visual_shader_nodes.cpp 227 KB

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  1. /*************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_nodes.h"
  31. ////////////// Vector Base
  32. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_type(int p_port) const {
  33. switch (op_type) {
  34. case OP_TYPE_VECTOR_2D:
  35. return PORT_TYPE_VECTOR_2D;
  36. case OP_TYPE_VECTOR_3D:
  37. return PORT_TYPE_VECTOR_3D;
  38. case OP_TYPE_VECTOR_4D:
  39. return PORT_TYPE_VECTOR_4D;
  40. default:
  41. break;
  42. }
  43. return PORT_TYPE_SCALAR;
  44. }
  45. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port_type(int p_port) const {
  46. switch (op_type) {
  47. case OP_TYPE_VECTOR_2D:
  48. return PORT_TYPE_VECTOR_2D;
  49. case OP_TYPE_VECTOR_3D:
  50. return PORT_TYPE_VECTOR_3D;
  51. case OP_TYPE_VECTOR_4D:
  52. return PORT_TYPE_VECTOR_4D;
  53. default:
  54. break;
  55. }
  56. return PORT_TYPE_SCALAR;
  57. }
  58. void VisualShaderNodeVectorBase::set_op_type(OpType p_op_type) {
  59. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  60. if (op_type == p_op_type) {
  61. return;
  62. }
  63. op_type = p_op_type;
  64. emit_changed();
  65. }
  66. VisualShaderNodeVectorBase::OpType VisualShaderNodeVectorBase::get_op_type() const {
  67. return op_type;
  68. }
  69. void VisualShaderNodeVectorBase::_bind_methods() {
  70. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeVectorBase::set_op_type);
  71. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeVectorBase::get_op_type);
  72. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  73. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  74. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  75. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  76. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  77. }
  78. Vector<StringName> VisualShaderNodeVectorBase::get_editable_properties() const {
  79. Vector<StringName> props;
  80. props.push_back("op_type");
  81. return props;
  82. }
  83. VisualShaderNodeVectorBase::VisualShaderNodeVectorBase() {
  84. }
  85. ////////////// Constants Base
  86. VisualShaderNodeConstant::VisualShaderNodeConstant() {
  87. }
  88. ////////////// Scalar(Float)
  89. String VisualShaderNodeFloatConstant::get_caption() const {
  90. return "FloatConstant";
  91. }
  92. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  93. return 0;
  94. }
  95. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  96. return PORT_TYPE_SCALAR;
  97. }
  98. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  99. return String();
  100. }
  101. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  102. return 1;
  103. }
  104. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  105. return PORT_TYPE_SCALAR;
  106. }
  107. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  108. return ""; //no output port means the editor will be used as port
  109. }
  110. String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  111. return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  112. }
  113. void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
  114. if (Math::is_equal_approx(constant, p_constant)) {
  115. return;
  116. }
  117. constant = p_constant;
  118. emit_changed();
  119. }
  120. float VisualShaderNodeFloatConstant::get_constant() const {
  121. return constant;
  122. }
  123. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  124. Vector<StringName> props;
  125. props.push_back("constant");
  126. return props;
  127. }
  128. void VisualShaderNodeFloatConstant::_bind_methods() {
  129. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
  130. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  131. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  132. }
  133. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  134. }
  135. ////////////// Scalar(Int)
  136. String VisualShaderNodeIntConstant::get_caption() const {
  137. return "IntConstant";
  138. }
  139. int VisualShaderNodeIntConstant::get_input_port_count() const {
  140. return 0;
  141. }
  142. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  143. return PORT_TYPE_SCALAR_INT;
  144. }
  145. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  146. return String();
  147. }
  148. int VisualShaderNodeIntConstant::get_output_port_count() const {
  149. return 1;
  150. }
  151. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  152. return PORT_TYPE_SCALAR_INT;
  153. }
  154. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  155. return ""; //no output port means the editor will be used as port
  156. }
  157. String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  158. return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
  159. }
  160. void VisualShaderNodeIntConstant::set_constant(int p_constant) {
  161. if (constant == p_constant) {
  162. return;
  163. }
  164. constant = p_constant;
  165. emit_changed();
  166. }
  167. int VisualShaderNodeIntConstant::get_constant() const {
  168. return constant;
  169. }
  170. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  171. Vector<StringName> props;
  172. props.push_back("constant");
  173. return props;
  174. }
  175. void VisualShaderNodeIntConstant::_bind_methods() {
  176. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
  177. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  178. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  179. }
  180. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  181. }
  182. ////////////// Boolean
  183. String VisualShaderNodeBooleanConstant::get_caption() const {
  184. return "BooleanConstant";
  185. }
  186. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  187. return 0;
  188. }
  189. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  190. return PORT_TYPE_BOOLEAN;
  191. }
  192. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  193. return String();
  194. }
  195. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  196. return 1;
  197. }
  198. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  199. return PORT_TYPE_BOOLEAN;
  200. }
  201. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  202. return ""; //no output port means the editor will be used as port
  203. }
  204. String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  205. return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  206. }
  207. void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
  208. if (constant == p_constant) {
  209. return;
  210. }
  211. constant = p_constant;
  212. emit_changed();
  213. }
  214. bool VisualShaderNodeBooleanConstant::get_constant() const {
  215. return constant;
  216. }
  217. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  218. Vector<StringName> props;
  219. props.push_back("constant");
  220. return props;
  221. }
  222. void VisualShaderNodeBooleanConstant::_bind_methods() {
  223. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
  224. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  225. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  226. }
  227. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  228. }
  229. ////////////// Color
  230. String VisualShaderNodeColorConstant::get_caption() const {
  231. return "ColorConstant";
  232. }
  233. int VisualShaderNodeColorConstant::get_input_port_count() const {
  234. return 0;
  235. }
  236. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  237. return PORT_TYPE_VECTOR_4D;
  238. }
  239. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  240. return String();
  241. }
  242. int VisualShaderNodeColorConstant::get_output_port_count() const {
  243. return 1;
  244. }
  245. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  246. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  247. }
  248. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  249. return "";
  250. }
  251. bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
  252. if (p_port == 0) {
  253. return true;
  254. }
  255. return false;
  256. }
  257. String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  258. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n";
  259. }
  260. void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
  261. if (constant.is_equal_approx(p_constant)) {
  262. return;
  263. }
  264. constant = p_constant;
  265. emit_changed();
  266. }
  267. Color VisualShaderNodeColorConstant::get_constant() const {
  268. return constant;
  269. }
  270. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  271. Vector<StringName> props;
  272. props.push_back("constant");
  273. return props;
  274. }
  275. void VisualShaderNodeColorConstant::_bind_methods() {
  276. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
  277. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  278. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  279. }
  280. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  281. }
  282. ////////////// Vector2
  283. String VisualShaderNodeVec2Constant::get_caption() const {
  284. return "Vector2Constant";
  285. }
  286. int VisualShaderNodeVec2Constant::get_input_port_count() const {
  287. return 0;
  288. }
  289. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_input_port_type(int p_port) const {
  290. return PORT_TYPE_VECTOR_2D;
  291. }
  292. String VisualShaderNodeVec2Constant::get_input_port_name(int p_port) const {
  293. return String();
  294. }
  295. int VisualShaderNodeVec2Constant::get_output_port_count() const {
  296. return 1;
  297. }
  298. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_output_port_type(int p_port) const {
  299. return PORT_TYPE_VECTOR_2D;
  300. }
  301. String VisualShaderNodeVec2Constant::get_output_port_name(int p_port) const {
  302. return ""; //no output port means the editor will be used as port
  303. }
  304. String VisualShaderNodeVec2Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  305. return " " + p_output_vars[0] + " = " + vformat("vec2(%.6f, %.6f)", constant.x, constant.y) + ";\n";
  306. }
  307. void VisualShaderNodeVec2Constant::set_constant(const Vector2 &p_constant) {
  308. if (constant.is_equal_approx(p_constant)) {
  309. return;
  310. }
  311. constant = p_constant;
  312. emit_changed();
  313. }
  314. Vector2 VisualShaderNodeVec2Constant::get_constant() const {
  315. return constant;
  316. }
  317. Vector<StringName> VisualShaderNodeVec2Constant::get_editable_properties() const {
  318. Vector<StringName> props;
  319. props.push_back("constant");
  320. return props;
  321. }
  322. void VisualShaderNodeVec2Constant::_bind_methods() {
  323. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec2Constant::set_constant);
  324. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec2Constant::get_constant);
  325. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant"), "set_constant", "get_constant");
  326. }
  327. VisualShaderNodeVec2Constant::VisualShaderNodeVec2Constant() {
  328. }
  329. ////////////// Vector3
  330. String VisualShaderNodeVec3Constant::get_caption() const {
  331. return "Vector3Constant";
  332. }
  333. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  334. return 0;
  335. }
  336. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  337. return PORT_TYPE_VECTOR_3D;
  338. }
  339. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  340. return String();
  341. }
  342. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  343. return 1;
  344. }
  345. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  346. return PORT_TYPE_VECTOR_3D;
  347. }
  348. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  349. return ""; //no output port means the editor will be used as port
  350. }
  351. String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  352. return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  353. }
  354. void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
  355. if (constant.is_equal_approx(p_constant)) {
  356. return;
  357. }
  358. constant = p_constant;
  359. emit_changed();
  360. }
  361. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  362. return constant;
  363. }
  364. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  365. Vector<StringName> props;
  366. props.push_back("constant");
  367. return props;
  368. }
  369. void VisualShaderNodeVec3Constant::_bind_methods() {
  370. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
  371. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  372. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  373. }
  374. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  375. }
  376. ////////////// Vector4
  377. String VisualShaderNodeVec4Constant::get_caption() const {
  378. return "Vector4Constant";
  379. }
  380. int VisualShaderNodeVec4Constant::get_input_port_count() const {
  381. return 0;
  382. }
  383. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_input_port_type(int p_port) const {
  384. return PORT_TYPE_VECTOR_4D;
  385. }
  386. String VisualShaderNodeVec4Constant::get_input_port_name(int p_port) const {
  387. return String();
  388. }
  389. int VisualShaderNodeVec4Constant::get_output_port_count() const {
  390. return 1;
  391. }
  392. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_output_port_type(int p_port) const {
  393. return PORT_TYPE_VECTOR_4D;
  394. }
  395. String VisualShaderNodeVec4Constant::get_output_port_name(int p_port) const {
  396. return ""; // No output port means the editor will be used as port.
  397. }
  398. String VisualShaderNodeVec4Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  399. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.x, constant.y, constant.z, constant.w) + ";\n";
  400. }
  401. void VisualShaderNodeVec4Constant::set_constant(const Quaternion &p_constant) {
  402. if (constant.is_equal_approx(p_constant)) {
  403. return;
  404. }
  405. constant = p_constant;
  406. emit_changed();
  407. }
  408. Quaternion VisualShaderNodeVec4Constant::get_constant() const {
  409. return constant;
  410. }
  411. Vector<StringName> VisualShaderNodeVec4Constant::get_editable_properties() const {
  412. Vector<StringName> props;
  413. props.push_back("constant");
  414. return props;
  415. }
  416. void VisualShaderNodeVec4Constant::_bind_methods() {
  417. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec4Constant::set_constant);
  418. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec4Constant::get_constant);
  419. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "constant"), "set_constant", "get_constant");
  420. }
  421. VisualShaderNodeVec4Constant::VisualShaderNodeVec4Constant() {
  422. }
  423. ////////////// Transform3D
  424. String VisualShaderNodeTransformConstant::get_caption() const {
  425. return "TransformConstant";
  426. }
  427. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  428. return 0;
  429. }
  430. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  431. return PORT_TYPE_VECTOR_3D;
  432. }
  433. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  434. return String();
  435. }
  436. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  437. return 1;
  438. }
  439. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  440. return PORT_TYPE_TRANSFORM;
  441. }
  442. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  443. return ""; //no output port means the editor will be used as port
  444. }
  445. String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  446. Transform3D t = constant;
  447. t.basis.transpose();
  448. String code = " " + p_output_vars[0] + " = mat4(";
  449. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  450. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  451. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  452. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  453. return code;
  454. }
  455. void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
  456. if (constant.is_equal_approx(p_constant)) {
  457. return;
  458. }
  459. constant = p_constant;
  460. emit_changed();
  461. }
  462. Transform3D VisualShaderNodeTransformConstant::get_constant() const {
  463. return constant;
  464. }
  465. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  466. Vector<StringName> props;
  467. props.push_back("constant");
  468. return props;
  469. }
  470. void VisualShaderNodeTransformConstant::_bind_methods() {
  471. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
  472. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  473. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
  474. }
  475. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  476. }
  477. ////////////// Texture
  478. String VisualShaderNodeTexture::get_caption() const {
  479. return "Texture2D";
  480. }
  481. int VisualShaderNodeTexture::get_input_port_count() const {
  482. return 3;
  483. }
  484. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  485. switch (p_port) {
  486. case 0:
  487. return PORT_TYPE_VECTOR_2D;
  488. case 1:
  489. return PORT_TYPE_SCALAR;
  490. case 2:
  491. return PORT_TYPE_SAMPLER;
  492. default:
  493. return PORT_TYPE_SCALAR;
  494. }
  495. }
  496. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  497. switch (p_port) {
  498. case 0:
  499. return "uv";
  500. case 1:
  501. return "lod";
  502. case 2:
  503. return "sampler2D";
  504. default:
  505. return "";
  506. }
  507. }
  508. int VisualShaderNodeTexture::get_output_port_count() const {
  509. return 1;
  510. }
  511. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  512. switch (p_port) {
  513. case 0:
  514. return PORT_TYPE_VECTOR_4D;
  515. default:
  516. return PORT_TYPE_SCALAR;
  517. }
  518. }
  519. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  520. switch (p_port) {
  521. case 0:
  522. return "color";
  523. default:
  524. return "";
  525. }
  526. }
  527. bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
  528. if (p_port == 0) {
  529. return true;
  530. }
  531. return false;
  532. }
  533. bool VisualShaderNodeTexture::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  534. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  535. if (p_port == 0) {
  536. return true;
  537. }
  538. }
  539. return false;
  540. }
  541. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  542. VisualShader::DefaultTextureParam dtp;
  543. dtp.name = make_unique_id(p_type, p_id, "tex");
  544. dtp.params.push_back(texture);
  545. Vector<VisualShader::DefaultTextureParam> ret;
  546. ret.push_back(dtp);
  547. return ret;
  548. }
  549. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  550. if (source == SOURCE_TEXTURE) {
  551. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  552. switch (texture_type) {
  553. case TYPE_DATA:
  554. break;
  555. case TYPE_COLOR:
  556. u += " : source_color";
  557. break;
  558. case TYPE_NORMAL_MAP:
  559. u += " : hint_normal";
  560. break;
  561. default:
  562. break;
  563. }
  564. return u + ";\n";
  565. }
  566. return String();
  567. }
  568. String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  569. String default_uv;
  570. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  571. default_uv = "UV";
  572. } else {
  573. default_uv = "vec2(0.0)";
  574. }
  575. String code;
  576. if (source == SOURCE_TEXTURE) {
  577. String id = make_unique_id(p_type, p_id, "tex");
  578. if (p_input_vars[0].is_empty()) { // Use UV by default.
  579. if (p_input_vars[1].is_empty()) {
  580. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  581. } else {
  582. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  583. }
  584. } else if (p_input_vars[1].is_empty()) {
  585. //no lod
  586. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  587. } else {
  588. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  589. }
  590. return code;
  591. }
  592. if (source == SOURCE_PORT) {
  593. String id = p_input_vars[2];
  594. if (id.is_empty()) {
  595. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  596. } else {
  597. if (p_input_vars[0].is_empty()) { // Use UV by default.
  598. if (p_input_vars[1].is_empty()) {
  599. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  600. } else {
  601. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  602. }
  603. } else if (p_input_vars[1].is_empty()) {
  604. //no lod
  605. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  606. } else {
  607. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  608. }
  609. }
  610. return code;
  611. }
  612. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  613. if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
  614. if (p_input_vars[1].is_empty()) {
  615. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0);\n";
  616. } else {
  617. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  618. }
  619. } else if (p_input_vars[1].is_empty()) {
  620. //no lod
  621. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
  622. } else {
  623. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  624. }
  625. return code;
  626. }
  627. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  628. if (p_input_vars[0].is_empty()) { // Use UV by default.
  629. if (p_input_vars[1].is_empty()) {
  630. code += " " + p_output_vars[0] + " = texture(TEXTURE, " + default_uv + ");\n";
  631. } else {
  632. code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  633. }
  634. } else if (p_input_vars[1].is_empty()) {
  635. //no lod
  636. code += " " + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n";
  637. } else {
  638. code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  639. }
  640. return code;
  641. }
  642. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  643. if (p_input_vars[0].is_empty()) { // Use UV by default.
  644. if (p_input_vars[1].is_empty()) {
  645. code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
  646. } else {
  647. code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  648. }
  649. } else if (p_input_vars[1].is_empty()) {
  650. //no lod
  651. code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
  652. } else {
  653. code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  654. }
  655. return code;
  656. }
  657. if (source == SOURCE_DEPTH) {
  658. if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  659. code += " {\n";
  660. if (p_input_vars[0].is_empty()) { // Use UV by default.
  661. if (p_input_vars[1].is_empty()) {
  662. code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
  663. } else {
  664. code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
  665. }
  666. } else if (p_input_vars[1].is_empty()) {
  667. //no lod
  668. code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
  669. } else {
  670. code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
  671. }
  672. code += " " + p_output_vars[0] + " = vec4(_depth, _depth, _depth, 1.0);\n";
  673. code += " }\n";
  674. return code;
  675. }
  676. }
  677. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  678. return code;
  679. }
  680. void VisualShaderNodeTexture::set_source(Source p_source) {
  681. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  682. if (source == p_source) {
  683. return;
  684. }
  685. switch (p_source) {
  686. case SOURCE_TEXTURE:
  687. simple_decl = true;
  688. break;
  689. case SOURCE_SCREEN:
  690. simple_decl = false;
  691. break;
  692. case SOURCE_2D_TEXTURE:
  693. simple_decl = false;
  694. break;
  695. case SOURCE_2D_NORMAL:
  696. simple_decl = false;
  697. break;
  698. case SOURCE_DEPTH:
  699. simple_decl = false;
  700. break;
  701. case SOURCE_PORT:
  702. simple_decl = false;
  703. break;
  704. default:
  705. break;
  706. }
  707. source = p_source;
  708. emit_changed();
  709. emit_signal(SNAME("editor_refresh_request"));
  710. }
  711. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  712. return source;
  713. }
  714. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
  715. texture = p_texture;
  716. emit_changed();
  717. }
  718. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  719. return texture;
  720. }
  721. void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
  722. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  723. if (texture_type == p_texture_type) {
  724. return;
  725. }
  726. texture_type = p_texture_type;
  727. emit_changed();
  728. }
  729. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  730. return texture_type;
  731. }
  732. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  733. Vector<StringName> props;
  734. props.push_back("source");
  735. if (source == SOURCE_TEXTURE) {
  736. props.push_back("texture");
  737. props.push_back("texture_type");
  738. }
  739. return props;
  740. }
  741. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  742. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  743. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  744. }
  745. if (source == SOURCE_TEXTURE) {
  746. return String(); // all good
  747. }
  748. if (source == SOURCE_PORT) {
  749. return String(); // all good
  750. }
  751. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  752. return String(); // all good
  753. }
  754. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  755. return String(); // all good
  756. }
  757. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  758. return String(); // all good
  759. }
  760. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  761. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  762. return RTR("Invalid source for preview.");
  763. }
  764. return String(); // all good
  765. }
  766. return RTR("Invalid source for shader.");
  767. }
  768. void VisualShaderNodeTexture::_bind_methods() {
  769. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  770. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  771. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  772. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  773. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  774. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  775. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  776. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  777. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  778. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  779. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  780. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  781. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  782. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  783. BIND_ENUM_CONSTANT(SOURCE_PORT);
  784. BIND_ENUM_CONSTANT(SOURCE_MAX);
  785. BIND_ENUM_CONSTANT(TYPE_DATA);
  786. BIND_ENUM_CONSTANT(TYPE_COLOR);
  787. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  788. BIND_ENUM_CONSTANT(TYPE_MAX);
  789. }
  790. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  791. }
  792. ////////////// CurveTexture
  793. String VisualShaderNodeCurveTexture::get_caption() const {
  794. return "CurveTexture";
  795. }
  796. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  797. return 1;
  798. }
  799. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  800. return PORT_TYPE_SCALAR;
  801. }
  802. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  803. return String();
  804. }
  805. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  806. return 1;
  807. }
  808. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  809. return PORT_TYPE_SCALAR;
  810. }
  811. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  812. return String();
  813. }
  814. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  815. texture = p_texture;
  816. emit_changed();
  817. }
  818. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  819. return texture;
  820. }
  821. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  822. Vector<StringName> props;
  823. props.push_back("texture");
  824. return props;
  825. }
  826. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  827. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + " : repeat_disable;\n";
  828. }
  829. String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  830. if (p_input_vars[0].is_empty()) {
  831. return " " + p_output_vars[0] + " = 0.0;\n";
  832. }
  833. String id = make_unique_id(p_type, p_id, "curve");
  834. String code;
  835. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
  836. return code;
  837. }
  838. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  839. VisualShader::DefaultTextureParam dtp;
  840. dtp.name = make_unique_id(p_type, p_id, "curve");
  841. dtp.params.push_back(texture);
  842. Vector<VisualShader::DefaultTextureParam> ret;
  843. ret.push_back(dtp);
  844. return ret;
  845. }
  846. void VisualShaderNodeCurveTexture::_bind_methods() {
  847. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  848. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  849. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  850. }
  851. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  852. return true;
  853. }
  854. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  855. set_input_port_default_value(0, 0.0);
  856. simple_decl = true;
  857. allow_v_resize = false;
  858. }
  859. ////////////// CurveXYZTexture
  860. String VisualShaderNodeCurveXYZTexture::get_caption() const {
  861. return "CurveXYZTexture";
  862. }
  863. int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
  864. return 1;
  865. }
  866. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
  867. return PORT_TYPE_SCALAR;
  868. }
  869. String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
  870. return String();
  871. }
  872. int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
  873. return 1;
  874. }
  875. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
  876. return PORT_TYPE_VECTOR_3D;
  877. }
  878. String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
  879. return String();
  880. }
  881. void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
  882. texture = p_texture;
  883. emit_changed();
  884. }
  885. Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
  886. return texture;
  887. }
  888. Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
  889. Vector<StringName> props;
  890. props.push_back("texture");
  891. return props;
  892. }
  893. String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  894. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
  895. }
  896. String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  897. if (p_input_vars[0].is_empty()) {
  898. return " " + p_output_vars[0] + " = vec3(0.0);\n";
  899. }
  900. String id = make_unique_id(p_type, p_id, "curve3d");
  901. String code;
  902. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
  903. return code;
  904. }
  905. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  906. VisualShader::DefaultTextureParam dtp;
  907. dtp.name = make_unique_id(p_type, p_id, "curve3d");
  908. dtp.params.push_back(texture);
  909. Vector<VisualShader::DefaultTextureParam> ret;
  910. ret.push_back(dtp);
  911. return ret;
  912. }
  913. void VisualShaderNodeCurveXYZTexture::_bind_methods() {
  914. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
  915. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
  916. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
  917. }
  918. bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
  919. return true;
  920. }
  921. VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
  922. set_input_port_default_value(0, 0.0);
  923. simple_decl = true;
  924. allow_v_resize = false;
  925. }
  926. ////////////// Sample3D
  927. int VisualShaderNodeSample3D::get_input_port_count() const {
  928. return 3;
  929. }
  930. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  931. switch (p_port) {
  932. case 0:
  933. return PORT_TYPE_VECTOR_3D;
  934. case 1:
  935. return PORT_TYPE_SCALAR;
  936. case 2:
  937. return PORT_TYPE_SAMPLER;
  938. default:
  939. return PORT_TYPE_SCALAR;
  940. }
  941. }
  942. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  943. switch (p_port) {
  944. case 0:
  945. return "uvw";
  946. case 1:
  947. return "lod";
  948. default:
  949. return "";
  950. }
  951. }
  952. int VisualShaderNodeSample3D::get_output_port_count() const {
  953. return 1;
  954. }
  955. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  956. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  957. }
  958. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  959. return "color";
  960. }
  961. bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
  962. if (p_port == 0) {
  963. return true;
  964. }
  965. return false;
  966. }
  967. bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  968. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  969. if (p_port == 0) {
  970. return true;
  971. }
  972. }
  973. return false;
  974. }
  975. String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  976. String default_uv;
  977. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  978. default_uv = "vec3(UV, 0.0)";
  979. } else {
  980. default_uv = "vec3(0.0)";
  981. }
  982. String code;
  983. if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
  984. String id;
  985. if (source == SOURCE_TEXTURE) {
  986. id = make_unique_id(p_type, p_id, "tex3d");
  987. } else {
  988. id = p_input_vars[2];
  989. }
  990. if (!id.is_empty()) {
  991. if (p_input_vars[0].is_empty()) { // Use UV by default.
