeTextureUniform::TextureRepeat VisualShaderNodeTextureUniform::get_texture_repeat() const {
  4637. return texture_repeat;
  4638. }
  4639. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  4640. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4641. props.push_back("texture_type");
  4642. if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
  4643. props.push_back("color_default");
  4644. }
  4645. props.push_back("texture_filter");
  4646. props.push_back("texture_repeat");
  4647. return props;
  4648. }
  4649. bool VisualShaderNodeTextureUniform::is_show_prop_names() const {
  4650. return true;
  4651. }
  4652. Map<StringName, String> VisualShaderNodeTextureUniform::get_editable_properties_names() const {
  4653. Map<StringName, String> names;
  4654. names.insert("texture_type", TTR("Type"));
  4655. names.insert("color_default", TTR("Default Color"));
  4656. names.insert("texture_filter", TTR("Filter"));
  4657. names.insert("texture_repeat", TTR("Repeat"));
  4658. return names;
  4659. }
  4660. void VisualShaderNodeTextureUniform::_bind_methods() {
  4661. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  4662. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  4663. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  4664. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  4665. ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureUniform::set_texture_filter);
  4666. ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureUniform::get_texture_filter);
  4667. ClassDB::bind_method(D_METHOD("set_texture_repeat", "type"), &VisualShaderNodeTextureUniform::set_texture_repeat);
  4668. ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_texture_repeat);
  4669. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
  4670. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black"), "set_color_default", "get_color_default");
  4671. 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");
  4672. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
  4673. BIND_ENUM_CONSTANT(TYPE_DATA);
  4674. BIND_ENUM_CONSTANT(TYPE_COLOR);
  4675. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  4676. BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
  4677. BIND_ENUM_CONSTANT(TYPE_MAX);
  4678. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  4679. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  4680. BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
  4681. BIND_ENUM_CONSTANT(FILTER_DEFAULT);
  4682. BIND_ENUM_CONSTANT(FILTER_NEAREST);
  4683. BIND_ENUM_CONSTANT(FILTER_LINEAR);
  4684. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP);
  4685. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP);
  4686. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC);
  4687. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC);
  4688. BIND_ENUM_CONSTANT(FILTER_MAX);
  4689. BIND_ENUM_CONSTANT(REPEAT_DEFAULT);
  4690. BIND_ENUM_CONSTANT(REPEAT_ENABLED);
  4691. BIND_ENUM_CONSTANT(REPEAT_DISABLED);
  4692. BIND_ENUM_CONSTANT(REPEAT_MAX);
  4693. }
  4694. bool VisualShaderNodeTextureUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  4695. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  4696. if (p_port == 0) {
  4697. return true;
  4698. }
  4699. }
  4700. return false;
  4701. }
  4702. bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
  4703. switch (p_qual) {
  4704. case Qualifier::QUAL_NONE:
  4705. return true;
  4706. case Qualifier::QUAL_GLOBAL:
  4707. return true;
  4708. case Qualifier::QUAL_INSTANCE:
  4709. return false;
  4710. default:
  4711. break;
  4712. }
  4713. return false;
  4714. }
  4715. bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
  4716. return false; // conversion is not allowed
  4717. }
  4718. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  4719. simple_decl = false;
  4720. }
  4721. ////////////// Texture Uniform (Triplanar)
  4722. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  4723. return "TextureUniformTriplanar";
  4724. }
  4725. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  4726. return 2;
  4727. }
  4728. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  4729. if (p_port == 0 || p_port == 1) {
  4730. return PORT_TYPE_VECTOR_3D;
  4731. }
  4732. return PORT_TYPE_SCALAR;
  4733. }
  4734. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  4735. if (p_port == 0) {
  4736. return "weights";
  4737. } else if (p_port == 1) {
  4738. return "pos";
  4739. }
  4740. return "";
  4741. }
  4742. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  4743. String code;
  4744. code += "// " + get_caption() + "\n";
  4745. code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  4746. code += " vec4 samp = vec4(0.0);\n";
  4747. code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  4748. code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  4749. code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  4750. code += " return samp;\n";