  992. if (p_input_vars[1].is_empty()) {
  993. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  994. } else {
  995. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  996. }
  997. } else if (p_input_vars[1].is_empty()) {
  998. //no lod
  999. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1000. } else {
  1001. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1002. }
  1003. } else {
  1004. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1005. }
  1006. return code;
  1007. }
  1008. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1009. return code;
  1010. }
  1011. void VisualShaderNodeSample3D::set_source(Source p_source) {
  1012. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1013. if (source == p_source) {
  1014. return;
  1015. }
  1016. source = p_source;
  1017. emit_changed();
  1018. emit_signal(SNAME("editor_refresh_request"));
  1019. }
  1020. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  1021. return source;
  1022. }
  1023. void VisualShaderNodeSample3D::_bind_methods() {
  1024. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  1025. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  1026. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1027. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1028. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1029. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1030. }
  1031. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1032. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1033. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1034. }
  1035. if (source == SOURCE_TEXTURE) {
  1036. return String(); // all good
  1037. }
  1038. if (source == SOURCE_PORT) {
  1039. return String(); // all good
  1040. }
  1041. return RTR("Invalid source for shader.");
  1042. }
  1043. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  1044. simple_decl = false;
  1045. }
  1046. ////////////// Texture2DArray
  1047. String VisualShaderNodeTexture2DArray::get_caption() const {
  1048. return "Texture2DArray";
  1049. }
  1050. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  1051. if (p_port == 2) {
  1052. return "sampler2DArray";
  1053. }
  1054. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1055. }
  1056. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1057. VisualShader::DefaultTextureParam dtp;
  1058. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1059. dtp.params.push_back(texture_array);
  1060. Vector<VisualShader::DefaultTextureParam> ret;
  1061. ret.push_back(dtp);
  1062. return ret;
  1063. }
  1064. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1065. if (source == SOURCE_TEXTURE) {
  1066. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1067. }
  1068. return String();
  1069. }
  1070. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
  1071. texture_array = p_texture_array;
  1072. emit_changed();
  1073. }
  1074. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
  1075. return texture_array;
  1076. }
  1077. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  1078. Vector<StringName> props;
  1079. props.push_back("source");
  1080. if (source == SOURCE_TEXTURE) {
  1081. props.push_back("texture_array");
  1082. }
  1083. return props;
  1084. }
  1085. void VisualShaderNodeTexture2DArray::_bind_methods() {
  1086. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  1087. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  1088. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
  1089. }
  1090. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  1091. }
  1092. ////////////// Texture3D
  1093. String VisualShaderNodeTexture3D::get_caption() const {
  1094. return "Texture3D";
  1095. }
  1096. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  1097. if (p_port == 2) {
  1098. return "sampler3D";
  1099. }
  1100. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1101. }
  1102. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1103. VisualShader::DefaultTextureParam dtp;
  1104. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1105. dtp.params.push_back(texture);
  1106. Vector<VisualShader::DefaultTextureParam> ret;
  1107. ret.push_back(dtp);
  1108. return ret;
  1109. }
  1110. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1111. if (source == SOURCE_TEXTURE) {
  1112. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1113. }
  1114. return String();
  1115. }
  1116. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
  1117. texture = p_texture;
  1118. emit_changed();
  1119. }
  1120. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  1121. return texture;
  1122. }
  1123. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  1124. Vector<StringName> props;
  1125. props.push_back("source");
  1126. if (source == SOURCE_TEXTURE) {
  1127. props.push_back("texture");
  1128. }
  1129. return props;
  1130. }
  1131. void VisualShaderNodeTexture3D::_bind_methods() {
  1132. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  1133. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  1134. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  1135. }
  1136. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  1137. }
  1138. ////////////// Cubemap
  1139. String VisualShaderNodeCubemap::get_caption() const {
  1140. return "Cubemap";
  1141. }
  1142. int VisualShaderNodeCubemap::get_input_port_count() const {
  1143. return 3;
  1144. }
  1145. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  1146. switch (p_port) {
  1147. case 0:
  1148. return PORT_TYPE_VECTOR_3D;
  1149. case 1:
  1150. return PORT_TYPE_SCALAR;
  1151. case 2:
  1152. return PORT_TYPE_SAMPLER;
  1153. default:
  1154. return PORT_TYPE_SCALAR;
  1155. }
  1156. }
  1157. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  1158. switch (p_port) {
  1159. case 0:
  1160. return "uv";
  1161. case 1:
  1162. return "lod";
  1163. case 2:
  1164. return "samplerCube";
  1165. default:
  1166. return "";
  1167. }
  1168. }
  1169. int VisualShaderNodeCubemap::get_output_port_count() const {
  1170. return 1;
  1171. }
  1172. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  1173. return PORT_TYPE_VECTOR_4D;
  1174. }
  1175. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  1176. return "color";
  1177. }
  1178. bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
  1179. if (p_port == 0) {
  1180. return true;
  1181. }
  1182. return false;
  1183. }
  1184. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1185. VisualShader::DefaultTextureParam dtp;
  1186. dtp.name = make_unique_id(p_type, p_id, "cube");
  1187. dtp.params.push_back(cube_map);
  1188. Vector<VisualShader::DefaultTextureParam> ret;
  1189. ret.push_back(dtp);
  1190. return ret;
  1191. }
  1192. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1193. if (source == SOURCE_TEXTURE) {
  1194. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  1195. switch (texture_type) {
  1196. case TYPE_DATA:
  1197. break;
  1198. case TYPE_COLOR:
  1199. u += " : source_color";
  1200. break;
  1201. case TYPE_NORMAL_MAP:
  1202. u += " : hint_normal";
  1203. break;
  1204. default:
  1205. break;
  1206. }
  1207. return u + ";\n";
  1208. }
  1209. return String();
  1210. }
  1211. String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1212. String default_uv;
  1213. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1214. default_uv = "vec3(UV, 0.0)";
  1215. } else {
  1216. default_uv = "vec3(0.0)";
  1217. }
  1218. String code;
  1219. String id;
  1220. if (source == SOURCE_TEXTURE) {
  1221. id = make_unique_id(p_type, p_id, "cube");
  1222. } else if (source == SOURCE_PORT) {
  1223. id = p_input_vars[2];
  1224. } else {
  1225. return code;
  1226. }
  1227. if (id.is_empty()) {
  1228. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1229. return code;
  1230. }
  1231. if (p_input_vars[0].is_empty()) { // Use UV by default.
  1232. if (p_input_vars[1].is_empty()) {
  1233. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  1234. } else {
  1235. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  1236. }
  1237. } else if (p_input_vars[1].is_empty()) {
  1238. //no lod
  1239. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1240. } else {
  1241. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1242. }
  1243. return code;
  1244. }
  1245. bool VisualShaderNodeCubemap::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1246. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1247. if (p_port == 0) {
  1248. return true;
  1249. }
  1250. }
  1251. return false;
  1252. }
  1253. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1254. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1255. if (source == p_source) {
  1256. return;
  1257. }
  1258. source = p_source;
  1259. emit_changed();
  1260. emit_signal(SNAME("editor_refresh_request"));
  1261. }
  1262. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1263. return source;
  1264. }
  1265. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
  1266. cube_map = p_cube_map;
  1267. emit_changed();
  1268. }
  1269. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  1270. return cube_map;
  1271. }
  1272. void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
  1273. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  1274. if (texture_type == p_texture_type) {
  1275. return;
  1276. }
  1277. texture_type = p_texture_type;
  1278. emit_changed();
  1279. }
  1280. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1281. return texture_type;
  1282. }
  1283. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1284. Vector<StringName> props;
  1285. props.push_back("source");
  1286. if (source == SOURCE_TEXTURE) {
  1287. props.push_back("cube_map");
  1288. props.push_back("texture_type");
  1289. }
  1290. return props;
  1291. }
  1292. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1293. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1294. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1295. }
  1296. return String();
  1297. }
  1298. void VisualShaderNodeCubemap::_bind_methods() {
  1299. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1300. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1301. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1302. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1303. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1304. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1305. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1306. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  1307. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  1308. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1309. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1310. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1311. BIND_ENUM_CONSTANT(TYPE_DATA);
  1312. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1313. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  1314. BIND_ENUM_CONSTANT(TYPE_MAX);
  1315. }
  1316. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1317. simple_decl = false;
  1318. }
  1319. ////////////// Linear Depth
  1320. String VisualShaderNodeLinearSceneDepth::get_caption() const {
  1321. return "LinearSceneDepth";
  1322. }
  1323. int VisualShaderNodeLinearSceneDepth::get_input_port_count() const {
  1324. return 0;
  1325. }
  1326. VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_input_port_type(int p_port) const {
  1327. return PORT_TYPE_SCALAR;
  1328. }
  1329. String VisualShaderNodeLinearSceneDepth::get_input_port_name(int p_port) const {
  1330. return "";
  1331. }
  1332. int VisualShaderNodeLinearSceneDepth::get_output_port_count() const {
  1333. return 1;
  1334. }
  1335. VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_output_port_type(int p_port) const {
  1336. return PORT_TYPE_SCALAR;
  1337. }
  1338. String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const {
  1339. return "linear depth";
  1340. }
  1341. bool VisualShaderNodeLinearSceneDepth::has_output_port_preview(int p_port) const {
  1342. return false;
  1343. }
  1344. String VisualShaderNodeLinearSceneDepth::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 {
  1345. String code;
  1346. code += " float _log_depth = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).x;\n";
  1347. code += " vec3 _depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, _log_depth);\n";
  1348. code += " vec4 _depth_view = INV_PROJECTION_MATRIX * vec4(_depth_ndc, 1.0);\n";
  1349. code += " _depth_view.xyz /= _depth_view.w;";
  1350. code += vformat(" %s = -_depth_view.z;", p_output_vars[0]);
  1351. return code;
  1352. }
  1353. VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {
  1354. }
  1355. ////////////// Float Op
  1356. String VisualShaderNodeFloatOp::get_caption() const {
  1357. return "FloatOp";
  1358. }
  1359. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1360. return 2;
  1361. }
  1362. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1363. return PORT_TYPE_SCALAR;
  1364. }
  1365. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1366. return p_port == 0 ? "a" : "b";
  1367. }
  1368. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1369. return 1;
  1370. }
  1371. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1372. return PORT_TYPE_SCALAR;
  1373. }
  1374. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1375. return "op"; //no output port means the editor will be used as port
  1376. }
  1377. 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 {
  1378. String code = " " + p_output_vars[0] + " = ";
  1379. switch (op) {
  1380. case OP_ADD:
  1381. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1382. break;
  1383. case OP_SUB:
  1384. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1385. break;
  1386. case OP_MUL:
  1387. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1388. break;
  1389. case OP_DIV:
  1390. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1391. break;
  1392. case OP_MOD:
  1393. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1394. break;
  1395. case OP_POW:
  1396. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1397. break;
  1398. case OP_MAX:
  1399. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1400. break;
  1401. case OP_MIN:
  1402. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1403. break;
  1404. case OP_ATAN2:
  1405. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1406. break;
  1407. case OP_STEP:
  1408. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1409. break;
  1410. default:
  1411. break;
  1412. }
  1413. return code;
  1414. }
  1415. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1416. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1417. if (op == p_op) {
  1418. return;
  1419. }
  1420. op = p_op;
  1421. emit_changed();
  1422. }
  1423. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1424. return op;
  1425. }
  1426. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1427. Vector<StringName> props;
  1428. props.push_back("operator");
  1429. return props;
  1430. }
  1431. void VisualShaderNodeFloatOp::_bind_methods() {
  1432. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1433. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1434. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
  1435. BIND_ENUM_CONSTANT(OP_ADD);
  1436. BIND_ENUM_CONSTANT(OP_SUB);
  1437. BIND_ENUM_CONSTANT(OP_MUL);
  1438. BIND_ENUM_CONSTANT(OP_DIV);
  1439. BIND_ENUM_CONSTANT(OP_MOD);
  1440. BIND_ENUM_CONSTANT(OP_POW);
  1441. BIND_ENUM_CONSTANT(OP_MAX);
  1442. BIND_ENUM_CONSTANT(OP_MIN);
  1443. BIND_ENUM_CONSTANT(OP_ATAN2);
  1444. BIND_ENUM_CONSTANT(OP_STEP);
  1445. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1446. }
  1447. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1448. set_input_port_default_value(0, 0.0);
  1449. set_input_port_default_value(1, 0.0);
  1450. }
  1451. ////////////// Integer Op
  1452. String VisualShaderNodeIntOp::get_caption() const {
  1453. return "IntOp";
  1454. }
  1455. int VisualShaderNodeIntOp::get_input_port_count() const {
  1456. return 2;
  1457. }
  1458. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1459. return PORT_TYPE_SCALAR_INT;
  1460. }
  1461. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1462. return p_port == 0 ? "a" : "b";
  1463. }
  1464. int VisualShaderNodeIntOp::get_output_port_count() const {
  1465. return 1;
  1466. }
  1467. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1468. return PORT_TYPE_SCALAR_INT;
  1469. }
  1470. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1471. return "op"; //no output port means the editor will be used as port
  1472. }
  1473. 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 {
  1474. String code = " " + p_output_vars[0] + " = ";
  1475. switch (op) {
  1476. case OP_ADD:
  1477. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1478. break;
  1479. case OP_SUB:
  1480. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1481. break;
  1482. case OP_MUL:
  1483. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1484. break;
  1485. case OP_DIV:
  1486. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1487. break;
  1488. case OP_MOD:
  1489. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1490. break;
  1491. case OP_MAX:
  1492. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1493. break;
  1494. case OP_MIN:
  1495. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1496. break;
  1497. case OP_BITWISE_AND:
  1498. code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
  1499. break;
  1500. case OP_BITWISE_OR:
  1501. code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
  1502. break;
  1503. case OP_BITWISE_XOR:
  1504. code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
  1505. break;
  1506. case OP_BITWISE_LEFT_SHIFT:
  1507. code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
  1508. break;
  1509. case OP_BITWISE_RIGHT_SHIFT:
  1510. code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
  1511. break;
  1512. default:
  1513. break;
  1514. }
  1515. return code;
  1516. }
  1517. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1518. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1519. if (op == p_op) {
  1520. return;
  1521. }
  1522. op = p_op;
  1523. emit_changed();
  1524. }
  1525. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1526. return op;
  1527. }
  1528. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1529. Vector<StringName> props;
  1530. props.push_back("operator");
  1531. return props;
  1532. }
  1533. void VisualShaderNodeIntOp::_bind_methods() {
  1534. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1535. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1536. 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");
  1537. BIND_ENUM_CONSTANT(OP_ADD);
  1538. BIND_ENUM_CONSTANT(OP_SUB);
  1539. BIND_ENUM_CONSTANT(OP_MUL);
  1540. BIND_ENUM_CONSTANT(OP_DIV);
  1541. BIND_ENUM_CONSTANT(OP_MOD);
  1542. BIND_ENUM_CONSTANT(OP_MAX);
  1543. BIND_ENUM_CONSTANT(OP_MIN);
  1544. BIND_ENUM_CONSTANT(OP_BITWISE_AND);
  1545. BIND_ENUM_CONSTANT(OP_BITWISE_OR);
  1546. BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
  1547. BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
  1548. BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
  1549. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1550. }
  1551. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1552. set_input_port_default_value(0, 0);
  1553. set_input_port_default_value(1, 0);
  1554. }
  1555. ////////////// Vector Op
  1556. String VisualShaderNodeVectorOp::get_caption() const {
  1557. return "VectorOp";
  1558. }
  1559. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1560. return 2;
  1561. }
  1562. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1563. return p_port == 0 ? "a" : "b";
  1564. }
  1565. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1566. return 1;
  1567. }
  1568. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1569. return "op";
  1570. }
  1571. 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 {
  1572. String code = " " + p_output_vars[0] + " = ";
  1573. switch (op) {
  1574. case OP_ADD:
  1575. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1576. break;
  1577. case OP_SUB:
  1578. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1579. break;
  1580. case OP_MUL:
  1581. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1582. break;
  1583. case OP_DIV:
  1584. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1585. break;
  1586. case OP_MOD:
  1587. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1588. break;
  1589. case OP_POW:
  1590. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1591. break;
  1592. case OP_MAX:
  1593. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1594. break;
  1595. case OP_MIN:
  1596. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1597. break;
  1598. case OP_CROSS:
  1599. if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
  1600. code += "vec2(0.0);\n";
  1601. } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
  1602. code += "vec4(0.0);\n";
  1603. } else {
  1604. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1605. }
  1606. break;
  1607. case OP_ATAN2:
  1608. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1609. break;
  1610. case OP_REFLECT:
  1611. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1612. break;
  1613. case OP_STEP:
  1614. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1615. break;
  1616. default:
  1617. break;
  1618. }
  1619. return code;
  1620. }
  1621. void VisualShaderNodeVectorOp::set_op_type(OpType p_op_type) {
  1622. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  1623. if (op_type == p_op_type) {
  1624. return;
  1625. }
  1626. switch (p_op_type) {
  1627. case OP_TYPE_VECTOR_2D: {
  1628. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  1629. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  1630. } break;
  1631. case OP_TYPE_VECTOR_3D: {
  1632. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  1633. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  1634. } break;
  1635. case OP_TYPE_VECTOR_4D: {
  1636. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  1637. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  1638. } break;
  1639. default:
  1640. break;
  1641. }
  1642. op_type = p_op_type;
  1643. emit_changed();
  1644. }
  1645. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1646. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1647. if (op == p_op) {
  1648. return;
  1649. }
  1650. op = p_op;
  1651. emit_changed();
  1652. }
  1653. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1654. return op;
  1655. }
  1656. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1657. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  1658. props.push_back("operator");
  1659. return props;
  1660. }
  1661. String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1662. bool invalid_type = false;
  1663. if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
  1664. if (op == OP_CROSS) {
  1665. invalid_type = true;
  1666. }
  1667. }
  1668. if (invalid_type) {
  1669. return RTR("Invalid operator for that type.");
  1670. }
  1671. return String();
  1672. }
  1673. void VisualShaderNodeVectorOp::_bind_methods() {
  1674. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1675. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1676. 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");
  1677. BIND_ENUM_CONSTANT(OP_ADD);
  1678. BIND_ENUM_CONSTANT(OP_SUB);
  1679. BIND_ENUM_CONSTANT(OP_MUL);
  1680. BIND_ENUM_CONSTANT(OP_DIV);
  1681. BIND_ENUM_CONSTANT(OP_MOD);
  1682. BIND_ENUM_CONSTANT(OP_POW);
  1683. BIND_ENUM_CONSTANT(OP_MAX);
  1684. BIND_ENUM_CONSTANT(OP_MIN);
  1685. BIND_ENUM_CONSTANT(OP_CROSS);
  1686. BIND_ENUM_CONSTANT(OP_ATAN2);
  1687. BIND_ENUM_CONSTANT(OP_REFLECT);
  1688. BIND_ENUM_CONSTANT(OP_STEP);
  1689. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1690. }
  1691. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1692. switch (op_type) {
  1693. case OP_TYPE_VECTOR_2D: {
  1694. set_input_port_default_value(0, Vector2());
  1695. set_input_port_default_value(1, Vector2());
  1696. } break;
  1697. case OP_TYPE_VECTOR_3D: {
  1698. set_input_port_default_value(0, Vector3());
  1699. set_input_port_default_value(1, Vector3());
  1700. } break;
  1701. case OP_TYPE_VECTOR_4D: {
  1702. set_input_port_default_value(0, Quaternion());
  1703. set_input_port_default_value(1, Quaternion());
  1704. } break;
  1705. default:
  1706. break;
  1707. }
  1708. }
  1709. ////////////// Color Op
  1710. String VisualShaderNodeColorOp::get_caption() const {
  1711. return "ColorOp";
  1712. }
  1713. int VisualShaderNodeColorOp::get_input_port_count() const {
  1714. return 2;
  1715. }
  1716. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1717. return PORT_TYPE_VECTOR_3D;
  1718. }
  1719. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1720. return p_port == 0 ? "a" : "b";
  1721. }
  1722. int VisualShaderNodeColorOp::get_output_port_count() const {
  1723. return 1;
  1724. }
  1725. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1726. return PORT_TYPE_VECTOR_3D;
  1727. }
  1728. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1729. return "op"; //no output port means the editor will be used as port
  1730. }
  1731. 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 {
  1732. String code;
  1733. static const char *axisn[3] = { "x", "y", "z" };
  1734. switch (op) {
  1735. case OP_SCREEN: {
  1736. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1737. } break;
  1738. case OP_DIFFERENCE: {
  1739. code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1740. } break;
  1741. case OP_DARKEN: {
  1742. code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1743. } break;
  1744. case OP_LIGHTEN: {
  1745. code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1746. } break;
  1747. case OP_OVERLAY: {
  1748. for (int i = 0; i < 3; i++) {
  1749. code += " {\n";
  1750. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1751. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1752. code += " if (base < 0.5) {\n";
  1753. code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1754. code += " } else {\n";
  1755. code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1756. code += " }\n";
  1757. code += " }\n";
  1758. }
  1759. } break;
  1760. case OP_DODGE: {
  1761. code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1762. } break;
  1763. case OP_BURN: {
  1764. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1765. } break;
  1766. case OP_SOFT_LIGHT: {
  1767. for (int i = 0; i < 3; i++) {
  1768. code += " {\n";