  4751. code += " }\n";
  4752. code += "\n";
  4753. code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  4754. code += " uniform vec3 triplanar_offset;\n";
  4755. code += " uniform float triplanar_sharpness = 0.5;\n";
  4756. code += "\n";
  4757. code += " varying vec3 triplanar_power_normal;\n";
  4758. code += " varying vec3 triplanar_pos;\n";
  4759. return code;
  4760. }
  4761. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4762. String code;
  4763. if (p_type == VisualShader::TYPE_VERTEX) {
  4764. code += "// " + get_caption() + "\n";
  4765. code += " {\n";
  4766. code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  4767. code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  4768. code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  4769. code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  4770. code += " }\n";
  4771. }
  4772. return code;
  4773. }
  4774. 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 {
  4775. String id = get_uniform_name();
  4776. String code = " {\n";
  4777. if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  4778. code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  4779. } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  4780. code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  4781. } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
  4782. code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  4783. } else {
  4784. code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  4785. }
  4786. code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
  4787. code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
  4788. code += " }\n";
  4789. return code;
  4790. }
  4791. bool VisualShaderNodeTextureUniformTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  4792. if (p_port == 0) {
  4793. return true;
  4794. } else if (p_port == 1) {
  4795. return true;
  4796. }
  4797. return false;
  4798. }
  4799. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  4800. }
  4801. ////////////// Texture2DArray Uniform
  4802. String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
  4803. return "Texture2DArrayUniform";
  4804. }
  4805. int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
  4806. return 1;
  4807. }
  4808. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
  4809. return PORT_TYPE_SAMPLER;
  4810. }
  4811. String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
  4812. return "sampler2DArray";
  4813. }
  4814. int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
  4815. return 0;
  4816. }
  4817. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
  4818. return PORT_TYPE_SCALAR;
  4819. }
  4820. String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
  4821. return "";
  4822. }
  4823. bool VisualShaderNodeTexture2DArrayUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  4824. return false;
  4825. }
  4826. String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4827. String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
  4828. switch (texture_type) {
  4829. case TYPE_DATA:
  4830. if (color_default == COLOR_DEFAULT_BLACK) {
  4831. code += " : hint_black;\n";
  4832. } else {
  4833. code += ";\n";
  4834. }
  4835. break;
  4836. case TYPE_COLOR:
  4837. if (color_default == COLOR_DEFAULT_BLACK) {
  4838. code += " : hint_black_albedo;\n";
  4839. } else {
  4840. code += " : hint_albedo;\n";
  4841. }
  4842. break;
  4843. case TYPE_NORMAL_MAP:
  4844. code += " : hint_normal;\n";
  4845. break;
  4846. case TYPE_ANISOTROPY:
  4847. code += " : hint_anisotropy;\n";
  4848. break;
  4849. default:
  4850. code += ";\n";
  4851. break;
  4852. }
  4853. return code;
  4854. }
  4855. 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 {
  4856. return String();
  4857. }
  4858. VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
  4859. }
  4860. ////////////// Texture3D Uniform
  4861. String VisualShaderNodeTexture3DUniform::get_caption() const {
  4862. return "Texture3DUniform";
  4863. }
  4864. int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
  4865. return 1;
  4866. }
  4867. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
  4868. return PORT_TYPE_SAMPLER;
  4869. }
  4870. String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
  4871. return "sampler3D";
  4872. }
  4873. int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
  4874. return 0;
  4875. }
  4876. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
  4877. return PORT_TYPE_SCALAR;
  4878. }
  4879. String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
  4880. return "";
  4881. }
  4882. bool VisualShaderNodeTexture3DUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  4883. return false;
  4884. }
  4885. String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4886. String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
  4887. switch (texture_type) {
  4888. case TYPE_DATA:
  4889. if (color_default == COLOR_DEFAULT_BLACK) {
  4890. code += " : hint_black;\n";
  4891. } else {
  4892. code += ";\n";
  4893. }
  4894. break;
  4895. case TYPE_COLOR:
  4896. if (color_default == COLOR_DEFAULT_BLACK) {
  4897. code += " : hint_black_albedo;\n";
  4898. } else {
  4899. code += " : hint_albedo;\n";
  4900. }
  4901. break;
  4902. case TYPE_NORMAL_MAP:
  4903. code += " : hint_normal;\n";
  4904. break;
  4905. case TYPE_ANISOTROPY:
  4906. code += " : hint_anisotropy;\n";
  4907. break;
  4908. default:
  4909. code += ";\n";
  4910. break;
  4911. }
  4912. return code;
  4913. }
  4914. 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 {
  4915. return String();
  4916. }
  4917. VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
  4918. }
  4919. ////////////// Cubemap Uniform
  4920. String VisualShaderNodeCubemapUniform::get_caption() const {
  4921. return "CubemapUniform";
  4922. }
  4923. int VisualShaderNodeCubemapUniform::get_output_port_count() const {
  4924. return 1;
  4925. }
  4926. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
  4927. return PORT_TYPE_SAMPLER;
  4928. }
  4929. String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
  4930. return "samplerCube";
  4931. }
  4932. int VisualShaderNodeCubemapUniform::get_input_port_count() const {
  4933. return 0;
  4934. }
  4935. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
  4936. return PORT_TYPE_SCALAR;
  4937. }
  4938. String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
  4939. return "";
  4940. }
  4941. bool VisualShaderNodeCubemapUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  4942. return false;
  4943. }
  4944. String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4945. String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
  4946. switch (texture_type) {
  4947. case TYPE_DATA:
  4948. if (color_default == COLOR_DEFAULT_BLACK) {
  4949. code += " : hint_black;\n";
  4950. } else {
  4951. code += ";\n";
  4952. }
  4953. break;
  4954. case TYPE_COLOR:
  4955. if (color_default == COLOR_DEFAULT_BLACK) {
  4956. code += " : hint_black_albedo;\n";
  4957. } else {
  4958. code += " : hint_albedo;\n";
  4959. }
  4960. break;
  4961. case TYPE_NORMAL_MAP:
  4962. code += " : hint_normal;\n";
  4963. break;
  4964. case TYPE_ANISOTROPY:
  4965. code += " : hint_anisotropy;\n";
  4966. break;
  4967. default:
  4968. code += ";\n";
  4969. break;
  4970. }
  4971. return code;
  4972. }
  4973. 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 {
  4974. return String();
  4975. }
  4976. VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
  4977. }
  4978. ////////////// If
  4979. String VisualShaderNodeIf::get_caption() const {
  4980. return "If";
  4981. }
  4982. int VisualShaderNodeIf::get_input_port_count() const {
  4983. return 6;
  4984. }
  4985. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  4986. if (p_port == 0 || p_port == 1 || p_port == 2) {
  4987. return PORT_TYPE_SCALAR;
  4988. }
  4989. return PORT_TYPE_VECTOR_3D;
  4990. }
  4991. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  4992. switch (p_port) {
  4993. case 0:
  4994. return "a";
  4995. case 1:
  4996. return "b";
  4997. case 2:
  4998. return "tolerance";
  4999. case 3:
  5000. return "a == b";
  5001. case 4:
  5002. return "a > b";
  5003. case 5:
  5004. return "a < b";
  5005. default:
  5006. return "";
  5007. }
  5008. }
  5009. int VisualShaderNodeIf::get_output_port_count() const {
  5010. return 1;
  5011. }
  5012. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  5013. return PORT_TYPE_VECTOR_3D;
  5014. }
  5015. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  5016. return "result";
  5017. }
  5018. 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 {
  5019. String code;
  5020. code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  5021. code += " {\n";
  5022. code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  5023. code += " }\n";
  5024. code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  5025. code += " {\n";
  5026. code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  5027. code += " }\n";
  5028. code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  5029. code += " {\n";
  5030. code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  5031. code += " }\n";
  5032. return code;
  5033. }
  5034. VisualShaderNodeIf::VisualShaderNodeIf() {
  5035. simple_decl = false;
  5036. set_input_port_default_value(0, 0.0);
  5037. set_input_port_default_value(1, 0.0);
  5038. set_input_port_default_value(2, CMP_EPSILON);
  5039. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  5040. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  5041. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  5042. }
  5043. ////////////// Switch
  5044. String VisualShaderNodeSwitch::get_caption() const {
  5045. return "Switch";
  5046. }