  1769. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1770. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1771. code += " if (base < 0.5) {\n";
  1772. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1773. code += " } else {\n";
  1774. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1775. code += " }\n";
  1776. code += " }\n";
  1777. }
  1778. } break;
  1779. case OP_HARD_LIGHT: {
  1780. for (int i = 0; i < 3; i++) {
  1781. code += " {\n";
  1782. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1783. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1784. code += " if (base < 0.5) {\n";
  1785. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1786. code += " } else {\n";
  1787. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1788. code += " }\n";
  1789. code += " }\n";
  1790. }
  1791. } break;
  1792. default:
  1793. break;
  1794. }
  1795. return code;
  1796. }
  1797. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1798. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1799. if (op == p_op) {
  1800. return;
  1801. }
  1802. switch (p_op) {
  1803. case OP_SCREEN:
  1804. simple_decl = true;
  1805. break;
  1806. case OP_DIFFERENCE:
  1807. simple_decl = true;
  1808. break;
  1809. case OP_DARKEN:
  1810. simple_decl = true;
  1811. break;
  1812. case OP_LIGHTEN:
  1813. simple_decl = true;
  1814. break;
  1815. case OP_OVERLAY:
  1816. simple_decl = false;
  1817. break;
  1818. case OP_DODGE:
  1819. simple_decl = true;
  1820. break;
  1821. case OP_BURN:
  1822. simple_decl = true;
  1823. break;
  1824. case OP_SOFT_LIGHT:
  1825. simple_decl = false;
  1826. break;
  1827. case OP_HARD_LIGHT:
  1828. simple_decl = false;
  1829. break;
  1830. default:
  1831. break;
  1832. }
  1833. op = p_op;
  1834. emit_changed();
  1835. }
  1836. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1837. return op;
  1838. }
  1839. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  1840. Vector<StringName> props;
  1841. props.push_back("operator");
  1842. return props;
  1843. }
  1844. void VisualShaderNodeColorOp::_bind_methods() {
  1845. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  1846. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  1847. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
  1848. BIND_ENUM_CONSTANT(OP_SCREEN);
  1849. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  1850. BIND_ENUM_CONSTANT(OP_DARKEN);
  1851. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  1852. BIND_ENUM_CONSTANT(OP_OVERLAY);
  1853. BIND_ENUM_CONSTANT(OP_DODGE);
  1854. BIND_ENUM_CONSTANT(OP_BURN);
  1855. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  1856. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  1857. BIND_ENUM_CONSTANT(OP_MAX);
  1858. }
  1859. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  1860. set_input_port_default_value(0, Vector3());
  1861. set_input_port_default_value(1, Vector3());
  1862. }
  1863. ////////////// Transform Op
  1864. String VisualShaderNodeTransformOp::get_caption() const {
  1865. return "TransformOp";
  1866. }
  1867. int VisualShaderNodeTransformOp::get_input_port_count() const {
  1868. return 2;
  1869. }
  1870. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
  1871. return PORT_TYPE_TRANSFORM;
  1872. }
  1873. String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
  1874. return p_port == 0 ? "a" : "b";
  1875. }
  1876. int VisualShaderNodeTransformOp::get_output_port_count() const {
  1877. return 1;
  1878. }
  1879. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
  1880. return PORT_TYPE_TRANSFORM;
  1881. }
  1882. String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
  1883. return "mult"; //no output port means the editor will be used as port
  1884. }
  1885. 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 {
  1886. switch (op) {
  1887. case OP_AxB:
  1888. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1889. case OP_BxA:
  1890. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  1891. case OP_AxB_COMP:
  1892. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1893. case OP_BxA_COMP:
  1894. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  1895. case OP_ADD:
  1896. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1897. case OP_A_MINUS_B:
  1898. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1899. case OP_B_MINUS_A:
  1900. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
  1901. case OP_A_DIV_B:
  1902. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1903. case OP_B_DIV_A:
  1904. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
  1905. default:
  1906. return "";
  1907. }
  1908. }
  1909. void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
  1910. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1911. if (op == p_op) {
  1912. return;
  1913. }
  1914. op = p_op;
  1915. emit_changed();
  1916. }
  1917. VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
  1918. return op;
  1919. }
  1920. Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
  1921. Vector<StringName> props;
  1922. props.push_back("operator");
  1923. return props;
  1924. }
  1925. void VisualShaderNodeTransformOp::_bind_methods() {
  1926. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
  1927. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
  1928. 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");
  1929. BIND_ENUM_CONSTANT(OP_AxB);
  1930. BIND_ENUM_CONSTANT(OP_BxA);
  1931. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1932. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1933. BIND_ENUM_CONSTANT(OP_ADD);
  1934. BIND_ENUM_CONSTANT(OP_A_MINUS_B);
  1935. BIND_ENUM_CONSTANT(OP_B_MINUS_A);
  1936. BIND_ENUM_CONSTANT(OP_A_DIV_B);
  1937. BIND_ENUM_CONSTANT(OP_B_DIV_A);
  1938. BIND_ENUM_CONSTANT(OP_MAX);
  1939. }
  1940. VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
  1941. set_input_port_default_value(0, Transform3D());
  1942. set_input_port_default_value(1, Transform3D());
  1943. }
  1944. ////////////// TransformVec Mult
  1945. String VisualShaderNodeTransformVecMult::get_caption() const {
  1946. return "TransformVectorMult";
  1947. }
  1948. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1949. return 2;
  1950. }
  1951. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1952. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
  1953. }
  1954. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1955. return p_port == 0 ? "a" : "b";
  1956. }
  1957. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1958. return 1;
  1959. }
  1960. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1961. return PORT_TYPE_VECTOR_3D;
  1962. }
  1963. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1964. return ""; //no output port means the editor will be used as port
  1965. }
  1966. 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 {
  1967. if (op == OP_AxB) {
  1968. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  1969. } else if (op == OP_BxA) {
  1970. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  1971. } else if (op == OP_3x3_AxB) {
  1972. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  1973. } else {
  1974. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  1975. }
  1976. }
  1977. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1978. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1979. if (op == p_op) {
  1980. return;
  1981. }
  1982. op = p_op;
  1983. emit_changed();
  1984. }
  1985. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1986. return op;
  1987. }
  1988. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1989. Vector<StringName> props;
  1990. props.push_back("operator");
  1991. return props;
  1992. }
  1993. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1994. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1995. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1996. 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");
  1997. BIND_ENUM_CONSTANT(OP_AxB);
  1998. BIND_ENUM_CONSTANT(OP_BxA);
  1999. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  2000. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  2001. BIND_ENUM_CONSTANT(OP_MAX);
  2002. }
  2003. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  2004. set_input_port_default_value(0, Transform3D());
  2005. set_input_port_default_value(1, Vector3());
  2006. }
  2007. ////////////// Float Func
  2008. String VisualShaderNodeFloatFunc::get_caption() const {
  2009. return "FloatFunc";
  2010. }
  2011. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  2012. return 1;
  2013. }
  2014. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  2015. return PORT_TYPE_SCALAR;
  2016. }
  2017. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  2018. return "";
  2019. }
  2020. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  2021. return 1;
  2022. }
  2023. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  2024. return PORT_TYPE_SCALAR;
  2025. }
  2026. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  2027. return ""; //no output port means the editor will be used as port
  2028. }
  2029. 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 {
  2030. static const char *functions[FUNC_MAX] = {
  2031. "sin($)",
  2032. "cos($)",
  2033. "tan($)",
  2034. "asin($)",
  2035. "acos($)",
  2036. "atan($)",
  2037. "sinh($)",
  2038. "cosh($)",
  2039. "tanh($)",
  2040. "log($)",
  2041. "exp($)",
  2042. "sqrt($)",
  2043. "abs($)",
  2044. "sign($)",
  2045. "floor($)",
  2046. "round($)",
  2047. "ceil($)",
  2048. "fract($)",
  2049. "min(max($, 0.0), 1.0)",
  2050. "-($)",
  2051. "acosh($)",
  2052. "asinh($)",
  2053. "atanh($)",
  2054. "degrees($)",
  2055. "exp2($)",
  2056. "inversesqrt($)",
  2057. "log2($)",
  2058. "radians($)",
  2059. "1.0 / ($)",
  2060. "roundEven($)",
  2061. "trunc($)",
  2062. "1.0 - $"
  2063. };
  2064. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2065. }
  2066. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  2067. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2068. if (func == p_func) {
  2069. return;
  2070. }
  2071. func = p_func;
  2072. emit_changed();
  2073. }
  2074. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  2075. return func;
  2076. }
  2077. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  2078. Vector<StringName> props;
  2079. props.push_back("function");
  2080. return props;
  2081. }
  2082. void VisualShaderNodeFloatFunc::_bind_methods() {
  2083. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  2084. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  2085. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Fract,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  2086. BIND_ENUM_CONSTANT(FUNC_SIN);
  2087. BIND_ENUM_CONSTANT(FUNC_COS);
  2088. BIND_ENUM_CONSTANT(FUNC_TAN);
  2089. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2090. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2091. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2092. BIND_ENUM_CONSTANT(FUNC_SINH);
  2093. BIND_ENUM_CONSTANT(FUNC_COSH);
  2094. BIND_ENUM_CONSTANT(FUNC_TANH);
  2095. BIND_ENUM_CONSTANT(FUNC_LOG);
  2096. BIND_ENUM_CONSTANT(FUNC_EXP);
  2097. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2098. BIND_ENUM_CONSTANT(FUNC_ABS);
  2099. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2100. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2101. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2102. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2103. BIND_ENUM_CONSTANT(FUNC_FRACT);
  2104. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2105. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2106. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2107. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2108. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2109. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2110. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2111. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2112. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2113. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2114. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2115. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2116. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2117. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2118. BIND_ENUM_CONSTANT(FUNC_MAX);
  2119. }
  2120. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  2121. set_input_port_default_value(0, 0.0);
  2122. }
  2123. ////////////// Int Func
  2124. String VisualShaderNodeIntFunc::get_caption() const {
  2125. return "IntFunc";
  2126. }
  2127. int VisualShaderNodeIntFunc::get_input_port_count() const {
  2128. return 1;
  2129. }
  2130. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  2131. return PORT_TYPE_SCALAR_INT;
  2132. }
  2133. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  2134. return "";
  2135. }
  2136. int VisualShaderNodeIntFunc::get_output_port_count() const {
  2137. return 1;
  2138. }
  2139. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  2140. return PORT_TYPE_SCALAR_INT;
  2141. }
  2142. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  2143. return ""; //no output port means the editor will be used as port
  2144. }
  2145. 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 {
  2146. static const char *functions[FUNC_MAX] = {
  2147. "abs($)",
  2148. "-($)",
  2149. "sign($)",
  2150. "~($)"
  2151. };
  2152. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2153. }
  2154. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  2155. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2156. if (func == p_func) {
  2157. return;
  2158. }
  2159. func = p_func;
  2160. emit_changed();
  2161. }
  2162. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  2163. return func;
  2164. }
  2165. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  2166. Vector<StringName> props;
  2167. props.push_back("function");
  2168. return props;
  2169. }
  2170. void VisualShaderNodeIntFunc::_bind_methods() {
  2171. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  2172. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  2173. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign,Bitwise NOT"), "set_function", "get_function");
  2174. BIND_ENUM_CONSTANT(FUNC_ABS);
  2175. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2176. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2177. BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
  2178. BIND_ENUM_CONSTANT(FUNC_MAX);
  2179. }
  2180. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  2181. set_input_port_default_value(0, 0);
  2182. }
  2183. ////////////// Vector Func
  2184. String VisualShaderNodeVectorFunc::get_caption() const {
  2185. return "VectorFunc";
  2186. }
  2187. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  2188. return 1;
  2189. }
  2190. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  2191. return "";
  2192. }
  2193. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  2194. return 1;
  2195. }
  2196. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  2197. return "result";
  2198. }
  2199. 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 {
  2200. static const char *funcs[FUNC_MAX] = {
  2201. "normalize($)",
  2202. "", // FUNC_SATURATE
  2203. "-($)",
  2204. "1.0 / ($)",
  2205. "abs($)",
  2206. "acos($)",
  2207. "acosh($)",
  2208. "asin($)",
  2209. "asinh($)",
  2210. "atan($)",
  2211. "atanh($)",
  2212. "ceil($)",
  2213. "cos($)",
  2214. "cosh($)",
  2215. "degrees($)",
  2216. "exp($)",
  2217. "exp2($)",
  2218. "floor($)",
  2219. "fract($)",
  2220. "inversesqrt($)",
  2221. "log($)",
  2222. "log2($)",
  2223. "radians($)",
  2224. "round($)",
  2225. "roundEven($)",
  2226. "sign($)",
  2227. "sin($)",
  2228. "sinh($)",
  2229. "sqrt($)",
  2230. "tan($)",
  2231. "tanh($)",
  2232. "trunc($)",
  2233. "" // FUNC_ONEMINUS
  2234. };
  2235. if (func == FUNC_SATURATE) {
  2236. String code;
  2237. if (op_type == OP_TYPE_VECTOR_2D) {
  2238. code = "max(min($, vec2(1.0)), vec2(0.0))";
  2239. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2240. code = "max(min($, vec3(1.0)), vec3(0.0))";
  2241. } else {
  2242. code = "max(min($, vec4(1.0)), vec4(0.0))";
  2243. }
  2244. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2245. }
  2246. if (func == FUNC_ONEMINUS) {
  2247. String code;
  2248. if (op_type == OP_TYPE_VECTOR_2D) {
  2249. code = "vec2(1.0) - $";
  2250. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2251. code = "vec3(1.0) - $";
  2252. } else {
  2253. code = "vec4(1.0) - $";
  2254. }
  2255. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2256. }
  2257. return " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2258. }
  2259. void VisualShaderNodeVectorFunc::set_op_type(OpType p_op_type) {
  2260. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2261. if (op_type == p_op_type) {
  2262. return;
  2263. }
  2264. switch (p_op_type) {
  2265. case OP_TYPE_VECTOR_2D: {
  2266. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2267. } break;
  2268. case OP_TYPE_VECTOR_3D: {
  2269. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2270. } break;
  2271. case OP_TYPE_VECTOR_4D: {
  2272. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2273. } break;
  2274. default:
  2275. break;
  2276. }
  2277. op_type = p_op_type;
  2278. emit_changed();
  2279. }
  2280. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  2281. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2282. if (func == p_func) {
  2283. return;
  2284. }
  2285. func = p_func;
  2286. emit_changed();
  2287. }
  2288. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  2289. return func;
  2290. }
  2291. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  2292. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  2293. props.push_back("function");
  2294. return props;
  2295. }
  2296. void VisualShaderNodeVectorFunc::_bind_methods() {
  2297. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  2298. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  2299. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Fract,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  2300. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  2301. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2302. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2303. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2304. BIND_ENUM_CONSTANT(FUNC_ABS);
  2305. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2306. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2307. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2308. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2309. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2310. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2311. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2312. BIND_ENUM_CONSTANT(FUNC_COS);
  2313. BIND_ENUM_CONSTANT(FUNC_COSH);
  2314. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2315. BIND_ENUM_CONSTANT(FUNC_EXP);
  2316. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2317. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2318. BIND_ENUM_CONSTANT(FUNC_FRACT);
  2319. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2320. BIND_ENUM_CONSTANT(FUNC_LOG);
  2321. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2322. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2323. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2324. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2325. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2326. BIND_ENUM_CONSTANT(FUNC_SIN);
  2327. BIND_ENUM_CONSTANT(FUNC_SINH);
  2328. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2329. BIND_ENUM_CONSTANT(FUNC_TAN);
  2330. BIND_ENUM_CONSTANT(FUNC_TANH);
  2331. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2332. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2333. BIND_ENUM_CONSTANT(FUNC_MAX);
  2334. }
  2335. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  2336. switch (op_type) {
  2337. case OP_TYPE_VECTOR_2D: {
  2338. set_input_port_default_value(0, Vector2());
  2339. } break;
  2340. case OP_TYPE_VECTOR_3D: {
  2341. set_input_port_default_value(0, Vector3());
  2342. } break;
  2343. case OP_TYPE_VECTOR_4D: {
  2344. set_input_port_default_value(0, Quaternion());
  2345. } break;
  2346. default:
  2347. break;
  2348. }
  2349. }
  2350. ////////////// ColorFunc
  2351. String VisualShaderNodeColorFunc::get_caption() const {
  2352. return "ColorFunc";
  2353. }
  2354. int VisualShaderNodeColorFunc::get_input_port_count() const {
  2355. return 1;
  2356. }
  2357. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  2358. return PORT_TYPE_VECTOR_3D;
  2359. }
  2360. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  2361. return "";
  2362. }
  2363. int VisualShaderNodeColorFunc::get_output_port_count() const {
  2364. return 1;
  2365. }
  2366. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  2367. return PORT_TYPE_VECTOR_3D;
  2368. }
  2369. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  2370. return "";
  2371. }
  2372. 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 {
  2373. String code;
  2374. switch (func) {
  2375. case FUNC_GRAYSCALE:
  2376. code += " {\n";
  2377. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2378. code += " float max1 = max(c.r, c.g);\n";
  2379. code += " float max2 = max(max1, c.b);\n";
  2380. code += " " + p_output_vars[0] + " = vec3(max2, max2, max2);\n";
  2381. code += " }\n";
  2382. break;
  2383. case FUNC_HSV2RGB:
  2384. code += " {\n";
  2385. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2386. code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  2387. code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  2388. code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  2389. code += " }\n";
  2390. break;
  2391. case FUNC_RGB2HSV:
  2392. code += " {\n";
  2393. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2394. code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  2395. code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  2396. code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  2397. code += " float d = q.x - min(q.w, q.y);\n";
  2398. code += " float e = 1.0e-10;\n";
  2399. code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  2400. code += " }\n";
  2401. break;
  2402. case FUNC_SEPIA:
  2403. code += " {\n";
  2404. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2405. code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  2406. code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  2407. code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  2408. code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
  2409. code += " }\n";
  2410. break;
  2411. default:
  2412. break;
  2413. }
  2414. return code;
  2415. }
  2416. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  2417. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2418. if (func == p_func) {
  2419. return;
  2420. }
  2421. func = p_func;
  2422. emit_changed();
  2423. }
  2424. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  2425. return func;
  2426. }
  2427. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  2428. Vector<StringName> props;
  2429. props.push_back("function");
  2430. return props;
  2431. }
  2432. void VisualShaderNodeColorFunc::_bind_methods() {
  2433. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  2434. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  2435. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,HSV2RGB,RGB2HSV,Sepia"), "set_function", "get_function");
  2436. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  2437. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  2438. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  2439. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  2440. BIND_ENUM_CONSTANT(FUNC_MAX);
  2441. }
  2442. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  2443. simple_decl = false;
  2444. set_input_port_default_value(0, Vector3());
  2445. }
  2446. ////////////// Transform Func
  2447. String VisualShaderNodeTransformFunc::get_caption() const {
  2448. return "TransformFunc";
  2449. }
  2450. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2451. return 1;
  2452. }
  2453. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2454. return PORT_TYPE_TRANSFORM;
  2455. }
  2456. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2457. return "";
  2458. }
  2459. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2460. return 1;
  2461. }
  2462. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2463. return PORT_TYPE_TRANSFORM;
  2464. }
  2465. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2466. return "";
  2467. }
  2468. 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 {
  2469. static const char *functions[FUNC_MAX] = {
  2470. "inverse($)",
  2471. "transpose($)"
  2472. };
  2473. String code;
  2474. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2475. return code;
  2476. }
  2477. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2478. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2479. if (func == p_func) {
  2480. return;
  2481. }
  2482. func = p_func;
  2483. emit_changed();
  2484. }
  2485. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2486. return func;
  2487. }
  2488. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2489. Vector<StringName> props;
  2490. props.push_back("function");
  2491. return props;
  2492. }
  2493. void VisualShaderNodeTransformFunc::_bind_methods() {
  2494. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2495. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2496. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2497. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2498. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2499. BIND_ENUM_CONSTANT(FUNC_MAX);
  2500. }
  2501. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2502. set_input_port_default_value(0, Transform3D());
  2503. }
  2504. ////////////// UV Func
  2505. String VisualShaderNodeUVFunc::get_caption() const {
  2506. return "UVFunc";
  2507. }
  2508. int VisualShaderNodeUVFunc::get_input_port_count() const {
  2509. return 3;
  2510. }
  2511. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
  2512. switch (p_port) {
  2513. case 0:
  2514. return PORT_TYPE_VECTOR_2D; // uv
  2515. case 1:
  2516. return PORT_TYPE_VECTOR_2D; // scale
  2517. case 2:
  2518. return PORT_TYPE_VECTOR_2D; // offset & pivot
  2519. default:
  2520. break;
  2521. }
  2522. return PORT_TYPE_SCALAR;
  2523. }
  2524. String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
  2525. switch (p_port) {
  2526. case 0:
  2527. return "uv";
  2528. case 1:
  2529. return "scale";
  2530. case 2:
  2531. switch (func) {
  2532. case FUNC_PANNING:
  2533. return "offset";
  2534. case FUNC_SCALING:
  2535. return "pivot";
  2536. default:
  2537. break;
  2538. }
  2539. break;
  2540. default:
  2541. break;
  2542. }
  2543. return "";
  2544. }
  2545. bool VisualShaderNodeUVFunc::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2546. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2547. if (p_port == 0) {
  2548. return true;
  2549. }
  2550. }
  2551. return false;
  2552. }
  2553. int VisualShaderNodeUVFunc::get_output_port_count() const {
  2554. return 1;
  2555. }
  2556. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
  2557. return PORT_TYPE_VECTOR_2D;
  2558. }
  2559. String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
  2560. return "uv";
  2561. }
  2562. bool VisualShaderNodeUVFunc::is_show_prop_names() const {
  2563. return true;
  2564. }
  2565. 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 {
  2566. String code;
  2567. String uv;
  2568. if (p_input_vars[0].is_empty()) {
  2569. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2570. uv = "UV";
  2571. } else {
  2572. uv = "vec2(0.0)";
  2573. }
  2574. } else {
  2575. uv = vformat("%s", p_input_vars[0]);
  2576. }
  2577. String scale = vformat("%s", p_input_vars[1]);
  2578. String offset_pivot = vformat("%s", p_input_vars[2]);
  2579. switch (func) {
  2580. case FUNC_PANNING: {
  2581. code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
  2582. } break;
  2583. case FUNC_SCALING: {
  2584. code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
  2585. } break;
  2586. default:
  2587. break;
  2588. }
  2589. return code;
  2590. }
  2591. void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
  2592. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2593. if (func == p_func) {
  2594. return;
  2595. }
  2596. if (p_func == FUNC_PANNING) {
  2597. set_input_port_default_value(2, Vector2()); // offset
  2598. } else { // FUNC_SCALING
  2599. set_input_port_default_value(2, Vector2(0.5, 0.5)); // pivot
  2600. }
  2601. func = p_func;
  2602. emit_changed();
  2603. }
  2604. VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
  2605. return func;
  2606. }
  2607. Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
  2608. Vector<StringName> props;
  2609. props.push_back("function");
  2610. return props;
  2611. }
  2612. void VisualShaderNodeUVFunc::_bind_methods() {
  2613. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
  2614. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
  2615. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
  2616. BIND_ENUM_CONSTANT(FUNC_PANNING);
  2617. BIND_ENUM_CONSTANT(FUNC_SCALING);
  2618. BIND_ENUM_CONSTANT(FUNC_MAX);
  2619. }
  2620. VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
  2621. set_input_port_default_value(1, Vector2(1.0, 1.0)); // scale
  2622. set_input_port_default_value(2, Vector2()); // offset
  2623. }
  2624. ////////////// UV PolarCoord
  2625. String VisualShaderNodeUVPolarCoord::get_caption() const {
  2626. return "UVPolarCoord";
  2627. }
  2628. int VisualShaderNodeUVPolarCoord::get_input_port_count() const {
  2629. return 4;
  2630. }
  2631. VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_input_port_type(int p_port) const {
  2632. switch (p_port) {
  2633. case 0:
  2634. return PORT_TYPE_VECTOR_2D; // uv
  2635. case 1:
  2636. return PORT_TYPE_VECTOR_2D; // center
  2637. case 2:
  2638. return PORT_TYPE_SCALAR; // zoom
  2639. case 3:
  2640. return PORT_TYPE_SCALAR; // repeat
  2641. default:
  2642. break;
  2643. }
  2644. return PORT_TYPE_SCALAR;
  2645. }
  2646. String VisualShaderNodeUVPolarCoord::get_input_port_name(int p_port) const {
  2647. switch (p_port) {
  2648. case 0:
  2649. return "uv";
  2650. case 1:
  2651. return "scale";
  2652. case 2:
  2653. return "zoom strength";
  2654. case 3:
  2655. return "repeat";
  2656. default:
  2657. break;
  2658. }
  2659. return "";
  2660. }
  2661. bool VisualShaderNodeUVPolarCoord::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2662. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2663. if (p_port == 0) {
  2664. return true;
  2665. }
  2666. }
  2667. return false;
  2668. }
  2669. int VisualShaderNodeUVPolarCoord::get_output_port_count() const {
  2670. return 1;
  2671. }
  2672. VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_output_port_type(int p_port) const {
  2673. return PORT_TYPE_VECTOR_2D;
  2674. }
  2675. String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const {
  2676. return "uv";
  2677. }
  2678. String VisualShaderNodeUVPolarCoord::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 {
  2679. String code;
  2680. String uv;
  2681. if (p_input_vars[0].is_empty()) {
  2682. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2683. uv = "UV";
  2684. } else {
  2685. uv = "vec2(0.0)";
  2686. }
  2687. } else {
  2688. uv = vformat("%s", p_input_vars[0]);
  2689. }
  2690. String center = vformat("%s", p_input_vars[1]);
  2691. String zoom = vformat("%s", p_input_vars[2]);
  2692. String repeat = vformat("%s", p_input_vars[3]);
  2693. if (p_mode == Shader::MODE_CANVAS_ITEM) {
  2694. code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
  2695. code += " float __radius = length(__dir) * 2.0;\n";
  2696. code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
  2697. code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
  2698. } else {
  2699. code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
  2700. code += " float __radius = length(__dir) * 2.0;\n";
  2701. code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
  2702. code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
  2703. }
  2704. return code;
  2705. }
  2706. VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() {
  2707. set_input_port_default_value(1, Vector2(0.5, 0.5)); // center
  2708. set_input_port_default_value(2, 1.0); // zoom
  2709. set_input_port_default_value(3, 1.0); // repeat
  2710. }
  2711. ////////////// Dot Product
  2712. String VisualShaderNodeDotProduct::get_caption() const {
  2713. return "DotProduct";
  2714. }
  2715. int VisualShaderNodeDotProduct::get_input_port_count() const {
  2716. return 2;
  2717. }
  2718. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  2719. return PORT_TYPE_VECTOR_3D;
  2720. }
  2721. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  2722. return p_port == 0 ? "a" : "b";
  2723. }
  2724. int VisualShaderNodeDotProduct::get_output_port_count() const {
  2725. return 1;
  2726. }
  2727. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  2728. return PORT_TYPE_SCALAR;
  2729. }
  2730. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  2731. return "dot";
  2732. }
  2733. 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 {
  2734. return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2735. }
  2736. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  2737. set_input_port_default_value(0, Vector3());
  2738. set_input_port_default_value(1, Vector3());
  2739. }
  2740. ////////////// Vector Len
  2741. String VisualShaderNodeVectorLen::get_caption() const {
  2742. return "VectorLen";
  2743. }
  2744. int VisualShaderNodeVectorLen::get_input_port_count() const {
  2745. return 1;
  2746. }
  2747. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  2748. return "";
  2749. }
  2750. int VisualShaderNodeVectorLen::get_output_port_count() const {
  2751. return 1;
  2752. }
  2753. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  2754. return PORT_TYPE_SCALAR;
  2755. }
  2756. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  2757. return "length";
  2758. }
  2759. void VisualShaderNodeVectorLen::set_op_type(OpType p_op_type) {
  2760. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2761. if (op_type == p_op_type) {
  2762. return;
  2763. }
  2764. switch (p_op_type) {
  2765. case OP_TYPE_VECTOR_2D: {
  2766. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2767. } break;
  2768. case OP_TYPE_VECTOR_3D: {
  2769. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2770. } break;
  2771. case OP_TYPE_VECTOR_4D: {
  2772. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2773. } break;
  2774. default:
  2775. break;
  2776. }
  2777. op_type = p_op_type;
  2778. emit_changed();
  2779. }
  2780. 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 {
  2781. return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  2782. }
  2783. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  2784. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2785. }
  2786. ////////////// Determinant
  2787. String VisualShaderNodeDeterminant::get_caption() const {
  2788. return "Determinant";
  2789. }
  2790. int VisualShaderNodeDeterminant::get_input_port_count() const {
  2791. return 1;
  2792. }
  2793. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  2794. return PORT_TYPE_TRANSFORM;
  2795. }
  2796. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  2797. return "";
  2798. }
  2799. int VisualShaderNodeDeterminant::get_output_port_count() const {
  2800. return 1;
  2801. }
  2802. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  2803. return PORT_TYPE_SCALAR;
  2804. }
  2805. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  2806. return "";
  2807. }
  2808. 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 {
  2809. return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  2810. }
  2811. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  2812. set_input_port_default_value(0, Transform3D());
  2813. }
  2814. ////////////// Derivative Function
  2815. String VisualShaderNodeDerivativeFunc::get_caption() const {
  2816. return "DerivativeFunc";
  2817. }
  2818. int VisualShaderNodeDerivativeFunc::get_input_port_count() const {
  2819. return 1;
  2820. }
  2821. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_input_port_type(int p_port) const {
  2822. switch (op_type) {
  2823. case OP_TYPE_VECTOR_2D:
  2824. return PORT_TYPE_VECTOR_2D;
  2825. case OP_TYPE_VECTOR_3D:
  2826. return PORT_TYPE_VECTOR_3D;
  2827. case OP_TYPE_VECTOR_4D:
  2828. return PORT_TYPE_VECTOR_4D;
  2829. default:
  2830. break;
  2831. }
  2832. return PORT_TYPE_SCALAR;
  2833. }
  2834. String VisualShaderNodeDerivativeFunc::get_input_port_name(int p_port) const {
  2835. return "p";
  2836. }
  2837. int VisualShaderNodeDerivativeFunc::get_output_port_count() const {
  2838. return 1;
  2839. }
  2840. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_output_port_type(int p_port) const {
  2841. switch (op_type) {
  2842. case OP_TYPE_VECTOR_2D:
  2843. return PORT_TYPE_VECTOR_2D;
  2844. case OP_TYPE_VECTOR_3D:
  2845. return PORT_TYPE_VECTOR_3D;
  2846. case OP_TYPE_VECTOR_4D:
  2847. return PORT_TYPE_VECTOR_4D;
  2848. default:
  2849. break;
  2850. }
  2851. return PORT_TYPE_SCALAR;
  2852. }
  2853. String VisualShaderNodeDerivativeFunc::get_output_port_name(int p_port) const {
  2854. return "result";
  2855. }
  2856. 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 {
  2857. static const char *functions[FUNC_MAX] = {
  2858. "fwidth($)",
  2859. "dFdx($)",
  2860. "dFdy($)"
  2861. };
  2862. String code;
  2863. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2864. return code;
  2865. }
  2866. void VisualShaderNodeDerivativeFunc::set_op_type(OpType p_op_type) {
  2867. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2868. if (op_type == p_op_type) {
  2869. return;
  2870. }
  2871. switch (p_op_type) {
  2872. case OP_TYPE_SCALAR: {
  2873. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  2874. } break;
  2875. case OP_TYPE_VECTOR_2D: {
  2876. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2877. } break;
  2878. case OP_TYPE_VECTOR_3D: {
  2879. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2880. } break;
  2881. case OP_TYPE_VECTOR_4D: {
  2882. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2883. } break;
  2884. default:
  2885. break;
  2886. }
  2887. op_type = p_op_type;
  2888. emit_changed();
  2889. }
  2890. VisualShaderNodeDerivativeFunc::OpType VisualShaderNodeDerivativeFunc::get_op_type() const {
  2891. return op_type;
  2892. }
  2893. void VisualShaderNodeDerivativeFunc::set_function(Function p_func) {
  2894. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2895. if (func == p_func) {
  2896. return;
  2897. }
  2898. func = p_func;
  2899. emit_changed();
  2900. }
  2901. VisualShaderNodeDerivativeFunc::Function VisualShaderNodeDerivativeFunc::get_function() const {
  2902. return func;
  2903. }
  2904. Vector<StringName> VisualShaderNodeDerivativeFunc::get_editable_properties() const {
  2905. Vector<StringName> props;
  2906. props.push_back("op_type");
  2907. props.push_back("function");
  2908. return props;
  2909. }
  2910. void VisualShaderNodeDerivativeFunc::_bind_methods() {
  2911. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeDerivativeFunc::set_op_type);
  2912. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeDerivativeFunc::get_op_type);
  2913. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeDerivativeFunc::set_function);
  2914. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeDerivativeFunc::get_function);
  2915. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  2916. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2917. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2918. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  2919. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  2920. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  2921. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2922. BIND_ENUM_CONSTANT(FUNC_SUM);
  2923. BIND_ENUM_CONSTANT(FUNC_X);
  2924. BIND_ENUM_CONSTANT(FUNC_Y);
  2925. BIND_ENUM_CONSTANT(FUNC_MAX);
  2926. }
  2927. VisualShaderNodeDerivativeFunc::VisualShaderNodeDerivativeFunc() {
  2928. set_input_port_default_value(0, 0.0);
  2929. }
  2930. ////////////// Clamp
  2931. String VisualShaderNodeClamp::get_caption() const {
  2932. return "Clamp";
  2933. }
  2934. int VisualShaderNodeClamp::get_input_port_count() const {
  2935. return 3;
  2936. }
  2937. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
  2938. switch (op_type) {
  2939. case OP_TYPE_INT:
  2940. return PORT_TYPE_SCALAR_INT;
  2941. case OP_TYPE_VECTOR_2D:
  2942. return PORT_TYPE_VECTOR_2D;
  2943. case OP_TYPE_VECTOR_3D:
  2944. return PORT_TYPE_VECTOR_3D;
  2945. case OP_TYPE_VECTOR_4D:
  2946. return PORT_TYPE_VECTOR_4D;
  2947. default:
  2948. break;
  2949. }
  2950. return PORT_TYPE_SCALAR;
  2951. }
  2952. String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
  2953. if (p_port == 0) {
  2954. return "";
  2955. } else if (p_port == 1) {
  2956. return "min";
  2957. } else if (p_port == 2) {
  2958. return "max";
  2959. }
  2960. return "";
  2961. }
  2962. int VisualShaderNodeClamp::get_output_port_count() const {
  2963. return 1;
  2964. }
  2965. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
  2966. switch (op_type) {
  2967. case OP_TYPE_INT:
  2968. return PORT_TYPE_SCALAR_INT;
  2969. case OP_TYPE_VECTOR_2D:
  2970. return PORT_TYPE_VECTOR_2D;
  2971. case OP_TYPE_VECTOR_3D:
  2972. return PORT_TYPE_VECTOR_3D;
  2973. case OP_TYPE_VECTOR_4D:
  2974. return PORT_TYPE_VECTOR_4D;
  2975. default:
  2976. break;
  2977. }
  2978. return PORT_TYPE_SCALAR;
  2979. }
  2980. String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
  2981. return "";
  2982. }
  2983. 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 {
  2984. return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2985. }
  2986. void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
  2987. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2988. if (op_type == p_op_type) {
  2989. return;
  2990. }
  2991. switch (p_op_type) {
  2992. case OP_TYPE_FLOAT:
  2993. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  2994. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  2995. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  2996. break;
  2997. case OP_TYPE_INT:
  2998. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  2999. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  3000. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  3001. break;
  3002. case OP_TYPE_VECTOR_2D:
  3003. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3004. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3005. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  3006. break;
  3007. case OP_TYPE_VECTOR_3D:
  3008. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3009. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3010. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  3011. break;
  3012. case OP_TYPE_VECTOR_4D:
  3013. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3014. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3015. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  3016. break;
  3017. default:
  3018. break;
  3019. }
  3020. op_type = p_op_type;
  3021. emit_changed();
  3022. }
  3023. VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
  3024. return op_type;
  3025. }
  3026. Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
  3027. Vector<StringName> props;
  3028. props.push_back("op_type");
  3029. return props;
  3030. }
  3031. void VisualShaderNodeClamp::_bind_methods() {
  3032. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
  3033. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
  3034. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  3035. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  3036. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  3037. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3038. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3039. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3040. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3041. }
  3042. VisualShaderNodeClamp::VisualShaderNodeClamp() {
  3043. set_input_port_default_value(0, 0.0);
  3044. set_input_port_default_value(1, 0.0);
  3045. set_input_port_default_value(2, 1.0);
  3046. }
  3047. ////////////// FaceForward
  3048. String VisualShaderNodeFaceForward::get_caption() const {
  3049. return "FaceForward";
  3050. }
  3051. int VisualShaderNodeFaceForward::get_input_port_count() const {
  3052. return 3;
  3053. }
  3054. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  3055. switch (p_port) {
  3056. case 0:
  3057. return "N";
  3058. case 1:
  3059. return "I";
  3060. case 2:
  3061. return "Nref";
  3062. default:
  3063. return "";
  3064. }
  3065. }
  3066. int VisualShaderNodeFaceForward::get_output_port_count() const {
  3067. return 1;
  3068. }
  3069. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  3070. return "";
  3071. }
  3072. void VisualShaderNodeFaceForward::set_op_type(OpType p_op_type) {
  3073. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3074. if (op_type == p_op_type) {
  3075. return;
  3076. }
  3077. switch (p_op_type) {
  3078. case OP_TYPE_VECTOR_2D: {
  3079. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3080. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3081. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  3082. } break;
  3083. case OP_TYPE_VECTOR_3D: {
  3084. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3085. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3086. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  3087. } break;
  3088. case OP_TYPE_VECTOR_4D: {
  3089. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3090. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3091. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  3092. } break;
  3093. default:
  3094. break;
  3095. }
  3096. op_type = p_op_type;
  3097. emit_changed();
  3098. }
  3099. 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 {
  3100. return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3101. }
  3102. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  3103. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3104. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3105. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  3106. }
  3107. ////////////// Outer Product
  3108. String VisualShaderNodeOuterProduct::get_caption() const {
  3109. return "OuterProduct";
  3110. }
  3111. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  3112. return 2;
  3113. }
  3114. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  3115. return PORT_TYPE_VECTOR_3D;
  3116. }
  3117. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  3118. switch (p_port) {
  3119. case 0:
  3120. return "c";
  3121. case 1:
  3122. return "r";
  3123. default:
  3124. return "";
  3125. }
  3126. }
  3127. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  3128. return 1;
  3129. }
  3130. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  3131. return PORT_TYPE_TRANSFORM;
  3132. }
  3133. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  3134. return "";
  3135. }
  3136. 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 {
  3137. return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  3138. }
  3139. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  3140. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3141. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3142. }
  3143. ////////////// Step
  3144. String VisualShaderNodeStep::get_caption() const {
  3145. return "Step";
  3146. }
  3147. int VisualShaderNodeStep::get_input_port_count() const {
  3148. return 2;
  3149. }
  3150. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
  3151. switch (op_type) {
  3152. case OP_TYPE_VECTOR_2D:
  3153. return PORT_TYPE_VECTOR_2D;
  3154. case OP_TYPE_VECTOR_2D_SCALAR:
  3155. if (p_port == 1) {
  3156. return PORT_TYPE_VECTOR_2D;
  3157. }
  3158. break;
  3159. case OP_TYPE_VECTOR_3D:
  3160. return PORT_TYPE_VECTOR_3D;
  3161. case OP_TYPE_VECTOR_3D_SCALAR:
  3162. if (p_port == 1) {
  3163. return PORT_TYPE_VECTOR_3D;
  3164. }
  3165. break;
  3166. case OP_TYPE_VECTOR_4D:
  3167. return PORT_TYPE_VECTOR_4D;
  3168. case OP_TYPE_VECTOR_4D_SCALAR:
  3169. if (p_port == 1) {
  3170. return PORT_TYPE_VECTOR_4D;
  3171. }
  3172. break;
  3173. default:
  3174. break;
  3175. }
  3176. return PORT_TYPE_SCALAR;
  3177. }
  3178. String VisualShaderNodeStep::get_input_port_name(int p_port) const {
  3179. switch (p_port) {
  3180. case 0:
  3181. return "edge";
  3182. case 1:
  3183. return "x";
  3184. }
  3185. return String();
  3186. }
  3187. int VisualShaderNodeStep::get_output_port_count() const {
  3188. return 1;
  3189. }
  3190. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
  3191. switch (op_type) {
  3192. case OP_TYPE_VECTOR_2D:
  3193. return PORT_TYPE_VECTOR_2D;
  3194. case OP_TYPE_VECTOR_2D_SCALAR:
  3195. return PORT_TYPE_VECTOR_2D;
  3196. case OP_TYPE_VECTOR_3D:
  3197. return PORT_TYPE_VECTOR_3D;
  3198. case OP_TYPE_VECTOR_3D_SCALAR:
  3199. return PORT_TYPE_VECTOR_3D;
  3200. case OP_TYPE_VECTOR_4D:
  3201. return PORT_TYPE_VECTOR_4D;
  3202. case OP_TYPE_VECTOR_4D_SCALAR:
  3203. return PORT_TYPE_VECTOR_4D;
  3204. default:
  3205. break;
  3206. }
  3207. return PORT_TYPE_SCALAR;
  3208. }
  3209. String VisualShaderNodeStep::get_output_port_name(int p_port) const {
  3210. return "";
  3211. }
  3212. void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
  3213. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3214. if (op_type == p_op_type) {
  3215. return;
  3216. }
  3217. switch (p_op_type) {
  3218. case OP_TYPE_SCALAR: {
  3219. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3220. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  3221. } break;
  3222. case OP_TYPE_VECTOR_2D: {
  3223. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3224. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3225. } break;
  3226. case OP_TYPE_VECTOR_2D_SCALAR: {
  3227. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3228. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3229. } break;
  3230. case OP_TYPE_VECTOR_3D: {
  3231. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3232. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3233. } break;
  3234. case OP_TYPE_VECTOR_3D_SCALAR: {
  3235. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3236. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3237. } break;
  3238. case OP_TYPE_VECTOR_4D: {
  3239. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3240. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3241. } break;
  3242. case OP_TYPE_VECTOR_4D_SCALAR: {
  3243. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3244. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3245. } break;
  3246. default:
  3247. break;
  3248. }
  3249. op_type = p_op_type;
  3250. emit_changed();
  3251. }
  3252. VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
  3253. return op_type;
  3254. }
  3255. 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 {
  3256. return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3257. }
  3258. Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
  3259. Vector<StringName> props;
  3260. props.push_back("op_type");
  3261. return props;
  3262. }
  3263. void VisualShaderNodeStep::_bind_methods() {
  3264. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
  3265. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
  3266. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3267. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3268. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3269. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3270. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3271. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3272. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3273. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3274. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3275. }
  3276. VisualShaderNodeStep::VisualShaderNodeStep() {
  3277. set_input_port_default_value(0, 0.0);
  3278. set_input_port_default_value(1, 0.0);
  3279. }
  3280. ////////////// SmoothStep
  3281. String VisualShaderNodeSmoothStep::get_caption() const {
  3282. return "SmoothStep";
  3283. }
  3284. int VisualShaderNodeSmoothStep::get_input_port_count() const {
  3285. return 3;
  3286. }
  3287. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
  3288. switch (op_type) {
  3289. case OP_TYPE_VECTOR_2D:
  3290. return PORT_TYPE_VECTOR_2D;
  3291. case OP_TYPE_VECTOR_2D_SCALAR:
  3292. if (p_port == 2) {
  3293. return PORT_TYPE_VECTOR_2D; // x
  3294. }
  3295. break;
  3296. case OP_TYPE_VECTOR_3D:
  3297. return PORT_TYPE_VECTOR_3D;
  3298. case OP_TYPE_VECTOR_3D_SCALAR:
  3299. if (p_port == 2) {
  3300. return PORT_TYPE_VECTOR_3D; // x
  3301. }
  3302. break;
  3303. case OP_TYPE_VECTOR_4D:
  3304. return PORT_TYPE_VECTOR_4D;
  3305. case OP_TYPE_VECTOR_4D_SCALAR:
  3306. if (p_port == 2) {
  3307. return PORT_TYPE_VECTOR_4D; // x
  3308. }
  3309. break;
  3310. default:
  3311. break;
  3312. }
  3313. return PORT_TYPE_SCALAR;
  3314. }
  3315. String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
  3316. switch (p_port) {
  3317. case 0:
  3318. return "edge0";
  3319. case 1:
  3320. return "edge1";
  3321. case 2:
  3322. return "x";
  3323. }
  3324. return String();
  3325. }
  3326. int VisualShaderNodeSmoothStep::get_output_port_count() const {
  3327. return 1;
  3328. }
  3329. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
  3330. switch (op_type) {
  3331. case OP_TYPE_VECTOR_2D:
  3332. return PORT_TYPE_VECTOR_2D;
  3333. case OP_TYPE_VECTOR_2D_SCALAR:
  3334. return PORT_TYPE_VECTOR_2D;
  3335. case OP_TYPE_VECTOR_3D:
  3336. return PORT_TYPE_VECTOR_3D;
  3337. case OP_TYPE_VECTOR_3D_SCALAR:
  3338. return PORT_TYPE_VECTOR_3D;
  3339. case OP_TYPE_VECTOR_4D:
  3340. return PORT_TYPE_VECTOR_4D;
  3341. case OP_TYPE_VECTOR_4D_SCALAR:
  3342. return PORT_TYPE_VECTOR_4D;
  3343. default:
  3344. break;
  3345. }
  3346. return PORT_TYPE_SCALAR;
  3347. }
  3348. String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
  3349. return "";
  3350. }
  3351. void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
  3352. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3353. if (op_type == p_op_type) {
  3354. return;
  3355. }
  3356. switch (p_op_type) {
  3357. case OP_TYPE_SCALAR:
  3358. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3359. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3360. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // x
  3361. break;
  3362. case OP_TYPE_VECTOR_2D:
  3363. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // edge0
  3364. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // edge1
  3365. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3366. break;
  3367. case OP_TYPE_VECTOR_2D_SCALAR:
  3368. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3369. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3370. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3371. break;
  3372. case OP_TYPE_VECTOR_3D:
  3373. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // edge0
  3374. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // edge1
  3375. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3376. break;
  3377. case OP_TYPE_VECTOR_3D_SCALAR:
  3378. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3379. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3380. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3381. break;
  3382. case OP_TYPE_VECTOR_4D:
  3383. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // edge0
  3384. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // edge1
  3385. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3386. break;
  3387. case OP_TYPE_VECTOR_4D_SCALAR:
  3388. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3389. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3390. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3391. break;
  3392. default:
  3393. break;
  3394. }
  3395. op_type = p_op_type;
  3396. emit_changed();
  3397. }
  3398. VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
  3399. return op_type;
  3400. }
  3401. 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 {
  3402. return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3403. }
  3404. Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
  3405. Vector<StringName> props;
  3406. props.push_back("op_type");
  3407. return props;
  3408. }
  3409. void VisualShaderNodeSmoothStep::_bind_methods() {
  3410. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
  3411. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
  3412. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3413. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3414. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3415. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3416. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3417. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3418. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3419. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3420. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3421. }
  3422. VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
  3423. set_input_port_default_value(0, 0.0); // edge0
  3424. set_input_port_default_value(1, 1.0); // edge1
  3425. set_input_port_default_value(2, 0.5); // x
  3426. }
  3427. ////////////// Distance
  3428. String VisualShaderNodeVectorDistance::get_caption() const {
  3429. return "Distance";
  3430. }
  3431. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  3432. return 2;
  3433. }
  3434. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  3435. switch (p_port) {
  3436. case 0:
  3437. return "a";
  3438. case 1:
  3439. return "b";
  3440. }
  3441. return String();
  3442. }
  3443. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  3444. return 1;
  3445. }
  3446. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  3447. return PORT_TYPE_SCALAR;
  3448. }
  3449. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  3450. return "";
  3451. }
  3452. void VisualShaderNodeVectorDistance::set_op_type(OpType p_op_type) {
  3453. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3454. if (op_type == p_op_type) {
  3455. return;
  3456. }
  3457. switch (p_op_type) {
  3458. case OP_TYPE_VECTOR_2D: {
  3459. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3460. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3461. } break;
  3462. case OP_TYPE_VECTOR_3D: {
  3463. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3464. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3465. } break;
  3466. case OP_TYPE_VECTOR_4D: {
  3467. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3468. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3469. } break;
  3470. default:
  3471. break;
  3472. }
  3473. op_type = p_op_type;
  3474. emit_changed();
  3475. }
  3476. 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 {
  3477. return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3478. }
  3479. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  3480. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3481. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // b
  3482. }
  3483. ////////////// Refract Vector
  3484. String VisualShaderNodeVectorRefract::get_caption() const {
  3485. return "Refract";
  3486. }
  3487. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  3488. return 3;
  3489. }
  3490. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  3491. switch (p_port) {
  3492. case 0:
  3493. return "I";
  3494. case 1:
  3495. return "N";
  3496. case 2:
  3497. return "eta";
  3498. }
  3499. return String();
  3500. }
  3501. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  3502. return 1;
  3503. }
  3504. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  3505. return "";
  3506. }
  3507. 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 {
  3508. return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3509. }
  3510. void VisualShaderNodeVectorRefract::set_op_type(OpType p_op_type) {
  3511. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3512. if (op_type == p_op_type) {
  3513. return;
  3514. }
  3515. switch (p_op_type) {
  3516. case OP_TYPE_VECTOR_2D: {
  3517. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3518. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3519. } break;
  3520. case OP_TYPE_VECTOR_3D: {
  3521. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3522. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3523. } break;
  3524. case OP_TYPE_VECTOR_4D: {
  3525. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3526. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3527. } break;
  3528. default:
  3529. break;
  3530. }
  3531. op_type = p_op_type;
  3532. emit_changed();
  3533. }
  3534. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  3535. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3536. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3537. set_input_port_default_value(2, 0.0);
  3538. }
  3539. ////////////// Mix
  3540. String VisualShaderNodeMix::get_caption() const {
  3541. return "Mix";
  3542. }
  3543. int VisualShaderNodeMix::get_input_port_count() const {
  3544. return 3;
  3545. }
  3546. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
  3547. switch (op_type) {
  3548. case OP_TYPE_VECTOR_2D:
  3549. return PORT_TYPE_VECTOR_2D;
  3550. case OP_TYPE_VECTOR_2D_SCALAR:
  3551. if (p_port == 2) {
  3552. break;
  3553. }
  3554. return PORT_TYPE_VECTOR_2D;
  3555. case OP_TYPE_VECTOR_3D:
  3556. return PORT_TYPE_VECTOR_3D;
  3557. case OP_TYPE_VECTOR_3D_SCALAR:
  3558. if (p_port == 2) {
  3559. break;
  3560. }
  3561. return PORT_TYPE_VECTOR_3D;
  3562. case OP_TYPE_VECTOR_4D:
  3563. return PORT_TYPE_VECTOR_4D;
  3564. case OP_TYPE_VECTOR_4D_SCALAR:
  3565. if (p_port == 2) {
  3566. break;
  3567. }
  3568. return PORT_TYPE_VECTOR_4D;
  3569. default:
  3570. break;
  3571. }
  3572. return PORT_TYPE_SCALAR;
  3573. }
  3574. String VisualShaderNodeMix::get_input_port_name(int p_port) const {
  3575. if (p_port == 0) {
  3576. return "a";
  3577. } else if (p_port == 1) {
  3578. return "b";
  3579. } else {
  3580. return "weight";
  3581. }
  3582. }
  3583. int VisualShaderNodeMix::get_output_port_count() const {
  3584. return 1;
  3585. }
  3586. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
  3587. switch (op_type) {
  3588. case OP_TYPE_VECTOR_2D:
  3589. return PORT_TYPE_VECTOR_2D;
  3590. case OP_TYPE_VECTOR_2D_SCALAR:
  3591. return PORT_TYPE_VECTOR_2D;
  3592. case OP_TYPE_VECTOR_3D:
  3593. return PORT_TYPE_VECTOR_3D;
  3594. case OP_TYPE_VECTOR_3D_SCALAR:
  3595. return PORT_TYPE_VECTOR_3D;
  3596. case OP_TYPE_VECTOR_4D:
  3597. return PORT_TYPE_VECTOR_4D;
  3598. case OP_TYPE_VECTOR_4D_SCALAR:
  3599. return PORT_TYPE_VECTOR_4D;
  3600. default:
  3601. break;
  3602. }
  3603. return PORT_TYPE_SCALAR;
  3604. }
  3605. String VisualShaderNodeMix::get_output_port_name(int p_port) const {
  3606. return "mix";
  3607. }
  3608. void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
  3609. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3610. if (op_type == p_op_type) {
  3611. return;
  3612. }
  3613. switch (p_op_type) {
  3614. case OP_TYPE_SCALAR: {
  3615. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // a
  3616. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // b
  3617. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3618. } break;
  3619. case OP_TYPE_VECTOR_2D: {
  3620. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3621. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3622. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // weight
  3623. } break;
  3624. case OP_TYPE_VECTOR_2D_SCALAR: {
  3625. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3626. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3627. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3628. } break;
  3629. case OP_TYPE_VECTOR_3D: {
  3630. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3631. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3632. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // weight
  3633. } break;
  3634. case OP_TYPE_VECTOR_3D_SCALAR: {
  3635. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3636. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3637. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3638. } break;
  3639. case OP_TYPE_VECTOR_4D: {
  3640. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3641. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3642. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // weight
  3643. } break;
  3644. case OP_TYPE_VECTOR_4D_SCALAR: {
  3645. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3646. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3647. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3648. } break;
  3649. default:
  3650. break;
  3651. }
  3652. op_type = p_op_type;
  3653. emit_changed();
  3654. }
  3655. VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
  3656. return op_type;
  3657. }
  3658. 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 {
  3659. return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3660. }
  3661. Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
  3662. Vector<StringName> props;
  3663. props.push_back("op_type");
  3664. return props;
  3665. }
  3666. void VisualShaderNodeMix::_bind_methods() {
  3667. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
  3668. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
  3669. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3670. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3671. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3672. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3673. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3674. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3675. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3676. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3677. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3678. }
  3679. VisualShaderNodeMix::VisualShaderNodeMix() {
  3680. set_input_port_default_value(0, 0.0); // a
  3681. set_input_port_default_value(1, 1.0); // b
  3682. set_input_port_default_value(2, 0.5); // weight
  3683. }
  3684. ////////////// Vector Compose
  3685. String VisualShaderNodeVectorCompose::get_caption() const {
  3686. return "VectorCompose";
  3687. }
  3688. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  3689. switch (op_type) {
  3690. case OP_TYPE_VECTOR_2D:
  3691. return 2;
  3692. case OP_TYPE_VECTOR_3D:
  3693. return 3;
  3694. case OP_TYPE_VECTOR_4D:
  3695. return 4;
  3696. default:
  3697. break;
  3698. }
  3699. return 0;
  3700. }
  3701. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  3702. return PORT_TYPE_SCALAR;
  3703. }
  3704. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  3705. switch (op_type) {
  3706. case OP_TYPE_VECTOR_2D: {
  3707. switch (p_port) {
  3708. case 0:
  3709. return "x";
  3710. case 1:
  3711. return "y";
  3712. }
  3713. } break;
  3714. case OP_TYPE_VECTOR_3D: {
  3715. switch (p_port) {
  3716. case 0:
  3717. return "x";
  3718. case 1:
  3719. return "y";
  3720. case 2:
  3721. return "z";
  3722. }
  3723. } break;
  3724. case OP_TYPE_VECTOR_4D: {
  3725. switch (p_port) {
  3726. case 0:
  3727. return "x";
  3728. case 1:
  3729. return "y";
  3730. case 2:
  3731. return "z";
  3732. case 3:
  3733. return "w";
  3734. }
  3735. } break;
  3736. default:
  3737. break;
  3738. }
  3739. return String();
  3740. }
  3741. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  3742. return 1;
  3743. }
  3744. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  3745. return "vec";
  3746. }
  3747. void VisualShaderNodeVectorCompose::set_op_type(OpType p_op_type) {
  3748. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3749. if (op_type == p_op_type) {
  3750. return;
  3751. }
  3752. switch (p_op_type) {
  3753. case OP_TYPE_VECTOR_2D: {
  3754. float p1 = get_input_port_default_value(0);
  3755. float p2 = get_input_port_default_value(1);
  3756. set_input_port_default_value(0, p1);
  3757. set_input_port_default_value(1, p2);
  3758. } break;
  3759. case OP_TYPE_VECTOR_3D: {
  3760. float p1 = get_input_port_default_value(0);
  3761. float p2 = get_input_port_default_value(1);
  3762. set_input_port_default_value(0, p1);
  3763. set_input_port_default_value(1, p2);
  3764. set_input_port_default_value(2, 0.0);
  3765. } break;
  3766. case OP_TYPE_VECTOR_4D: {
  3767. float p1 = get_input_port_default_value(0);
  3768. float p2 = get_input_port_default_value(1);
  3769. set_input_port_default_value(0, p1);
  3770. set_input_port_default_value(1, p2);
  3771. set_input_port_default_value(2, 0.0);
  3772. set_input_port_default_value(3, 0.0);
  3773. } break;
  3774. default:
  3775. break;
  3776. }
  3777. op_type = p_op_type;
  3778. emit_changed();
  3779. }
  3780. 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 {
  3781. String code;
  3782. switch (op_type) {
  3783. case OP_TYPE_VECTOR_2D: {
  3784. code += " " + p_output_vars[0] + " = vec2(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3785. } break;
  3786. case OP_TYPE_VECTOR_3D: {
  3787. code += " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3788. } break;
  3789. case OP_TYPE_VECTOR_4D: {
  3790. code += " " + p_output_vars[0] + " = vec4(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ", " + p_input_vars[3] + ");\n";
  3791. } break;
  3792. default:
  3793. break;
  3794. }
  3795. return code;
  3796. }
  3797. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  3798. set_input_port_default_value(0, 0.0);
  3799. set_input_port_default_value(1, 0.0);
  3800. set_input_port_default_value(2, 0.0);
  3801. }
  3802. ////////////// Transform Compose
  3803. String VisualShaderNodeTransformCompose::get_caption() const {
  3804. return "TransformCompose";
  3805. }
  3806. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  3807. return 4;
  3808. }
  3809. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  3810. return PORT_TYPE_VECTOR_3D;
  3811. }
  3812. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  3813. if (p_port == 0) {
  3814. return "x";
  3815. } else if (p_port == 1) {
  3816. return "y";
  3817. } else if (p_port == 2) {
  3818. return "z";
  3819. } else {
  3820. return "origin";
  3821. }
  3822. }
  3823. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  3824. return 1;
  3825. }
  3826. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  3827. return PORT_TYPE_TRANSFORM;
  3828. }
  3829. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  3830. return "xform";
  3831. }
  3832. 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 {
  3833. 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";
  3834. }
  3835. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  3836. set_input_port_default_value(0, Vector3());
  3837. set_input_port_default_value(1, Vector3());
  3838. set_input_port_default_value(2, Vector3());
  3839. set_input_port_default_value(3, Vector3());
  3840. }
  3841. ////////////// Vector Decompose
  3842. String VisualShaderNodeVectorDecompose::get_caption() const {
  3843. return "VectorDecompose";
  3844. }
  3845. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  3846. return 1;
  3847. }
  3848. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  3849. return "vec";
  3850. }
  3851. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  3852. switch (op_type) {
  3853. case OP_TYPE_VECTOR_2D:
  3854. return 2;
  3855. case OP_TYPE_VECTOR_3D:
  3856. return 3;
  3857. case OP_TYPE_VECTOR_4D:
  3858. return 4;
  3859. default:
  3860. break;
  3861. }
  3862. return 0;
  3863. }
  3864. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  3865. return PORT_TYPE_SCALAR;
  3866. }
  3867. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  3868. switch (op_type) {
  3869. case OP_TYPE_VECTOR_2D: {
  3870. switch (p_port) {
  3871. case 0:
  3872. return "x";
  3873. case 1:
  3874. return "y";
  3875. }
  3876. } break;
  3877. case OP_TYPE_VECTOR_3D: {
  3878. switch (p_port) {
  3879. case 0:
  3880. return "x";
  3881. case 1:
  3882. return "y";
  3883. case 2:
  3884. return "z";
  3885. }
  3886. } break;
  3887. case OP_TYPE_VECTOR_4D: {
  3888. switch (p_port) {
  3889. case 0:
  3890. return "x";
  3891. case 1:
  3892. return "y";
  3893. case 2:
  3894. return "z";
  3895. case 3:
  3896. return "w";
  3897. }
  3898. } break;
  3899. default:
  3900. break;
  3901. }
  3902. return String();
  3903. }
  3904. void VisualShaderNodeVectorDecompose::set_op_type(OpType p_op_type) {
  3905. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3906. if (op_type == p_op_type) {
  3907. return;
  3908. }
  3909. switch (p_op_type) {
  3910. case OP_TYPE_VECTOR_2D: {
  3911. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3912. } break;
  3913. case OP_TYPE_VECTOR_3D: {
  3914. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3915. } break;
  3916. case OP_TYPE_VECTOR_4D: {
  3917. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3918. } break;
  3919. default:
  3920. break;
  3921. }
  3922. op_type = p_op_type;
  3923. emit_changed();
  3924. }
  3925. 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 {
  3926. String code;
  3927. switch (op_type) {
  3928. case OP_TYPE_VECTOR_2D: {
  3929. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3930. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3931. } break;
  3932. case OP_TYPE_VECTOR_3D: {
  3933. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3934. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3935. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3936. } break;
  3937. case OP_TYPE_VECTOR_4D: {
  3938. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3939. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3940. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3941. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + ".w;\n";
  3942. } break;
  3943. default:
  3944. break;
  3945. }
  3946. return code;
  3947. }
  3948. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  3949. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3950. }
  3951. ////////////// Transform Decompose
  3952. String VisualShaderNodeTransformDecompose::get_caption() const {
  3953. return "TransformDecompose";
  3954. }
  3955. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  3956. return 1;
  3957. }
  3958. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  3959. return PORT_TYPE_TRANSFORM;
  3960. }
  3961. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  3962. return "xform";
  3963. }
  3964. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  3965. return 4;
  3966. }
  3967. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  3968. return PORT_TYPE_VECTOR_3D;
  3969. }
  3970. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  3971. if (p_port == 0) {
  3972. return "x";
  3973. } else if (p_port == 1) {
  3974. return "y";
  3975. } else if (p_port == 2) {
  3976. return "z";
  3977. } else {
  3978. return "origin";
  3979. }
  3980. }
  3981. 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 {
  3982. String code;
  3983. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  3984. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  3985. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  3986. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  3987. return code;
  3988. }
  3989. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  3990. set_input_port_default_value(0, Transform3D());
  3991. }
  3992. ////////////// Float Parameter
  3993. String VisualShaderNodeFloatParameter::get_caption() const {
  3994. return "FloatParameter";
  3995. }
  3996. int VisualShaderNodeFloatParameter::get_input_port_count() const {
  3997. return 0;
  3998. }
  3999. VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_input_port_type(int p_port) const {
  4000. return PORT_TYPE_SCALAR;
  4001. }
  4002. String VisualShaderNodeFloatParameter::get_input_port_name(int p_port) const {
  4003. return String();
  4004. }
  4005. int VisualShaderNodeFloatParameter::get_output_port_count() const {
  4006. return 1;
  4007. }
  4008. VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_output_port_type(int p_port) const {
  4009. return PORT_TYPE_SCALAR;
  4010. }
  4011. String VisualShaderNodeFloatParameter::get_output_port_name(int p_port) const {
  4012. return ""; //no output port means the editor will be used as port
  4013. }
  4014. String VisualShaderNodeFloatParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4015. String code = "";
  4016. if (hint == HINT_RANGE) {
  4017. code += _get_qual_str() + "uniform float " + get_parameter_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  4018. } else if (hint == HINT_RANGE_STEP) {
  4019. code += _get_qual_str() + "uniform float " + get_parameter_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  4020. } else {
  4021. code += _get_qual_str() + "uniform float " + get_parameter_name();
  4022. }
  4023. if (default_value_enabled) {
  4024. code += " = " + rtos(default_value);
  4025. }
  4026. code += ";\n";
  4027. return code;
  4028. }
  4029. String VisualShaderNodeFloatParameter::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 {
  4030. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4031. }
  4032. bool VisualShaderNodeFloatParameter::is_show_prop_names() const {
  4033. return true;
  4034. }
  4035. bool VisualShaderNodeFloatParameter::is_use_prop_slots() const {
  4036. return true;
  4037. }
  4038. void VisualShaderNodeFloatParameter::set_hint(Hint p_hint) {
  4039. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  4040. if (hint == p_hint) {
  4041. return;
  4042. }
  4043. hint = p_hint;
  4044. emit_changed();
  4045. }
  4046. VisualShaderNodeFloatParameter::Hint VisualShaderNodeFloatParameter::get_hint() const {
  4047. return hint;
  4048. }
  4049. void VisualShaderNodeFloatParameter::set_min(float p_value) {
  4050. if (Math::is_equal_approx(hint_range_min, p_value)) {
  4051. return;
  4052. }
  4053. hint_range_min = p_value;
  4054. emit_changed();
  4055. }
  4056. float VisualShaderNodeFloatParameter::get_min() const {
  4057. return hint_range_min;
  4058. }
  4059. void VisualShaderNodeFloatParameter::set_max(float p_value) {
  4060. if (Math::is_equal_approx(hint_range_max, p_value)) {
  4061. return;
  4062. }
  4063. hint_range_max = p_value;
  4064. emit_changed();
  4065. }
  4066. float VisualShaderNodeFloatParameter::get_max() const {
  4067. return hint_range_max;
  4068. }
  4069. void VisualShaderNodeFloatParameter::set_step(float p_value) {
  4070. if (Math::is_equal_approx(hint_range_step, p_value)) {
  4071. return;
  4072. }
  4073. hint_range_step = p_value;
  4074. emit_changed();
  4075. }
  4076. float VisualShaderNodeFloatParameter::get_step() const {
  4077. return hint_range_step;
  4078. }
  4079. void VisualShaderNodeFloatParameter::set_default_value_enabled(bool p_enabled) {
  4080. if (default_value_enabled == p_enabled) {
  4081. return;
  4082. }
  4083. default_value_enabled = p_enabled;
  4084. emit_changed();
  4085. }
  4086. bool VisualShaderNodeFloatParameter::is_default_value_enabled() const {
  4087. return default_value_enabled;
  4088. }
  4089. void VisualShaderNodeFloatParameter::set_default_value(float p_value) {
  4090. if (Math::is_equal_approx(default_value, p_value)) {
  4091. return;
  4092. }
  4093. default_value = p_value;