  5047. int VisualShaderNodeSwitch::get_input_port_count() const {
  5048. return 3;
  5049. }
  5050. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  5051. if (p_port == 0) {
  5052. return PORT_TYPE_BOOLEAN;
  5053. }
  5054. if (p_port == 1 || p_port == 2) {
  5055. switch (op_type) {
  5056. case OP_TYPE_INT:
  5057. return PORT_TYPE_SCALAR_INT;
  5058. case OP_TYPE_VECTOR_2D:
  5059. return PORT_TYPE_VECTOR_2D;
  5060. case OP_TYPE_VECTOR_3D:
  5061. return PORT_TYPE_VECTOR_3D;
  5062. case OP_TYPE_BOOLEAN:
  5063. return PORT_TYPE_BOOLEAN;
  5064. case OP_TYPE_TRANSFORM:
  5065. return PORT_TYPE_TRANSFORM;
  5066. default:
  5067. break;
  5068. }
  5069. }
  5070. return PORT_TYPE_SCALAR;
  5071. }
  5072. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  5073. switch (p_port) {
  5074. case 0:
  5075. return "value";
  5076. case 1:
  5077. return "true";
  5078. case 2:
  5079. return "false";
  5080. default:
  5081. return "";
  5082. }
  5083. }
  5084. int VisualShaderNodeSwitch::get_output_port_count() const {
  5085. return 1;
  5086. }
  5087. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  5088. switch (op_type) {
  5089. case OP_TYPE_INT:
  5090. return PORT_TYPE_SCALAR_INT;
  5091. case OP_TYPE_VECTOR_2D:
  5092. return PORT_TYPE_VECTOR_2D;
  5093. case OP_TYPE_VECTOR_3D:
  5094. return PORT_TYPE_VECTOR_3D;
  5095. case OP_TYPE_BOOLEAN:
  5096. return PORT_TYPE_BOOLEAN;
  5097. case OP_TYPE_TRANSFORM:
  5098. return PORT_TYPE_TRANSFORM;
  5099. default:
  5100. break;
  5101. }
  5102. return PORT_TYPE_SCALAR;
  5103. }
  5104. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  5105. return "result";
  5106. }
  5107. void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
  5108. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  5109. if (op_type == p_op_type) {
  5110. return;
  5111. }
  5112. switch (p_op_type) {
  5113. case OP_TYPE_FLOAT:
  5114. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  5115. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5116. break;
  5117. case OP_TYPE_INT:
  5118. set_input_port_default_value(1, 1, get_input_port_default_value(1));
  5119. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  5120. break;
  5121. case OP_TYPE_VECTOR_2D:
  5122. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  5123. set_input_port_default_value(2, Vector2(0.0, 0.0), get_input_port_default_value(2));
  5124. break;
  5125. case OP_TYPE_VECTOR_3D:
  5126. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  5127. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0), get_input_port_default_value(2));
  5128. break;
  5129. case OP_TYPE_BOOLEAN:
  5130. set_input_port_default_value(1, true);
  5131. set_input_port_default_value(2, false);
  5132. break;
  5133. case OP_TYPE_TRANSFORM:
  5134. set_input_port_default_value(1, Transform3D());
  5135. set_input_port_default_value(2, Transform3D());
  5136. break;
  5137. default:
  5138. break;
  5139. }
  5140. op_type = p_op_type;
  5141. emit_changed();
  5142. }
  5143. VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
  5144. return op_type;
  5145. }
  5146. Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
  5147. Vector<StringName> props;
  5148. props.push_back("op_type");
  5149. return props;
  5150. }
  5151. void VisualShaderNodeSwitch::_bind_methods() { // static
  5152. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
  5153. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
  5154. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Boolean,Transform"), "set_op_type", "get_op_type");
  5155. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  5156. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  5157. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5158. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5159. BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
  5160. BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
  5161. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5162. }
  5163. 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 {
  5164. String code;
  5165. code += " if(" + p_input_vars[0] + ")\n";
  5166. code += " {\n";
  5167. code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  5168. code += " }\n";
  5169. code += " else\n";
  5170. code += " {\n";
  5171. code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  5172. code += " }\n";
  5173. return code;
  5174. }
  5175. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  5176. simple_decl = false;
  5177. set_input_port_default_value(0, false);
  5178. set_input_port_default_value(1, 1.0);
  5179. set_input_port_default_value(2, 0.0);
  5180. }
  5181. ////////////// Fresnel
  5182. String VisualShaderNodeFresnel::get_caption() const {
  5183. return "Fresnel";
  5184. }
  5185. int VisualShaderNodeFresnel::get_input_port_count() const {
  5186. return 4;
  5187. }
  5188. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  5189. switch (p_port) {
  5190. case 0:
  5191. return PORT_TYPE_VECTOR_3D;
  5192. case 1:
  5193. return PORT_TYPE_VECTOR_3D;
  5194. case 2:
  5195. return PORT_TYPE_BOOLEAN;
  5196. case 3:
  5197. return PORT_TYPE_SCALAR;
  5198. default:
  5199. return PORT_TYPE_VECTOR_3D;
  5200. }
  5201. }
  5202. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  5203. switch (p_port) {
  5204. case 0:
  5205. return "normal";
  5206. case 1:
  5207. return "view";
  5208. case 2:
  5209. return "invert";
  5210. case 3:
  5211. return "power";
  5212. default:
  5213. return "";
  5214. }
  5215. }
  5216. int VisualShaderNodeFresnel::get_output_port_count() const {
  5217. return 1;
  5218. }
  5219. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  5220. return PORT_TYPE_SCALAR;
  5221. }
  5222. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  5223. return "result";
  5224. }
  5225. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  5226. if (p_port == 2) {
  5227. return false;
  5228. }
  5229. return true;
  5230. }
  5231. 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 {
  5232. String normal;
  5233. String view;
  5234. if (p_input_vars[0].is_empty()) {
  5235. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5236. normal = "NORMAL";
  5237. } else {
  5238. normal = "vec3(0.0)";
  5239. }
  5240. } else {
  5241. normal = p_input_vars[0];
  5242. }
  5243. if (p_input_vars[1].is_empty()) {
  5244. if (p_mode == Shader::MODE_SPATIAL) {
  5245. view = "VIEW";
  5246. } else {
  5247. view = "vec3(0.0)";
  5248. }
  5249. } else {
  5250. view = p_input_vars[1];
  5251. }
  5252. if (is_input_port_connected(2)) {
  5253. 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";
  5254. } else {
  5255. if (get_input_port_default_value(2)) {
  5256. return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5257. } else {
  5258. return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5259. }
  5260. }
  5261. }
  5262. bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5263. if (p_port == 0) {
  5264. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5265. return true;
  5266. }
  5267. } else if (p_port == 1) {
  5268. if (p_mode == Shader::MODE_SPATIAL) {
  5269. return true;
  5270. }
  5271. }
  5272. return false;
  5273. }
  5274. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  5275. set_input_port_default_value(2, false);
  5276. set_input_port_default_value(3, 1.0);
  5277. }
  5278. ////////////// Is
  5279. String VisualShaderNodeIs::get_caption() const {
  5280. return "Is";
  5281. }
  5282. int VisualShaderNodeIs::get_input_port_count() const {
  5283. return 1;
  5284. }
  5285. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  5286. return PORT_TYPE_SCALAR;
  5287. }
  5288. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  5289. return "";
  5290. }
  5291. int VisualShaderNodeIs::get_output_port_count() const {
  5292. return 1;
  5293. }
  5294. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  5295. return PORT_TYPE_BOOLEAN;
  5296. }
  5297. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  5298. return "";
  5299. }
  5300. 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 {
  5301. static const char *functions[FUNC_MAX] = {
  5302. "isinf($)",
  5303. "isnan($)"
  5304. };
  5305. String code;
  5306. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  5307. return code;
  5308. }
  5309. void VisualShaderNodeIs::set_function(Function p_func) {
  5310. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5311. if (func == p_func) {
  5312. return;
  5313. }
  5314. func = p_func;
  5315. emit_changed();
  5316. }
  5317. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  5318. return func;
  5319. }
  5320. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  5321. Vector<StringName> props;
  5322. props.push_back("function");
  5323. return props;
  5324. }
  5325. void VisualShaderNodeIs::_bind_methods() {
  5326. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  5327. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  5328. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  5329. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  5330. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  5331. BIND_ENUM_CONSTANT(FUNC_MAX);
  5332. }
  5333. VisualShaderNodeIs::VisualShaderNodeIs() {
  5334. set_input_port_default_value(0, 0.0);
  5335. }
  5336. ////////////// Compare
  5337. String VisualShaderNodeCompare::get_caption() const {
  5338. return "Compare";
  5339. }
  5340. int VisualShaderNodeCompare::get_input_port_count() const {
  5341. if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  5342. return 3;
  5343. }
  5344. return 2;
  5345. }
  5346. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  5347. switch (comparison_type) {
  5348. case CTYPE_SCALAR:
  5349. return PORT_TYPE_SCALAR;
  5350. case CTYPE_SCALAR_INT:
  5351. return PORT_TYPE_SCALAR_INT;
  5352. case CTYPE_VECTOR_2D:
  5353. return PORT_TYPE_VECTOR_2D;
  5354. case CTYPE_VECTOR_3D:
  5355. return PORT_TYPE_VECTOR_3D;
  5356. case CTYPE_BOOLEAN:
  5357. return PORT_TYPE_BOOLEAN;
  5358. case CTYPE_TRANSFORM:
  5359. return PORT_TYPE_TRANSFORM;
  5360. default:
  5361. return PORT_TYPE_SCALAR;
  5362. }
  5363. }
  5364. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  5365. if (p_port == 0) {
  5366. return "a";
  5367. } else if (p_port == 1) {
  5368. return "b";
  5369. } else if (p_port == 2) {
  5370. return "tolerance";
  5371. }
  5372. return "";
  5373. }
  5374. int VisualShaderNodeCompare::get_output_port_count() const {
  5375. return 1;
  5376. }
  5377. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  5378. return PORT_TYPE_BOOLEAN;
  5379. }
  5380. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  5381. if (p_port == 0) {
  5382. return "result";
  5383. }
  5384. return "";
  5385. }
  5386. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  5387. if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
  5388. if (func > FUNC_NOT_EQUAL) {
  5389. return TTR("Invalid comparison function for that type.");
  5390. }
  5391. }
  5392. return "";
  5393. }
  5394. 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 {
  5395. static const char *operators[FUNC_MAX] = {
  5396. "==",
  5397. "!=",
  5398. ">",
  5399. ">=",
  5400. "<",
  5401. "<=",
  5402. };
  5403. static const char *functions[FUNC_MAX] = {
  5404. "equal($)",
  5405. "notEqual($)",
  5406. "greaterThan($)",
  5407. "greaterThanEqual($)",
  5408. "lessThan($)",
  5409. "lessThanEqual($)",
  5410. };
  5411. static const char *conditions[COND_MAX] = {
  5412. "all($)",
  5413. "any($)",
  5414. };
  5415. String code;
  5416. switch (comparison_type) {
  5417. case CTYPE_SCALAR: {
  5418. if (func == FUNC_EQUAL) {
  5419. code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  5420. } else if (func == FUNC_NOT_EQUAL) {
  5421. code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  5422. } else {
  5423. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5424. }
  5425. } break;
  5426. case CTYPE_SCALAR_INT: {
  5427. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5428. } break;
  5429. case CTYPE_VECTOR_2D: {
  5430. code += " {\n";
  5431. code += " bvec2 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5432. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5433. code += " }\n";
  5434. } break;
  5435. case CTYPE_VECTOR_3D: {
  5436. code += " {\n";
  5437. code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5438. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5439. code += " }\n";
  5440. } break;
  5441. case CTYPE_BOOLEAN: {
  5442. if (func > FUNC_NOT_EQUAL) {
  5443. return " " + p_output_vars[0] + " = false;\n";
  5444. }
  5445. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5446. } break;
  5447. case CTYPE_TRANSFORM: {
  5448. if (func > FUNC_NOT_EQUAL) {
  5449. return " " + p_output_vars[0] + " = false;\n";
  5450. }
  5451. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5452. } break;
  5453. default:
  5454. break;
  5455. }
  5456. return code;
  5457. }
  5458. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
  5459. ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
  5460. if (comparison_type == p_comparison_type) {
  5461. return;
  5462. }
  5463. switch (p_comparison_type) {
  5464. case CTYPE_SCALAR:
  5465. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  5466. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  5467. simple_decl = true;
  5468. break;
  5469. case CTYPE_SCALAR_INT:
  5470. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  5471. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  5472. simple_decl = true;
  5473. break;
  5474. case CTYPE_VECTOR_2D:
  5475. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  5476. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  5477. simple_decl = false;
  5478. break;
  5479. case CTYPE_VECTOR_3D:
  5480. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  5481. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  5482. simple_decl = false;
  5483. break;
  5484. case CTYPE_BOOLEAN:
  5485. set_input_port_default_value(0, false);
  5486. set_input_port_default_value(1, false);
  5487. simple_decl = true;
  5488. break;
  5489. case CTYPE_TRANSFORM:
  5490. set_input_port_default_value(0, Transform3D());
  5491. set_input_port_default_value(1, Transform3D());
  5492. simple_decl = true;
  5493. break;
  5494. default:
  5495. break;
  5496. }
  5497. comparison_type = p_comparison_type;
  5498. emit_changed();
  5499. }
  5500. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  5501. return comparison_type;
  5502. }
  5503. void VisualShaderNodeCompare::set_function(Function p_func) {
  5504. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5505. if (func == p_func) {
  5506. return;
  5507. }
  5508. func = p_func;
  5509. emit_changed();