  4094. emit_changed();
  4095. }
  4096. float VisualShaderNodeFloatParameter::get_default_value() const {
  4097. return default_value;
  4098. }
  4099. void VisualShaderNodeFloatParameter::_bind_methods() {
  4100. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatParameter::set_hint);
  4101. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatParameter::get_hint);
  4102. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatParameter::set_min);
  4103. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatParameter::get_min);
  4104. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatParameter::set_max);
  4105. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatParameter::get_max);
  4106. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatParameter::set_step);
  4107. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatParameter::get_step);
  4108. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatParameter::set_default_value_enabled);
  4109. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatParameter::is_default_value_enabled);
  4110. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatParameter::set_default_value);
  4111. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatParameter::get_default_value);
  4112. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  4113. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  4114. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  4115. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  4116. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4117. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  4118. BIND_ENUM_CONSTANT(HINT_NONE);
  4119. BIND_ENUM_CONSTANT(HINT_RANGE);
  4120. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4121. BIND_ENUM_CONSTANT(HINT_MAX);
  4122. }
  4123. bool VisualShaderNodeFloatParameter::is_qualifier_supported(Qualifier p_qual) const {
  4124. return true; // all qualifiers are supported
  4125. }
  4126. bool VisualShaderNodeFloatParameter::is_convertible_to_constant() const {
  4127. return true; // conversion is allowed
  4128. }
  4129. Vector<StringName> VisualShaderNodeFloatParameter::get_editable_properties() const {
  4130. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4131. props.push_back("hint");
  4132. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4133. props.push_back("min");
  4134. props.push_back("max");
  4135. }
  4136. if (hint == HINT_RANGE_STEP) {
  4137. props.push_back("step");
  4138. }
  4139. props.push_back("default_value_enabled");
  4140. if (default_value_enabled) {
  4141. props.push_back("default_value");
  4142. }
  4143. return props;
  4144. }
  4145. VisualShaderNodeFloatParameter::VisualShaderNodeFloatParameter() {
  4146. }
  4147. ////////////// Integer Parametet
  4148. String VisualShaderNodeIntParameter::get_caption() const {
  4149. return "IntParameter";
  4150. }
  4151. int VisualShaderNodeIntParameter::get_input_port_count() const {
  4152. return 0;
  4153. }
  4154. VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_input_port_type(int p_port) const {
  4155. return PORT_TYPE_SCALAR_INT;
  4156. }
  4157. String VisualShaderNodeIntParameter::get_input_port_name(int p_port) const {
  4158. return String();
  4159. }
  4160. int VisualShaderNodeIntParameter::get_output_port_count() const {
  4161. return 1;
  4162. }
  4163. VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_output_port_type(int p_port) const {
  4164. return PORT_TYPE_SCALAR_INT;
  4165. }
  4166. String VisualShaderNodeIntParameter::get_output_port_name(int p_port) const {
  4167. return ""; //no output port means the editor will be used as port
  4168. }
  4169. String VisualShaderNodeIntParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4170. String code = "";
  4171. if (hint == HINT_RANGE) {
  4172. code += _get_qual_str() + "uniform int " + get_parameter_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  4173. } else if (hint == HINT_RANGE_STEP) {
  4174. code += _get_qual_str() + "uniform int " + get_parameter_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  4175. } else {
  4176. code += _get_qual_str() + "uniform int " + get_parameter_name();
  4177. }
  4178. if (default_value_enabled) {
  4179. code += " = " + itos(default_value);
  4180. }
  4181. code += ";\n";
  4182. return code;
  4183. }
  4184. String VisualShaderNodeIntParameter::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 {
  4185. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4186. }
  4187. bool VisualShaderNodeIntParameter::is_show_prop_names() const {
  4188. return true;
  4189. }
  4190. bool VisualShaderNodeIntParameter::is_use_prop_slots() const {
  4191. return true;
  4192. }
  4193. void VisualShaderNodeIntParameter::set_hint(Hint p_hint) {
  4194. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  4195. if (hint == p_hint) {
  4196. return;
  4197. }
  4198. hint = p_hint;
  4199. emit_changed();
  4200. }
  4201. VisualShaderNodeIntParameter::Hint VisualShaderNodeIntParameter::get_hint() const {
  4202. return hint;
  4203. }
  4204. void VisualShaderNodeIntParameter::set_min(int p_value) {
  4205. if (hint_range_min == p_value) {
  4206. return;
  4207. }
  4208. hint_range_min = p_value;
  4209. emit_changed();
  4210. }
  4211. int VisualShaderNodeIntParameter::get_min() const {
  4212. return hint_range_min;
  4213. }
  4214. void VisualShaderNodeIntParameter::set_max(int p_value) {
  4215. if (hint_range_max == p_value) {
  4216. return;
  4217. }
  4218. hint_range_max = p_value;
  4219. emit_changed();
  4220. }
  4221. int VisualShaderNodeIntParameter::get_max() const {
  4222. return hint_range_max;
  4223. }
  4224. void VisualShaderNodeIntParameter::set_step(int p_value) {
  4225. if (hint_range_step == p_value) {
  4226. return;
  4227. }
  4228. hint_range_step = p_value;
  4229. emit_changed();
  4230. }
  4231. int VisualShaderNodeIntParameter::get_step() const {
  4232. return hint_range_step;
  4233. }
  4234. void VisualShaderNodeIntParameter::set_default_value_enabled(bool p_default_value_enabled) {
  4235. if (default_value_enabled == p_default_value_enabled) {
  4236. return;
  4237. }
  4238. default_value_enabled = p_default_value_enabled;
  4239. emit_changed();
  4240. }
  4241. bool VisualShaderNodeIntParameter::is_default_value_enabled() const {
  4242. return default_value_enabled;
  4243. }
  4244. void VisualShaderNodeIntParameter::set_default_value(int p_default_value) {
  4245. if (default_value == p_default_value) {
  4246. return;
  4247. }
  4248. default_value = p_default_value;
  4249. emit_changed();
  4250. }
  4251. int VisualShaderNodeIntParameter::get_default_value() const {
  4252. return default_value;
  4253. }
  4254. void VisualShaderNodeIntParameter::_bind_methods() {
  4255. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntParameter::set_hint);
  4256. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntParameter::get_hint);
  4257. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntParameter::set_min);
  4258. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntParameter::get_min);
  4259. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntParameter::set_max);
  4260. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntParameter::get_max);
  4261. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntParameter::set_step);
  4262. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntParameter::get_step);
  4263. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntParameter::set_default_value_enabled);
  4264. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntParameter::is_default_value_enabled);
  4265. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntParameter::set_default_value);
  4266. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntParameter::get_default_value);
  4267. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
  4268. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  4269. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  4270. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  4271. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4272. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  4273. BIND_ENUM_CONSTANT(HINT_NONE);
  4274. BIND_ENUM_CONSTANT(HINT_RANGE);
  4275. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4276. BIND_ENUM_CONSTANT(HINT_MAX);
  4277. }
  4278. bool VisualShaderNodeIntParameter::is_qualifier_supported(Qualifier p_qual) const {
  4279. return true; // all qualifiers are supported
  4280. }
  4281. bool VisualShaderNodeIntParameter::is_convertible_to_constant() const {
  4282. return true; // conversion is allowed
  4283. }
  4284. Vector<StringName> VisualShaderNodeIntParameter::get_editable_properties() const {
  4285. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4286. props.push_back("hint");
  4287. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4288. props.push_back("min");
  4289. props.push_back("max");
  4290. }
  4291. if (hint == HINT_RANGE_STEP) {
  4292. props.push_back("step");
  4293. }
  4294. props.push_back("default_value_enabled");
  4295. if (default_value_enabled) {
  4296. props.push_back("default_value");
  4297. }
  4298. return props;
  4299. }
  4300. VisualShaderNodeIntParameter::VisualShaderNodeIntParameter() {
  4301. }
  4302. ////////////// Boolean Parameter
  4303. String VisualShaderNodeBooleanParameter::get_caption() const {
  4304. return "BooleanParameter";
  4305. }
  4306. int VisualShaderNodeBooleanParameter::get_input_port_count() const {
  4307. return 0;
  4308. }
  4309. VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_input_port_type(int p_port) const {
  4310. return PORT_TYPE_BOOLEAN;
  4311. }
  4312. String VisualShaderNodeBooleanParameter::get_input_port_name(int p_port) const {
  4313. return String();
  4314. }
  4315. int VisualShaderNodeBooleanParameter::get_output_port_count() const {
  4316. return 1;
  4317. }
  4318. VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_output_port_type(int p_port) const {
  4319. return PORT_TYPE_BOOLEAN;
  4320. }
  4321. String VisualShaderNodeBooleanParameter::get_output_port_name(int p_port) const {
  4322. return ""; //no output port means the editor will be used as port
  4323. }
  4324. void VisualShaderNodeBooleanParameter::set_default_value_enabled(bool p_default_value_enabled) {
  4325. if (default_value_enabled == p_default_value_enabled) {
  4326. return;
  4327. }
  4328. default_value_enabled = p_default_value_enabled;
  4329. emit_changed();
  4330. }
  4331. bool VisualShaderNodeBooleanParameter::is_default_value_enabled() const {
  4332. return default_value_enabled;
  4333. }
  4334. void VisualShaderNodeBooleanParameter::set_default_value(bool p_default_value) {
  4335. if (default_value == p_default_value) {
  4336. return;
  4337. }
  4338. default_value = p_default_value;
  4339. emit_changed();
  4340. }
  4341. bool VisualShaderNodeBooleanParameter::get_default_value() const {
  4342. return default_value;
  4343. }
  4344. String VisualShaderNodeBooleanParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4345. String code = _get_qual_str() + "uniform bool " + get_parameter_name();
  4346. if (default_value_enabled) {
  4347. if (default_value) {
  4348. code += " = true";
  4349. } else {
  4350. code += " = false";
  4351. }
  4352. }
  4353. code += ";\n";
  4354. return code;
  4355. }
  4356. String VisualShaderNodeBooleanParameter::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 {
  4357. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4358. }
  4359. bool VisualShaderNodeBooleanParameter::is_show_prop_names() const {
  4360. return true;
  4361. }
  4362. bool VisualShaderNodeBooleanParameter::is_use_prop_slots() const {
  4363. return true;
  4364. }
  4365. void VisualShaderNodeBooleanParameter::_bind_methods() {
  4366. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanParameter::set_default_value_enabled);
  4367. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanParameter::is_default_value_enabled);
  4368. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanParameter::set_default_value);
  4369. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanParameter::get_default_value);
  4370. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4371. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  4372. }
  4373. bool VisualShaderNodeBooleanParameter::is_qualifier_supported(Qualifier p_qual) const {
  4374. return true; // all qualifiers are supported
  4375. }
  4376. bool VisualShaderNodeBooleanParameter::is_convertible_to_constant() const {
  4377. return true; // conversion is allowed
  4378. }
  4379. Vector<StringName> VisualShaderNodeBooleanParameter::get_editable_properties() const {
  4380. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4381. props.push_back("default_value_enabled");
  4382. if (default_value_enabled) {
  4383. props.push_back("default_value");
  4384. }
  4385. return props;
  4386. }
  4387. VisualShaderNodeBooleanParameter::VisualShaderNodeBooleanParameter() {
  4388. }
  4389. ////////////// Color Parameter
  4390. String VisualShaderNodeColorParameter::get_caption() const {
  4391. return "ColorParameter";
  4392. }
  4393. int VisualShaderNodeColorParameter::get_input_port_count() const {
  4394. return 0;
  4395. }
  4396. VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_input_port_type(int p_port) const {
  4397. return PORT_TYPE_SCALAR;
  4398. }
  4399. String VisualShaderNodeColorParameter::get_input_port_name(int p_port) const {
  4400. return String();
  4401. }
  4402. int VisualShaderNodeColorParameter::get_output_port_count() const {
  4403. return 1;
  4404. }
  4405. VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_output_port_type(int p_port) const {
  4406. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  4407. }
  4408. String VisualShaderNodeColorParameter::get_output_port_name(int p_port) const {
  4409. return "color";
  4410. }
  4411. bool VisualShaderNodeColorParameter::is_output_port_expandable(int p_port) const {
  4412. if (p_port == 0) {
  4413. return true;
  4414. }
  4415. return false;
  4416. }
  4417. void VisualShaderNodeColorParameter::set_default_value_enabled(bool p_enabled) {
  4418. if (default_value_enabled == p_enabled) {
  4419. return;
  4420. }
  4421. default_value_enabled = p_enabled;
  4422. emit_changed();
  4423. }
  4424. bool VisualShaderNodeColorParameter::is_default_value_enabled() const {
  4425. return default_value_enabled;
  4426. }
  4427. void VisualShaderNodeColorParameter::set_default_value(const Color &p_value) {
  4428. if (default_value.is_equal_approx(p_value)) {
  4429. return;
  4430. }
  4431. default_value = p_value;
  4432. emit_changed();
  4433. }
  4434. Color VisualShaderNodeColorParameter::get_default_value() const {
  4435. return default_value;
  4436. }
  4437. String VisualShaderNodeColorParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4438. String code = _get_qual_str() + "uniform vec4 " + get_parameter_name() + " : source_color";
  4439. if (default_value_enabled) {
  4440. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  4441. }
  4442. code += ";\n";
  4443. return code;
  4444. }
  4445. String VisualShaderNodeColorParameter::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 {
  4446. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4447. }
  4448. bool VisualShaderNodeColorParameter::is_show_prop_names() const {
  4449. return true;
  4450. }
  4451. void VisualShaderNodeColorParameter::_bind_methods() {
  4452. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorParameter::set_default_value_enabled);
  4453. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorParameter::is_default_value_enabled);
  4454. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorParameter::set_default_value);
  4455. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorParameter::get_default_value);
  4456. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4457. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  4458. }
  4459. bool VisualShaderNodeColorParameter::is_qualifier_supported(Qualifier p_qual) const {
  4460. return true; // all qualifiers are supported
  4461. }
  4462. bool VisualShaderNodeColorParameter::is_convertible_to_constant() const {
  4463. return true; // conversion is allowed
  4464. }
  4465. Vector<StringName> VisualShaderNodeColorParameter::get_editable_properties() const {
  4466. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4467. props.push_back("default_value_enabled");
  4468. if (default_value_enabled) {
  4469. props.push_back("default_value");
  4470. }
  4471. return props;
  4472. }
  4473. VisualShaderNodeColorParameter::VisualShaderNodeColorParameter() {
  4474. }
  4475. ////////////// Vector2 Parameter
  4476. String VisualShaderNodeVec2Parameter::get_caption() const {
  4477. return "Vector2Parameter";
  4478. }
  4479. int VisualShaderNodeVec2Parameter::get_input_port_count() const {
  4480. return 0;
  4481. }
  4482. VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_input_port_type(int p_port) const {
  4483. return PORT_TYPE_VECTOR_2D;
  4484. }
  4485. String VisualShaderNodeVec2Parameter::get_input_port_name(int p_port) const {
  4486. return String();
  4487. }
  4488. int VisualShaderNodeVec2Parameter::get_output_port_count() const {
  4489. return 1;
  4490. }
  4491. VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_output_port_type(int p_port) const {
  4492. return PORT_TYPE_VECTOR_2D;
  4493. }
  4494. String VisualShaderNodeVec2Parameter::get_output_port_name(int p_port) const {
  4495. return String();
  4496. }
  4497. void VisualShaderNodeVec2Parameter::set_default_value_enabled(bool p_enabled) {
  4498. default_value_enabled = p_enabled;
  4499. emit_changed();
  4500. }
  4501. bool VisualShaderNodeVec2Parameter::is_default_value_enabled() const {
  4502. return default_value_enabled;
  4503. }
  4504. void VisualShaderNodeVec2Parameter::set_default_value(const Vector2 &p_value) {
  4505. default_value = p_value;
  4506. emit_changed();
  4507. }
  4508. Vector2 VisualShaderNodeVec2Parameter::get_default_value() const {
  4509. return default_value;
  4510. }
  4511. String VisualShaderNodeVec2Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4512. String code = _get_qual_str() + "uniform vec2 " + get_parameter_name();
  4513. if (default_value_enabled) {
  4514. code += vformat(" = vec2(%.6f, %.6f)", default_value.x, default_value.y);
  4515. }
  4516. code += ";\n";
  4517. return code;
  4518. }
  4519. String VisualShaderNodeVec2Parameter::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 {
  4520. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4521. }
  4522. void VisualShaderNodeVec2Parameter::_bind_methods() {
  4523. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Parameter::set_default_value_enabled);
  4524. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Parameter::is_default_value_enabled);
  4525. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Parameter::set_default_value);
  4526. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Parameter::get_default_value);
  4527. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4528. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "default_value"), "set_default_value", "get_default_value");
  4529. }
  4530. bool VisualShaderNodeVec2Parameter::is_show_prop_names() const {
  4531. return true;
  4532. }
  4533. bool VisualShaderNodeVec2Parameter::is_use_prop_slots() const {
  4534. return true;
  4535. }
  4536. bool VisualShaderNodeVec2Parameter::is_qualifier_supported(Qualifier p_qual) const {
  4537. return true; // all qualifiers are supported
  4538. }
  4539. bool VisualShaderNodeVec2Parameter::is_convertible_to_constant() const {
  4540. return true; // conversion is allowed
  4541. }
  4542. Vector<StringName> VisualShaderNodeVec2Parameter::get_editable_properties() const {
  4543. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4544. props.push_back("default_value_enabled");
  4545. if (default_value_enabled) {
  4546. props.push_back("default_value");
  4547. }
  4548. return props;
  4549. }
  4550. VisualShaderNodeVec2Parameter::VisualShaderNodeVec2Parameter() {
  4551. }
  4552. ////////////// Vector3 Parameter
  4553. String VisualShaderNodeVec3Parameter::get_caption() const {
  4554. return "Vector3Parameter";
  4555. }
  4556. int VisualShaderNodeVec3Parameter::get_input_port_count() const {
  4557. return 0;
  4558. }
  4559. VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_input_port_type(int p_port) const {
  4560. return PORT_TYPE_VECTOR_3D;
  4561. }
  4562. String VisualShaderNodeVec3Parameter::get_input_port_name(int p_port) const {
  4563. return String();
  4564. }
  4565. int VisualShaderNodeVec3Parameter::get_output_port_count() const {
  4566. return 1;
  4567. }
  4568. VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_output_port_type(int p_port) const {
  4569. return PORT_TYPE_VECTOR_3D;
  4570. }
  4571. String VisualShaderNodeVec3Parameter::get_output_port_name(int p_port) const {
  4572. return ""; //no output port means the editor will be used as port
  4573. }
  4574. void VisualShaderNodeVec3Parameter::set_default_value_enabled(bool p_enabled) {
  4575. default_value_enabled = p_enabled;
  4576. emit_changed();
  4577. }
  4578. bool VisualShaderNodeVec3Parameter::is_default_value_enabled() const {
  4579. return default_value_enabled;
  4580. }
  4581. void VisualShaderNodeVec3Parameter::set_default_value(const Vector3 &p_value) {
  4582. default_value = p_value;
  4583. emit_changed();
  4584. }
  4585. Vector3 VisualShaderNodeVec3Parameter::get_default_value() const {
  4586. return default_value;
  4587. }
  4588. String VisualShaderNodeVec3Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4589. String code = _get_qual_str() + "uniform vec3 " + get_parameter_name();
  4590. if (default_value_enabled) {
  4591. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  4592. }
  4593. code += ";\n";
  4594. return code;
  4595. }
  4596. String VisualShaderNodeVec3Parameter::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 {
  4597. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4598. }
  4599. void VisualShaderNodeVec3Parameter::_bind_methods() {
  4600. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Parameter::set_default_value_enabled);
  4601. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Parameter::is_default_value_enabled);
  4602. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Parameter::set_default_value);
  4603. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Parameter::get_default_value);
  4604. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4605. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  4606. }
  4607. bool VisualShaderNodeVec3Parameter::is_show_prop_names() const {
  4608. return true;
  4609. }
  4610. bool VisualShaderNodeVec3Parameter::is_use_prop_slots() const {
  4611. return true;
  4612. }
  4613. bool VisualShaderNodeVec3Parameter::is_qualifier_supported(Qualifier p_qual) const {
  4614. return true; // all qualifiers are supported
  4615. }
  4616. bool VisualShaderNodeVec3Parameter::is_convertible_to_constant() const {
  4617. return true; // conversion is allowed
  4618. }
  4619. Vector<StringName> VisualShaderNodeVec3Parameter::get_editable_properties() const {
  4620. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4621. props.push_back("default_value_enabled");
  4622. if (default_value_enabled) {
  4623. props.push_back("default_value");
  4624. }
  4625. return props;
  4626. }
  4627. VisualShaderNodeVec3Parameter::VisualShaderNodeVec3Parameter() {
  4628. }
  4629. ////////////// Vector4 Parameter
  4630. String VisualShaderNodeVec4Parameter::get_caption() const {
  4631. return "Vector4Parameter";
  4632. }
  4633. int VisualShaderNodeVec4Parameter::get_input_port_count() const {
  4634. return 0;
  4635. }
  4636. VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_input_port_type(int p_port) const {
  4637. return PORT_TYPE_VECTOR_4D;
  4638. }
  4639. String VisualShaderNodeVec4Parameter::get_input_port_name(int p_port) const {
  4640. return String();
  4641. }
  4642. int VisualShaderNodeVec4Parameter::get_output_port_count() const {
  4643. return 1;
  4644. }
  4645. VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_output_port_type(int p_port) const {
  4646. return PORT_TYPE_VECTOR_4D;
  4647. }
  4648. String VisualShaderNodeVec4Parameter::get_output_port_name(int p_port) const {
  4649. return ""; // No output port means the editor will be used as port.
  4650. }
  4651. void VisualShaderNodeVec4Parameter::set_default_value_enabled(bool p_enabled) {
  4652. default_value_enabled = p_enabled;
  4653. emit_changed();
  4654. }
  4655. bool VisualShaderNodeVec4Parameter::is_default_value_enabled() const {
  4656. return default_value_enabled;
  4657. }
  4658. void VisualShaderNodeVec4Parameter::set_default_value(const Vector4 &p_value) {
  4659. default_value = p_value;
  4660. emit_changed();
  4661. }
  4662. Vector4 VisualShaderNodeVec4Parameter::get_default_value() const {
  4663. return default_value;
  4664. }
  4665. String VisualShaderNodeVec4Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4666. String code = _get_qual_str() + "uniform vec4 " + get_parameter_name();
  4667. if (default_value_enabled) {
  4668. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z, default_value.w);
  4669. }
  4670. code += ";\n";
  4671. return code;
  4672. }
  4673. String VisualShaderNodeVec4Parameter::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 {
  4674. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4675. }
  4676. void VisualShaderNodeVec4Parameter::_bind_methods() {
  4677. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Parameter::set_default_value_enabled);
  4678. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Parameter::is_default_value_enabled);
  4679. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Parameter::set_default_value);
  4680. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Parameter::get_default_value);
  4681. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4682. ADD_PROPERTY(PropertyInfo(Variant::VECTOR4, "default_value"), "set_default_value", "get_default_value");
  4683. }
  4684. bool VisualShaderNodeVec4Parameter::is_show_prop_names() const {
  4685. return true;
  4686. }
  4687. bool VisualShaderNodeVec4Parameter::is_use_prop_slots() const {
  4688. return true;
  4689. }
  4690. bool VisualShaderNodeVec4Parameter::is_qualifier_supported(Qualifier p_qual) const {
  4691. return true; // All qualifiers are supported.
  4692. }
  4693. bool VisualShaderNodeVec4Parameter::is_convertible_to_constant() const {
  4694. return true; // Conversion is allowed.