  5510. }
  5511. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  5512. return func;
  5513. }
  5514. void VisualShaderNodeCompare::set_condition(Condition p_condition) {
  5515. ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
  5516. if (condition == p_condition) {
  5517. return;
  5518. }
  5519. condition = p_condition;
  5520. emit_changed();
  5521. }
  5522. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  5523. return condition;
  5524. }
  5525. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  5526. Vector<StringName> props;
  5527. props.push_back("type");
  5528. props.push_back("function");
  5529. if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D) {
  5530. props.push_back("condition");
  5531. }
  5532. return props;
  5533. }
  5534. void VisualShaderNodeCompare::_bind_methods() {
  5535. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  5536. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  5537. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  5538. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  5539. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  5540. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  5541. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  5542. 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");
  5543. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  5544. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  5545. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  5546. BIND_ENUM_CONSTANT(CTYPE_VECTOR_2D);
  5547. BIND_ENUM_CONSTANT(CTYPE_VECTOR_3D);
  5548. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  5549. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  5550. BIND_ENUM_CONSTANT(CTYPE_MAX);
  5551. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  5552. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  5553. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  5554. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  5555. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  5556. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  5557. BIND_ENUM_CONSTANT(FUNC_MAX);
  5558. BIND_ENUM_CONSTANT(COND_ALL);
  5559. BIND_ENUM_CONSTANT(COND_ANY);
  5560. BIND_ENUM_CONSTANT(COND_MAX);
  5561. }
  5562. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  5563. set_input_port_default_value(0, 0.0);
  5564. set_input_port_default_value(1, 0.0);
  5565. set_input_port_default_value(2, CMP_EPSILON);
  5566. }
  5567. ////////////// Fma
  5568. String VisualShaderNodeMultiplyAdd::get_caption() const {
  5569. return "MultiplyAdd";
  5570. }
  5571. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  5572. return 3;
  5573. }
  5574. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  5575. switch (op_type) {
  5576. case OP_TYPE_VECTOR_2D:
  5577. return PORT_TYPE_VECTOR_2D;
  5578. case OP_TYPE_VECTOR_3D:
  5579. return PORT_TYPE_VECTOR_3D;
  5580. default:
  5581. break;
  5582. }
  5583. return PORT_TYPE_SCALAR;
  5584. }
  5585. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  5586. if (p_port == 0) {
  5587. return "a";
  5588. } else if (p_port == 1) {
  5589. return "b(*)";
  5590. } else if (p_port == 2) {
  5591. return "c(+)";
  5592. }
  5593. return "";
  5594. }
  5595. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  5596. return 1;
  5597. }
  5598. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  5599. switch (op_type) {
  5600. case OP_TYPE_VECTOR_2D:
  5601. return PORT_TYPE_VECTOR_2D;
  5602. case OP_TYPE_VECTOR_3D:
  5603. return PORT_TYPE_VECTOR_3D;
  5604. default:
  5605. break;
  5606. }
  5607. return PORT_TYPE_SCALAR;
  5608. }
  5609. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  5610. return "";
  5611. }
  5612. 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 {
  5613. return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  5614. }
  5615. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  5616. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  5617. if (op_type == p_op_type) {
  5618. return;
  5619. }
  5620. switch (p_op_type) {
  5621. case OP_TYPE_SCALAR: {
  5622. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  5623. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  5624. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5625. } break;
  5626. case OP_TYPE_VECTOR_2D: {
  5627. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  5628. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  5629. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  5630. } break;
  5631. case OP_TYPE_VECTOR_3D: {
  5632. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  5633. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  5634. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  5635. } break;
  5636. default:
  5637. break;
  5638. }
  5639. op_type = p_op_type;
  5640. emit_changed();
  5641. }
  5642. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  5643. return op_type;
  5644. }
  5645. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  5646. Vector<StringName> props;
  5647. props.push_back("op_type");
  5648. return props;
  5649. }
  5650. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  5651. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  5652. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  5653. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3"), "set_op_type", "get_op_type");
  5654. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  5655. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5656. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5657. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5658. }
  5659. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  5660. set_input_port_default_value(0, 0.0);
  5661. set_input_port_default_value(1, 0.0);
  5662. set_input_port_default_value(2, 0.0);
  5663. }
  5664. ////////////// Billboard
  5665. String VisualShaderNodeBillboard::get_caption() const {
  5666. return "GetBillboardMatrix";
  5667. }
  5668. int VisualShaderNodeBillboard::get_input_port_count() const {
  5669. return 0;
  5670. }
  5671. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
  5672. return PORT_TYPE_SCALAR;
  5673. }
  5674. String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
  5675. return "";
  5676. }
  5677. int VisualShaderNodeBillboard::get_output_port_count() const {
  5678. return 1;
  5679. }
  5680. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
  5681. return PORT_TYPE_TRANSFORM;
  5682. }
  5683. String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
  5684. return "model_view_matrix";
  5685. }
  5686. 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 {
  5687. String code;
  5688. switch (billboard_type) {
  5689. case BILLBOARD_TYPE_ENABLED:
  5690. code += " {\n";
  5691. code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n";
  5692. if (keep_scale) {
  5693. code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5694. }
  5695. code += " " + p_output_vars[0] + " = __mvm;\n";
  5696. code += " }\n";
  5697. break;
  5698. case BILLBOARD_TYPE_FIXED_Y:
  5699. code += " {\n";
  5700. code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\n";
  5701. if (keep_scale) {
  5702. code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5703. } else {
  5704. code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5705. }
  5706. code += " " + p_output_vars[0] + " = __mvm;\n";
  5707. code += " }\n";
  5708. break;
  5709. case BILLBOARD_TYPE_PARTICLES:
  5710. code += " {\n";
  5711. code += " mat4 __wm = mat4(normalize(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\n";
  5712. 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";
  5713. code += " " + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n";
  5714. code += " }\n";
  5715. break;
  5716. default:
  5717. code += " " + p_output_vars[0] + " = mat4(1.0);\n";
  5718. break;
  5719. }
  5720. return code;
  5721. }
  5722. bool VisualShaderNodeBillboard::is_show_prop_names() const {
  5723. return true;
  5724. }
  5725. void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
  5726. ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
  5727. if (billboard_type == p_billboard_type) {
  5728. return;
  5729. }
  5730. billboard_type = p_billboard_type;
  5731. simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
  5732. set_disabled(simple_decl);
  5733. emit_changed();
  5734. }
  5735. VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
  5736. return billboard_type;
  5737. }
  5738. void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
  5739. keep_scale = p_enabled;
  5740. emit_changed();
  5741. }
  5742. bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
  5743. return keep_scale;
  5744. }
  5745. Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
  5746. Vector<StringName> props;
  5747. props.push_back("billboard_type");
  5748. if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
  5749. props.push_back("keep_scale");
  5750. }
  5751. return props;
  5752. }
  5753. void VisualShaderNodeBillboard::_bind_methods() {
  5754. ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
  5755. ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
  5756. ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
  5757. ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
  5758. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
  5759. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
  5760. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
  5761. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
  5762. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
  5763. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
  5764. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
  5765. }
  5766. VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
  5767. simple_decl = false;
  5768. }