  4695. }
  4696. Vector<StringName> VisualShaderNodeVec4Parameter::get_editable_properties() const {
  4697. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4698. props.push_back("default_value_enabled");
  4699. if (default_value_enabled) {
  4700. props.push_back("default_value");
  4701. }
  4702. return props;
  4703. }
  4704. VisualShaderNodeVec4Parameter::VisualShaderNodeVec4Parameter() {
  4705. }
  4706. ////////////// Transform Parameter
  4707. String VisualShaderNodeTransformParameter::get_caption() const {
  4708. return "TransformParameter";
  4709. }
  4710. int VisualShaderNodeTransformParameter::get_input_port_count() const {
  4711. return 0;
  4712. }
  4713. VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_input_port_type(int p_port) const {
  4714. return PORT_TYPE_VECTOR_3D;
  4715. }
  4716. String VisualShaderNodeTransformParameter::get_input_port_name(int p_port) const {
  4717. return String();
  4718. }
  4719. int VisualShaderNodeTransformParameter::get_output_port_count() const {
  4720. return 1;
  4721. }
  4722. VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_output_port_type(int p_port) const {
  4723. return PORT_TYPE_TRANSFORM;
  4724. }
  4725. String VisualShaderNodeTransformParameter::get_output_port_name(int p_port) const {
  4726. return ""; //no output port means the editor will be used as port
  4727. }
  4728. void VisualShaderNodeTransformParameter::set_default_value_enabled(bool p_enabled) {
  4729. default_value_enabled = p_enabled;
  4730. emit_changed();
  4731. }
  4732. bool VisualShaderNodeTransformParameter::is_default_value_enabled() const {
  4733. return default_value_enabled;
  4734. }
  4735. void VisualShaderNodeTransformParameter::set_default_value(const Transform3D &p_value) {
  4736. default_value = p_value;
  4737. emit_changed();
  4738. }
  4739. Transform3D VisualShaderNodeTransformParameter::get_default_value() const {
  4740. return default_value;
  4741. }
  4742. String VisualShaderNodeTransformParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4743. String code = _get_qual_str() + "uniform mat4 " + get_parameter_name();
  4744. if (default_value_enabled) {
  4745. Vector3 row0 = default_value.basis.rows[0];
  4746. Vector3 row1 = default_value.basis.rows[1];
  4747. Vector3 row2 = default_value.basis.rows[2];
  4748. Vector3 origin = default_value.origin;
  4749. 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) + ")";
  4750. }
  4751. code += ";\n";
  4752. return code;
  4753. }
  4754. String VisualShaderNodeTransformParameter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4755. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4756. }
  4757. void VisualShaderNodeTransformParameter::_bind_methods() {
  4758. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformParameter::set_default_value_enabled);
  4759. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformParameter::is_default_value_enabled);
  4760. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformParameter::set_default_value);
  4761. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformParameter::get_default_value);
  4762. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4763. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
  4764. }
  4765. bool VisualShaderNodeTransformParameter::is_show_prop_names() const {
  4766. return true;
  4767. }
  4768. bool VisualShaderNodeTransformParameter::is_use_prop_slots() const {
  4769. return true;
  4770. }
  4771. bool VisualShaderNodeTransformParameter::is_qualifier_supported(Qualifier p_qual) const {
  4772. if (p_qual == Qualifier::QUAL_INSTANCE) {
  4773. return false;
  4774. }
  4775. return true;
  4776. }
  4777. bool VisualShaderNodeTransformParameter::is_convertible_to_constant() const {
  4778. return true; // conversion is allowed
  4779. }
  4780. Vector<StringName> VisualShaderNodeTransformParameter::get_editable_properties() const {
  4781. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4782. props.push_back("default_value_enabled");
  4783. if (default_value_enabled) {
  4784. props.push_back("default_value");
  4785. }
  4786. return props;
  4787. }
  4788. VisualShaderNodeTransformParameter::VisualShaderNodeTransformParameter() {
  4789. }
  4790. //////////////
  4791. String get_sampler_hint(VisualShaderNodeTextureParameter::TextureType p_texture_type, VisualShaderNodeTextureParameter::ColorDefault p_color_default, VisualShaderNodeTextureParameter::TextureFilter p_texture_filter, VisualShaderNodeTextureParameter::TextureRepeat p_texture_repeat) {
  4792. String code;
  4793. bool has_colon = false;
  4794. // type
  4795. {
  4796. String type_code;
  4797. switch (p_texture_type) {
  4798. case VisualShaderNodeTextureParameter::TYPE_DATA:
  4799. if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_BLACK) {
  4800. type_code = "hint_default_black";
  4801. } else if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_TRANSPARENT) {
  4802. type_code = "hint_default_transparent";
  4803. }
  4804. break;
  4805. case VisualShaderNodeTextureParameter::TYPE_COLOR:
  4806. type_code = "source_color";
  4807. if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_BLACK) {
  4808. type_code += ", hint_default_black";
  4809. } else if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_TRANSPARENT) {
  4810. type_code += ", hint_default_transparent";
  4811. }
  4812. break;
  4813. case VisualShaderNodeTextureParameter::TYPE_NORMAL_MAP:
  4814. type_code = "hint_normal";
  4815. break;
  4816. case VisualShaderNodeTextureParameter::TYPE_ANISOTROPY:
  4817. type_code = "hint_anisotropy";
  4818. break;
  4819. default:
  4820. break;
  4821. }
  4822. if (!type_code.is_empty()) {
  4823. code += " : " + type_code;
  4824. has_colon = true;
  4825. }
  4826. }
  4827. // filter
  4828. {
  4829. String filter_code;
  4830. switch (p_texture_filter) {
  4831. case VisualShaderNodeTextureParameter::FILTER_NEAREST:
  4832. filter_code = "filter_nearest";
  4833. break;
  4834. case VisualShaderNodeTextureParameter::FILTER_LINEAR:
  4835. filter_code = "filter_linear";
  4836. break;
  4837. case VisualShaderNodeTextureParameter::FILTER_NEAREST_MIPMAP:
  4838. filter_code = "filter_nearest_mipmap";
  4839. break;
  4840. case VisualShaderNodeTextureParameter::FILTER_LINEAR_MIPMAP:
  4841. filter_code = "filter_linear_mipmap";
  4842. break;
  4843. case VisualShaderNodeTextureParameter::FILTER_NEAREST_MIPMAP_ANISOTROPIC:
  4844. filter_code = "filter_nearest_mipmap_anisotropic";
  4845. break;
  4846. case VisualShaderNodeTextureParameter::FILTER_LINEAR_MIPMAP_ANISOTROPIC:
  4847. filter_code = "filter_linear_mipmap_anisotropic";
  4848. break;
  4849. default:
  4850. break;
  4851. }
  4852. if (!filter_code.is_empty()) {
  4853. if (!has_colon) {
  4854. code += " : ";
  4855. has_colon = true;
  4856. } else {
  4857. code += ", ";
  4858. }
  4859. code += filter_code;
  4860. }
  4861. }
  4862. // repeat
  4863. {
  4864. String repeat_code;
  4865. switch (p_texture_repeat) {
  4866. case VisualShaderNodeTextureParameter::REPEAT_ENABLED:
  4867. repeat_code = "repeat_enable";
  4868. break;
  4869. case VisualShaderNodeTextureParameter::REPEAT_DISABLED:
  4870. repeat_code = "repeat_disable";
  4871. break;
  4872. default:
  4873. break;
  4874. }
  4875. if (!repeat_code.is_empty()) {
  4876. if (!has_colon) {
  4877. code += " : ";
  4878. } else {
  4879. code += ", ";
  4880. }
  4881. code += repeat_code;
  4882. }
  4883. }
  4884. return code;
  4885. }
  4886. ////////////// Texture Parameter
  4887. int VisualShaderNodeTextureParameter::get_input_port_count() const {
  4888. return 0;
  4889. }
  4890. VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_input_port_type(int p_port) const {
  4891. return PORT_TYPE_SCALAR;
  4892. }
  4893. String VisualShaderNodeTextureParameter::get_input_port_name(int p_port) const {
  4894. return "";
  4895. }
  4896. int VisualShaderNodeTextureParameter::get_output_port_count() const {
  4897. return 1;
  4898. }
  4899. VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_output_port_type(int p_port) const {
  4900. switch (p_port) {
  4901. case 0:
  4902. return PORT_TYPE_SAMPLER;
  4903. default:
  4904. return PORT_TYPE_SCALAR;
  4905. }
  4906. }
  4907. String VisualShaderNodeTextureParameter::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 {
  4908. return "";
  4909. }
  4910. void VisualShaderNodeTextureParameter::set_texture_type(TextureType p_texture_type) {
  4911. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  4912. if (texture_type == p_texture_type) {
  4913. return;
  4914. }
  4915. texture_type = p_texture_type;
  4916. emit_changed();
  4917. }
  4918. VisualShaderNodeTextureParameter::TextureType VisualShaderNodeTextureParameter::get_texture_type() const {
  4919. return texture_type;
  4920. }
  4921. void VisualShaderNodeTextureParameter::set_color_default(ColorDefault p_color_default) {
  4922. ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
  4923. if (color_default == p_color_default) {
  4924. return;
  4925. }
  4926. color_default = p_color_default;
  4927. emit_changed();
  4928. }
  4929. VisualShaderNodeTextureParameter::ColorDefault VisualShaderNodeTextureParameter::get_color_default() const {
  4930. return color_default;
  4931. }
  4932. void VisualShaderNodeTextureParameter::set_texture_filter(TextureFilter p_filter) {
  4933. ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
  4934. if (texture_filter == p_filter) {
  4935. return;
  4936. }
  4937. texture_filter = p_filter;
  4938. emit_changed();
  4939. }
  4940. VisualShaderNodeTextureParameter::TextureFilter VisualShaderNodeTextureParameter::get_texture_filter() const {
  4941. return texture_filter;
  4942. }
  4943. void VisualShaderNodeTextureParameter::set_texture_repeat(TextureRepeat p_repeat) {
  4944. ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
  4945. if (texture_repeat == p_repeat) {
  4946. return;
  4947. }
  4948. texture_repeat = p_repeat;
  4949. emit_changed();
  4950. }
  4951. VisualShaderNodeTextureParameter::TextureRepeat VisualShaderNodeTextureParameter::get_texture_repeat() const {
  4952. return texture_repeat;
  4953. }
  4954. Vector<StringName> VisualShaderNodeTextureParameter::get_editable_properties() const {
  4955. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4956. props.push_back("texture_type");
  4957. if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
  4958. props.push_back("color_default");
  4959. }
  4960. props.push_back("texture_filter");
  4961. props.push_back("texture_repeat");
  4962. return props;
  4963. }
  4964. bool VisualShaderNodeTextureParameter::is_show_prop_names() const {
  4965. return true;
  4966. }
  4967. HashMap<StringName, String> VisualShaderNodeTextureParameter::get_editable_properties_names() const {
  4968. HashMap<StringName, String> names;
  4969. names.insert("texture_type", RTR("Type"));
  4970. names.insert("color_default", RTR("Default Color"));
  4971. names.insert("texture_filter", RTR("Filter"));
  4972. names.insert("texture_repeat", RTR("Repeat"));
  4973. return names;
  4974. }
  4975. void VisualShaderNodeTextureParameter::_bind_methods() {
  4976. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureParameter::set_texture_type);
  4977. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureParameter::get_texture_type);
  4978. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureParameter::set_color_default);
  4979. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureParameter::get_color_default);
  4980. ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureParameter::set_texture_filter);
  4981. ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureParameter::get_texture_filter);
  4982. ClassDB::bind_method(D_METHOD("set_texture_repeat", "type"), &VisualShaderNodeTextureParameter::set_texture_repeat);
  4983. ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureParameter::get_texture_repeat);
  4984. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
  4985. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black,Transparent"), "set_color_default", "get_color_default");
  4986. 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");
  4987. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
  4988. BIND_ENUM_CONSTANT(TYPE_DATA);
  4989. BIND_ENUM_CONSTANT(TYPE_COLOR);
  4990. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  4991. BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
  4992. BIND_ENUM_CONSTANT(TYPE_MAX);
  4993. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  4994. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  4995. BIND_ENUM_CONSTANT(COLOR_DEFAULT_TRANSPARENT);
  4996. BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
  4997. BIND_ENUM_CONSTANT(FILTER_DEFAULT);
  4998. BIND_ENUM_CONSTANT(FILTER_NEAREST);
  4999. BIND_ENUM_CONSTANT(FILTER_LINEAR);
  5000. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP);
  5001. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP);
  5002. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC);
  5003. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC);
  5004. BIND_ENUM_CONSTANT(FILTER_MAX);
  5005. BIND_ENUM_CONSTANT(REPEAT_DEFAULT);
  5006. BIND_ENUM_CONSTANT(REPEAT_ENABLED);
  5007. BIND_ENUM_CONSTANT(REPEAT_DISABLED);
  5008. BIND_ENUM_CONSTANT(REPEAT_MAX);
  5009. }
  5010. bool VisualShaderNodeTextureParameter::is_qualifier_supported(Qualifier p_qual) const {
  5011. switch (p_qual) {
  5012. case Qualifier::QUAL_NONE:
  5013. return true;
  5014. case Qualifier::QUAL_GLOBAL:
  5015. return true;
  5016. case Qualifier::QUAL_INSTANCE:
  5017. return false;
  5018. default:
  5019. break;
  5020. }
  5021. return false;
  5022. }
  5023. bool VisualShaderNodeTextureParameter::is_convertible_to_constant() const {
  5024. return false; // conversion is not allowed
  5025. }
  5026. VisualShaderNodeTextureParameter::VisualShaderNodeTextureParameter() {
  5027. }
  5028. ////////////// Texture2D Parameter
  5029. String VisualShaderNodeTexture2DParameter::get_caption() const {
  5030. return "Texture2DParameter";
  5031. }
  5032. String VisualShaderNodeTexture2DParameter::get_output_port_name(int p_port) const {
  5033. switch (p_port) {
  5034. case 0:
  5035. return "sampler2D";
  5036. default:
  5037. return "";
  5038. }
  5039. }
  5040. String VisualShaderNodeTexture2DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5041. String code = _get_qual_str() + "uniform sampler2D " + get_parameter_name();
  5042. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
  5043. code += ";\n";
  5044. return code;
  5045. }
  5046. VisualShaderNodeTexture2DParameter::VisualShaderNodeTexture2DParameter() {
  5047. }
  5048. ////////////// Texture Parameter (Triplanar)
  5049. String VisualShaderNodeTextureParameterTriplanar::get_caption() const {
  5050. return "TextureUniformTriplanar";
  5051. }
  5052. int VisualShaderNodeTextureParameterTriplanar::get_input_port_count() const {
  5053. return 2;
  5054. }
  5055. VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_input_port_type(int p_port) const {
  5056. if (p_port == 0 || p_port == 1) {
  5057. return PORT_TYPE_VECTOR_3D;
  5058. }
  5059. return PORT_TYPE_SCALAR;
  5060. }
  5061. String VisualShaderNodeTextureParameterTriplanar::get_input_port_name(int p_port) const {
  5062. if (p_port == 0) {
  5063. return "weights";
  5064. } else if (p_port == 1) {
  5065. return "pos";
  5066. }
  5067. return "";
  5068. }
  5069. int VisualShaderNodeTextureParameterTriplanar::get_output_port_count() const {
  5070. return 2;
  5071. }
  5072. VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_output_port_type(int p_port) const {
  5073. switch (p_port) {
  5074. case 0:
  5075. return PORT_TYPE_VECTOR_4D;
  5076. case 1:
  5077. return PORT_TYPE_SAMPLER;
  5078. default:
  5079. return PORT_TYPE_SCALAR;
  5080. }
  5081. }
  5082. String VisualShaderNodeTextureParameterTriplanar::get_output_port_name(int p_port) const {
  5083. switch (p_port) {
  5084. case 0:
  5085. return "color";
  5086. case 1:
  5087. return "sampler2D";
  5088. default:
  5089. return "";
  5090. }
  5091. }
  5092. String VisualShaderNodeTextureParameterTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  5093. String code;
  5094. code += "// " + get_caption() + "\n";
  5095. code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  5096. code += " vec4 samp = vec4(0.0);\n";
  5097. code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  5098. code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  5099. code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  5100. code += " return samp;\n";
  5101. code += " }\n";
  5102. code += "\n";
  5103. code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  5104. code += " uniform vec3 triplanar_offset;\n";
  5105. code += " uniform float triplanar_sharpness = 0.5;\n";
  5106. code += "\n";
  5107. code += " varying vec3 triplanar_power_normal;\n";
  5108. code += " varying vec3 triplanar_pos;\n";
  5109. return code;
  5110. }
  5111. String VisualShaderNodeTextureParameterTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5112. String code;
  5113. if (p_type == VisualShader::TYPE_VERTEX) {
  5114. code += "// " + get_caption() + "\n";
  5115. code += " {\n";
  5116. code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  5117. code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  5118. code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  5119. code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  5120. code += " }\n";
  5121. }
  5122. return code;
  5123. }
  5124. String VisualShaderNodeTextureParameterTriplanar::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5125. String code = _get_qual_str() + "uniform sampler2D " + get_parameter_name();
  5126. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
  5127. code += ";\n";
  5128. return code;
  5129. }
  5130. String VisualShaderNodeTextureParameterTriplanar::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 {
  5131. String id = get_parameter_name();
  5132. String code;
  5133. if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5134. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  5135. } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5136. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  5137. } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
  5138. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  5139. } else {
  5140. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  5141. }
  5142. return code;
  5143. }
  5144. bool VisualShaderNodeTextureParameterTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5145. if (p_port == 0) {
  5146. return true;
  5147. } else if (p_port == 1) {
  5148. return true;
  5149. }
  5150. return false;
  5151. }
  5152. VisualShaderNodeTextureParameterTriplanar::VisualShaderNodeTextureParameterTriplanar() {
  5153. }
  5154. ////////////// Texture2DArray Parameter
  5155. String VisualShaderNodeTexture2DArrayParameter::get_caption() const {
  5156. return "Texture2DArrayParameter";
  5157. }
  5158. String VisualShaderNodeTexture2DArrayParameter::get_output_port_name(int p_port) const {
  5159. return "sampler2DArray";
  5160. }
  5161. String VisualShaderNodeTexture2DArrayParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5162. String code = _get_qual_str() + "uniform sampler2DArray " + get_parameter_name();
  5163. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
  5164. code += ";\n";
  5165. return code;
  5166. }
  5167. VisualShaderNodeTexture2DArrayParameter::VisualShaderNodeTexture2DArrayParameter() {
  5168. }
  5169. ////////////// Texture3D Parameter
  5170. String VisualShaderNodeTexture3DParameter::get_caption() const {
  5171. return "Texture3DParameter";
  5172. }
  5173. String VisualShaderNodeTexture3DParameter::get_output_port_name(int p_port) const {
  5174. return "sampler3D";
  5175. }
  5176. String VisualShaderNodeTexture3DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5177. String code = _get_qual_str() + "uniform sampler3D " + get_parameter_name();
  5178. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
  5179. code += ";\n";
  5180. return code;
  5181. }
  5182. VisualShaderNodeTexture3DParameter::VisualShaderNodeTexture3DParameter() {
  5183. }
  5184. ////////////// Cubemap Parameter
  5185. String VisualShaderNodeCubemapParameter::get_caption() const {
  5186. return "CubemapParameter";
  5187. }
  5188. String VisualShaderNodeCubemapParameter::get_output_port_name(int p_port) const {
  5189. return "samplerCube";
  5190. }
  5191. String VisualShaderNodeCubemapParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5192. String code = _get_qual_str() + "uniform samplerCube " + get_parameter_name();
  5193. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
  5194. code += ";\n";
  5195. return code;
  5196. }
  5197. VisualShaderNodeCubemapParameter::VisualShaderNodeCubemapParameter() {
  5198. }
  5199. ////////////// If
  5200. String VisualShaderNodeIf::get_caption() const {
  5201. return "If";
  5202. }
  5203. int VisualShaderNodeIf::get_input_port_count() const {
  5204. return 6;
  5205. }
  5206. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  5207. if (p_port == 0 || p_port == 1 || p_port == 2) {
  5208. return PORT_TYPE_SCALAR;
  5209. }
  5210. return PORT_TYPE_VECTOR_3D;
  5211. }
  5212. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  5213. switch (p_port) {
  5214. case 0:
  5215. return "a";
  5216. case 1:
  5217. return "b";
  5218. case 2:
  5219. return "tolerance";
  5220. case 3:
  5221. return "a == b";
  5222. case 4:
  5223. return "a > b";
  5224. case 5:
  5225. return "a < b";
  5226. default:
  5227. return "";
  5228. }
  5229. }
  5230. int VisualShaderNodeIf::get_output_port_count() const {
  5231. return 1;
  5232. }
  5233. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  5234. return PORT_TYPE_VECTOR_3D;
  5235. }
  5236. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  5237. return "result";
  5238. }
  5239. 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 {
  5240. String code;
  5241. code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  5242. code += " {\n";
  5243. code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  5244. code += " }\n";
  5245. code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  5246. code += " {\n";
  5247. code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  5248. code += " }\n";
  5249. code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  5250. code += " {\n";
  5251. code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  5252. code += " }\n";
  5253. return code;
  5254. }
  5255. VisualShaderNodeIf::VisualShaderNodeIf() {
  5256. simple_decl = false;
  5257. set_input_port_default_value(0, 0.0);
  5258. set_input_port_default_value(1, 0.0);
  5259. set_input_port_default_value(2, CMP_EPSILON);
  5260. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  5261. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  5262. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  5263. }
  5264. ////////////// Switch
  5265. String VisualShaderNodeSwitch::get_caption() const {
  5266. return "Switch";
  5267. }
  5268. int VisualShaderNodeSwitch::get_input_port_count() const {
  5269. return 3;
  5270. }
  5271. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  5272. if (p_port == 0) {
  5273. return PORT_TYPE_BOOLEAN;
  5274. }
  5275. if (p_port == 1 || p_port == 2) {
  5276. switch (op_type) {
  5277. case OP_TYPE_INT:
  5278. return PORT_TYPE_SCALAR_INT;
  5279. case OP_TYPE_VECTOR_2D:
  5280. return PORT_TYPE_VECTOR_2D;
  5281. case OP_TYPE_VECTOR_3D:
  5282. return PORT_TYPE_VECTOR_3D;
  5283. case OP_TYPE_VECTOR_4D:
  5284. return PORT_TYPE_VECTOR_4D;
  5285. case OP_TYPE_BOOLEAN:
  5286. return PORT_TYPE_BOOLEAN;
  5287. case OP_TYPE_TRANSFORM:
  5288. return PORT_TYPE_TRANSFORM;
  5289. default:
  5290. break;
  5291. }
  5292. }
  5293. return PORT_TYPE_SCALAR;
  5294. }
  5295. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  5296. switch (p_port) {
  5297. case 0:
  5298. return "value";
  5299. case 1:
  5300. return "true";
  5301. case 2:
  5302. return "false";
  5303. default:
  5304. return "";
  5305. }
  5306. }
  5307. int VisualShaderNodeSwitch::get_output_port_count() const {
  5308. return 1;
  5309. }
  5310. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  5311. switch (op_type) {
  5312. case OP_TYPE_INT:
  5313. return PORT_TYPE_SCALAR_INT;
  5314. case OP_TYPE_VECTOR_2D:
  5315. return PORT_TYPE_VECTOR_2D;
  5316. case OP_TYPE_VECTOR_3D:
  5317. return PORT_TYPE_VECTOR_3D;
  5318. case OP_TYPE_VECTOR_4D:
  5319. return PORT_TYPE_VECTOR_4D;
  5320. case OP_TYPE_BOOLEAN:
  5321. return PORT_TYPE_BOOLEAN;
  5322. case OP_TYPE_TRANSFORM:
  5323. return PORT_TYPE_TRANSFORM;
  5324. default:
  5325. break;
  5326. }
  5327. return PORT_TYPE_SCALAR;
  5328. }
  5329. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  5330. return "result";
  5331. }
  5332. void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
  5333. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  5334. if (op_type == p_op_type) {
  5335. return;
  5336. }
  5337. switch (p_op_type) {
  5338. case OP_TYPE_FLOAT:
  5339. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  5340. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5341. break;
  5342. case OP_TYPE_INT:
  5343. set_input_port_default_value(1, 1, get_input_port_default_value(1));
  5344. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  5345. break;
  5346. case OP_TYPE_VECTOR_2D:
  5347. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  5348. set_input_port_default_value(2, Vector2(0.0, 0.0), get_input_port_default_value(2));
  5349. break;
  5350. case OP_TYPE_VECTOR_3D:
  5351. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  5352. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0), get_input_port_default_value(2));
  5353. break;
  5354. case OP_TYPE_VECTOR_4D:
  5355. set_input_port_default_value(1, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  5356. set_input_port_default_value(2, Quaternion(0.0, 0.0, 0.0, 0.0), get_input_port_default_value(2));
  5357. break;
  5358. case OP_TYPE_BOOLEAN:
  5359. set_input_port_default_value(1, true);
  5360. set_input_port_default_value(2, false);
  5361. break;
  5362. case OP_TYPE_TRANSFORM:
  5363. set_input_port_default_value(1, Transform3D());
  5364. set_input_port_default_value(2, Transform3D());
  5365. break;
  5366. default:
  5367. break;
  5368. }
  5369. op_type = p_op_type;
  5370. emit_changed();
  5371. }
  5372. VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
  5373. return op_type;
  5374. }
  5375. Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
  5376. Vector<StringName> props;
  5377. props.push_back("op_type");
  5378. return props;
  5379. }
  5380. void VisualShaderNodeSwitch::_bind_methods() { // static
  5381. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
  5382. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
  5383. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_op_type", "get_op_type");
  5384. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  5385. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  5386. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5387. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5388. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  5389. BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
  5390. BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
  5391. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5392. }
  5393. 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 {
  5394. String code;
  5395. code += " if(" + p_input_vars[0] + ")\n";
  5396. code += " {\n";
  5397. code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  5398. code += " }\n";
  5399. code += " else\n";
  5400. code += " {\n";
  5401. code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  5402. code += " }\n";
  5403. return code;
  5404. }
  5405. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  5406. simple_decl = false;
  5407. set_input_port_default_value(0, false);
  5408. set_input_port_default_value(1, 1.0);
  5409. set_input_port_default_value(2, 0.0);
  5410. }
  5411. ////////////// Fresnel
  5412. String VisualShaderNodeFresnel::get_caption() const {
  5413. return "Fresnel";
  5414. }
  5415. int VisualShaderNodeFresnel::get_input_port_count() const {
  5416. return 4;
  5417. }
  5418. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  5419. switch (p_port) {
  5420. case 0:
  5421. return PORT_TYPE_VECTOR_3D;
  5422. case 1:
  5423. return PORT_TYPE_VECTOR_3D;
  5424. case 2:
  5425. return PORT_TYPE_BOOLEAN;
  5426. case 3:
  5427. return PORT_TYPE_SCALAR;
  5428. default:
  5429. return PORT_TYPE_VECTOR_3D;
  5430. }
  5431. }
  5432. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  5433. switch (p_port) {
  5434. case 0:
  5435. return "normal";
  5436. case 1:
  5437. return "view";
  5438. case 2:
  5439. return "invert";
  5440. case 3:
  5441. return "power";
  5442. default:
  5443. return "";
  5444. }
  5445. }
  5446. int VisualShaderNodeFresnel::get_output_port_count() const {
  5447. return 1;
  5448. }
  5449. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  5450. return PORT_TYPE_SCALAR;
  5451. }
  5452. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  5453. return "result";
  5454. }
  5455. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  5456. if (p_port == 2) {
  5457. return false;
  5458. }
  5459. return true;
  5460. }
  5461. 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 {
  5462. String normal;
  5463. String view;
  5464. if (p_input_vars[0].is_empty()) {
  5465. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5466. normal = "NORMAL";
  5467. } else {
  5468. normal = "vec3(0.0)";
  5469. }
  5470. } else {
  5471. normal = p_input_vars[0];
  5472. }
  5473. if (p_input_vars[1].is_empty()) {
  5474. if (p_mode == Shader::MODE_SPATIAL) {
  5475. view = "VIEW";
  5476. } else {
  5477. view = "vec3(0.0)";
  5478. }
  5479. } else {
  5480. view = p_input_vars[1];
  5481. }
  5482. if (is_input_port_connected(2)) {
  5483. 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";
  5484. } else {
  5485. if (get_input_port_default_value(2)) {
  5486. return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5487. } else {
  5488. return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5489. }
  5490. }
  5491. }
  5492. bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5493. if (p_port == 0) {
  5494. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5495. return true;
  5496. }
  5497. } else if (p_port == 1) {
  5498. if (p_mode == Shader::MODE_SPATIAL) {
  5499. return true;
  5500. }
  5501. }
  5502. return false;
  5503. }
  5504. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  5505. set_input_port_default_value(2, false);
  5506. set_input_port_default_value(3, 1.0);
  5507. }
  5508. ////////////// Is
  5509. String VisualShaderNodeIs::get_caption() const {
  5510. return "Is";
  5511. }
  5512. int VisualShaderNodeIs::get_input_port_count() const {
  5513. return 1;
  5514. }
  5515. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  5516. return PORT_TYPE_SCALAR;
  5517. }
  5518. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  5519. return "";
  5520. }
  5521. int VisualShaderNodeIs::get_output_port_count() const {
  5522. return 1;
  5523. }
  5524. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  5525. return PORT_TYPE_BOOLEAN;
  5526. }
  5527. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  5528. return "";
  5529. }
  5530. 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 {
  5531. static const char *functions[FUNC_MAX] = {
  5532. "isinf($)",
  5533. "isnan($)"
  5534. };
  5535. String code;
  5536. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  5537. return code;
  5538. }
  5539. void VisualShaderNodeIs::set_function(Function p_func) {
  5540. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5541. if (func == p_func) {
  5542. return;
  5543. }
  5544. func = p_func;
  5545. emit_changed();
  5546. }
  5547. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  5548. return func;
  5549. }
  5550. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  5551. Vector<StringName> props;
  5552. props.push_back("function");
  5553. return props;
  5554. }
  5555. void VisualShaderNodeIs::_bind_methods() {
  5556. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  5557. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  5558. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  5559. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  5560. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  5561. BIND_ENUM_CONSTANT(FUNC_MAX);
  5562. }
  5563. VisualShaderNodeIs::VisualShaderNodeIs() {
  5564. set_input_port_default_value(0, 0.0);
  5565. }
  5566. ////////////// Compare
  5567. String VisualShaderNodeCompare::get_caption() const {
  5568. return "Compare";
  5569. }
  5570. int VisualShaderNodeCompare::get_input_port_count() const {
  5571. if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  5572. return 3;
  5573. }
  5574. return 2;
  5575. }
  5576. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  5577. switch (comparison_type) {
  5578. case CTYPE_SCALAR:
  5579. return PORT_TYPE_SCALAR;
  5580. case CTYPE_SCALAR_INT:
  5581. return PORT_TYPE_SCALAR_INT;
  5582. case CTYPE_VECTOR_2D:
  5583. return PORT_TYPE_VECTOR_2D;
  5584. case CTYPE_VECTOR_3D:
  5585. return PORT_TYPE_VECTOR_3D;
  5586. case CTYPE_VECTOR_4D:
  5587. return PORT_TYPE_VECTOR_4D;
  5588. case CTYPE_BOOLEAN:
  5589. return PORT_TYPE_BOOLEAN;
  5590. case CTYPE_TRANSFORM:
  5591. return PORT_TYPE_TRANSFORM;
  5592. default:
  5593. return PORT_TYPE_SCALAR;
  5594. }
  5595. }
  5596. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  5597. if (p_port == 0) {
  5598. return "a";
  5599. } else if (p_port == 1) {
  5600. return "b";
  5601. } else if (p_port == 2) {
  5602. return "tolerance";
  5603. }
  5604. return "";
  5605. }
  5606. int VisualShaderNodeCompare::get_output_port_count() const {
  5607. return 1;
  5608. }
  5609. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  5610. return PORT_TYPE_BOOLEAN;
  5611. }
  5612. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  5613. if (p_port == 0) {
  5614. return "result";
  5615. }
  5616. return "";
  5617. }
  5618. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  5619. if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
  5620. if (func > FUNC_NOT_EQUAL) {
  5621. return RTR("Invalid comparison function for that type.");
  5622. }
  5623. }
  5624. return "";
  5625. }
  5626. 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 {
  5627. static const char *operators[FUNC_MAX] = {
  5628. "==",
  5629. "!=",
  5630. ">",
  5631. ">=",
  5632. "<",
  5633. "<=",
  5634. };
  5635. static const char *functions[FUNC_MAX] = {
  5636. "equal($)",
  5637. "notEqual($)",
  5638. "greaterThan($)",
  5639. "greaterThanEqual($)",
  5640. "lessThan($)",
  5641. "lessThanEqual($)",
  5642. };
  5643. static const char *conditions[COND_MAX] = {
  5644. "all($)",
  5645. "any($)",
  5646. };
  5647. String code;
  5648. switch (comparison_type) {
  5649. case CTYPE_SCALAR: {
  5650. if (func == FUNC_EQUAL) {
  5651. code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  5652. } else if (func == FUNC_NOT_EQUAL) {
  5653. code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  5654. } else {
  5655. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5656. }
  5657. } break;
  5658. case CTYPE_SCALAR_INT: {
  5659. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5660. } break;
  5661. case CTYPE_VECTOR_2D: {
  5662. code += " {\n";
  5663. code += " bvec2 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5664. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5665. code += " }\n";
  5666. } break;
  5667. case CTYPE_VECTOR_3D: {
  5668. code += " {\n";
  5669. code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5670. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5671. code += " }\n";
  5672. } break;
  5673. case CTYPE_VECTOR_4D: {
  5674. code += " {\n";
  5675. code += " bvec4 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5676. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5677. code += " }\n";
  5678. } break;
  5679. case CTYPE_BOOLEAN: {
  5680. if (func > FUNC_NOT_EQUAL) {
  5681. return " " + p_output_vars[0] + " = false;\n";
  5682. }
  5683. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5684. } break;
  5685. case CTYPE_TRANSFORM: {
  5686. if (func > FUNC_NOT_EQUAL) {
  5687. return " " + p_output_vars[0] + " = false;\n";
  5688. }
  5689. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5690. } break;
  5691. default:
  5692. break;
  5693. }
  5694. return code;
  5695. }
  5696. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
  5697. ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
  5698. if (comparison_type == p_comparison_type) {
  5699. return;
  5700. }
  5701. switch (p_comparison_type) {
  5702. case CTYPE_SCALAR:
  5703. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  5704. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  5705. simple_decl = true;
  5706. break;
  5707. case CTYPE_SCALAR_INT:
  5708. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  5709. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  5710. simple_decl = true;
  5711. break;
  5712. case CTYPE_VECTOR_2D:
  5713. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  5714. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  5715. simple_decl = false;
  5716. break;
  5717. case CTYPE_VECTOR_3D:
  5718. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  5719. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  5720. simple_decl = false;
  5721. break;
  5722. case CTYPE_VECTOR_4D:
  5723. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  5724. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  5725. simple_decl = false;
  5726. break;
  5727. case CTYPE_BOOLEAN:
  5728. set_input_port_default_value(0, false);
  5729. set_input_port_default_value(1, false);
  5730. simple_decl = true;
  5731. break;
  5732. case CTYPE_TRANSFORM:
  5733. set_input_port_default_value(0, Transform3D());
  5734. set_input_port_default_value(1, Transform3D());
  5735. simple_decl = true;
  5736. break;
  5737. default:
  5738. break;
  5739. }
  5740. comparison_type = p_comparison_type;
  5741. emit_changed();
  5742. }
  5743. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  5744. return comparison_type;
  5745. }
  5746. void VisualShaderNodeCompare::set_function(Function p_func) {
  5747. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5748. if (func == p_func) {
  5749. return;
  5750. }
  5751. func = p_func;
  5752. emit_changed();
  5753. }
  5754. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  5755. return func;
  5756. }
  5757. void VisualShaderNodeCompare::set_condition(Condition p_condition) {
  5758. ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
  5759. if (condition == p_condition) {
  5760. return;
  5761. }
  5762. condition = p_condition;
  5763. emit_changed();
  5764. }
  5765. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  5766. return condition;
  5767. }
  5768. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  5769. Vector<StringName> props;
  5770. props.push_back("type");
  5771. props.push_back("function");
  5772. if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D || comparison_type == CTYPE_VECTOR_4D) {
  5773. props.push_back("condition");
  5774. }
  5775. return props;
  5776. }
  5777. void VisualShaderNodeCompare::_bind_methods() {
  5778. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  5779. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  5780. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  5781. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  5782. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  5783. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  5784. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  5785. 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");
  5786. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  5787. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  5788. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  5789. BIND_ENUM_CONSTANT(CTYPE_VECTOR_2D);
  5790. BIND_ENUM_CONSTANT(CTYPE_VECTOR_3D);
  5791. BIND_ENUM_CONSTANT(CTYPE_VECTOR_4D);
  5792. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  5793. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  5794. BIND_ENUM_CONSTANT(CTYPE_MAX);
  5795. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  5796. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  5797. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  5798. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  5799. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  5800. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  5801. BIND_ENUM_CONSTANT(FUNC_MAX);
  5802. BIND_ENUM_CONSTANT(COND_ALL);
  5803. BIND_ENUM_CONSTANT(COND_ANY);
  5804. BIND_ENUM_CONSTANT(COND_MAX);
  5805. }
  5806. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  5807. set_input_port_default_value(0, 0.0);
  5808. set_input_port_default_value(1, 0.0);
  5809. set_input_port_default_value(2, CMP_EPSILON);
  5810. }
  5811. ////////////// Fma
  5812. String VisualShaderNodeMultiplyAdd::get_caption() const {
  5813. return "MultiplyAdd";
  5814. }
  5815. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  5816. return 3;
  5817. }
  5818. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  5819. switch (op_type) {
  5820. case OP_TYPE_VECTOR_2D:
  5821. return PORT_TYPE_VECTOR_2D;
  5822. case OP_TYPE_VECTOR_3D:
  5823. return PORT_TYPE_VECTOR_3D;
  5824. case OP_TYPE_VECTOR_4D:
  5825. return PORT_TYPE_VECTOR_4D;
  5826. default:
  5827. break;
  5828. }
  5829. return PORT_TYPE_SCALAR;
  5830. }
  5831. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  5832. if (p_port == 0) {
  5833. return "a";
  5834. } else if (p_port == 1) {
  5835. return "b(*)";
  5836. } else if (p_port == 2) {
  5837. return "c(+)";
  5838. }
  5839. return "";
  5840. }
  5841. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  5842. return 1;
  5843. }
  5844. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  5845. switch (op_type) {
  5846. case OP_TYPE_VECTOR_2D:
  5847. return PORT_TYPE_VECTOR_2D;
  5848. case OP_TYPE_VECTOR_3D:
  5849. return PORT_TYPE_VECTOR_3D;
  5850. case OP_TYPE_VECTOR_4D:
  5851. return PORT_TYPE_VECTOR_4D;
  5852. default:
  5853. break;
  5854. }
  5855. return PORT_TYPE_SCALAR;
  5856. }
  5857. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  5858. return "";
  5859. }
  5860. 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 {
  5861. return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  5862. }
  5863. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  5864. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  5865. if (op_type == p_op_type) {
  5866. return;
  5867. }
  5868. switch (p_op_type) {
  5869. case OP_TYPE_SCALAR: {
  5870. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  5871. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  5872. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5873. } break;
  5874. case OP_TYPE_VECTOR_2D: {
  5875. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  5876. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  5877. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  5878. } break;
  5879. case OP_TYPE_VECTOR_3D: {
  5880. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  5881. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  5882. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  5883. } break;
  5884. case OP_TYPE_VECTOR_4D: {
  5885. set_input_port_default_value(0, Vector4(), get_input_port_default_value(0));
  5886. set_input_port_default_value(1, Vector4(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  5887. set_input_port_default_value(2, Vector4(), get_input_port_default_value(2));
  5888. } break;
  5889. default:
  5890. break;
  5891. }
  5892. op_type = p_op_type;
  5893. emit_changed();
  5894. }
  5895. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  5896. return op_type;
  5897. }
  5898. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  5899. Vector<StringName> props;
  5900. props.push_back("op_type");
  5901. return props;
  5902. }
  5903. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  5904. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  5905. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  5906. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  5907. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  5908. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5909. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5910. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  5911. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5912. }
  5913. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  5914. set_input_port_default_value(0, 0.0);
  5915. set_input_port_default_value(1, 1.0);
  5916. set_input_port_default_value(2, 0.0);
  5917. }
  5918. ////////////// Billboard
  5919. String VisualShaderNodeBillboard::get_caption() const {
  5920. return "GetBillboardMatrix";
  5921. }
  5922. int VisualShaderNodeBillboard::get_input_port_count() const {
  5923. return 0;
  5924. }
  5925. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
  5926. return PORT_TYPE_SCALAR;
  5927. }
  5928. String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
  5929. return "";
  5930. }
  5931. int VisualShaderNodeBillboard::get_output_port_count() const {
  5932. return 1;
  5933. }
  5934. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
  5935. return PORT_TYPE_TRANSFORM;
  5936. }
  5937. String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
  5938. return "model_view_matrix";
  5939. }
  5940. 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 {
  5941. String code;
  5942. switch (billboard_type) {
  5943. case BILLBOARD_TYPE_ENABLED:
  5944. code += " {\n";
  5945. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
  5946. if (keep_scale) {
  5947. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5948. }
  5949. code += " " + p_output_vars[0] + " = __mvm;\n";
  5950. code += " }\n";
  5951. break;
  5952. case BILLBOARD_TYPE_FIXED_Y:
  5953. code += " {\n";
  5954. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], MODEL_MATRIX[1], vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, MODEL_MATRIX[1].xyz)), 0.0), MODEL_MATRIX[3]);\n";
  5955. if (keep_scale) {
  5956. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5957. } else {
  5958. code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5959. }
  5960. code += " " + p_output_vars[0] + " = __mvm;\n";
  5961. code += " }\n";
  5962. break;
  5963. case BILLBOARD_TYPE_PARTICLES:
  5964. code += " {\n";
  5965. code += " mat4 __wm = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";
  5966. 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";
  5967. code += " " + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n";
  5968. code += " }\n";
  5969. break;
  5970. default:
  5971. code += " " + p_output_vars[0] + " = mat4(1.0);\n";
  5972. break;
  5973. }
  5974. return code;
  5975. }
  5976. bool VisualShaderNodeBillboard::is_show_prop_names() const {
  5977. return true;
  5978. }
  5979. void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
  5980. ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
  5981. if (billboard_type == p_billboard_type) {
  5982. return;
  5983. }
  5984. billboard_type = p_billboard_type;
  5985. simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
  5986. set_disabled(simple_decl);
  5987. emit_changed();
  5988. }
  5989. VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
  5990. return billboard_type;
  5991. }
  5992. void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
  5993. keep_scale = p_enabled;
  5994. emit_changed();
  5995. }
  5996. bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
  5997. return keep_scale;
  5998. }
  5999. Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
  6000. Vector<StringName> props;
  6001. props.push_back("billboard_type");
  6002. if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
  6003. props.push_back("keep_scale");
  6004. }
  6005. return props;
  6006. }
  6007. void VisualShaderNodeBillboard::_bind_methods() {
  6008. ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
  6009. ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
  6010. ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
  6011. ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
  6012. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
  6013. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
  6014. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
  6015. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
  6016. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
  6017. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
  6018. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
  6019. }
  6020. VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
  6021. simple_decl = false;
  6022. }
  6023. ////////////// DistanceFade
  6024. String VisualShaderNodeDistanceFade::get_caption() const {
  6025. return "DistanceFade";
  6026. }
  6027. int VisualShaderNodeDistanceFade::get_input_port_count() const {
  6028. return 2;
  6029. }
  6030. VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_input_port_type(int p_port) const {
  6031. switch (p_port) {
  6032. case 0:
  6033. return PORT_TYPE_SCALAR;
  6034. case 1:
  6035. return PORT_TYPE_SCALAR;
  6036. }
  6037. return PORT_TYPE_SCALAR;
  6038. }
  6039. String VisualShaderNodeDistanceFade::get_input_port_name(int p_port) const {
  6040. switch (p_port) {
  6041. case 0:
  6042. return "min";
  6043. case 1:
  6044. return "max";
  6045. }
  6046. return "";
  6047. }
  6048. int VisualShaderNodeDistanceFade::get_output_port_count() const {
  6049. return 1;
  6050. }
  6051. VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_output_port_type(int p_port) const {
  6052. return PORT_TYPE_SCALAR;
  6053. }
  6054. String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const {
  6055. return "amount";
  6056. }
  6057. bool VisualShaderNodeDistanceFade::has_output_port_preview(int p_port) const {
  6058. return false;
  6059. }
  6060. String VisualShaderNodeDistanceFade::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 {
  6061. String code;
  6062. code += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
  6063. return code;
  6064. }
  6065. VisualShaderNodeDistanceFade::VisualShaderNodeDistanceFade() {
  6066. set_input_port_default_value(0, 0.0);
  6067. set_input_port_default_value(1, 10.0);
  6068. }
  6069. ////////////// ProximityFade
  6070. String VisualShaderNodeProximityFade::get_caption() const {
  6071. return "ProximityFade";
  6072. }
  6073. int VisualShaderNodeProximityFade::get_input_port_count() const {
  6074. return 1;
  6075. }
  6076. VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_input_port_type(int p_port) const {
  6077. return PORT_TYPE_SCALAR;
  6078. }
  6079. String VisualShaderNodeProximityFade::get_input_port_name(int p_port) const {
  6080. return "distance";
  6081. }
  6082. int VisualShaderNodeProximityFade::get_output_port_count() const {
  6083. return 1;
  6084. }
  6085. VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_output_port_type(int p_port) const {
  6086. return PORT_TYPE_SCALAR;
  6087. }
  6088. String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const {
  6089. return "fade";
  6090. }
  6091. bool VisualShaderNodeProximityFade::has_output_port_preview(int p_port) const {
  6092. return false;
  6093. }
  6094. String VisualShaderNodeProximityFade::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 {
  6095. String code;
  6096. String proximity_fade_distance = vformat("%s", p_input_vars[0]);
  6097. code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n";
  6098. if (!RenderingServer::get_singleton()->is_low_end()) {
  6099. code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
  6100. } else {
  6101. code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);\n";
  6102. }
  6103. code += " __depth_world_pos.xyz /= __depth_world_pos.w;\n";
  6104. code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);
  6105. return code;
  6106. }
  6107. VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() {
  6108. set_input_port_default_value(0, 1.0);
  6109. }
  6110. ////////////// Random Range
  6111. String VisualShaderNodeRandomRange::get_caption() const {
  6112. return "RandomRange";
  6113. }
  6114. int VisualShaderNodeRandomRange::get_input_port_count() const {
  6115. return 3;
  6116. }
  6117. VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_input_port_type(int p_port) const {
  6118. switch (p_port) {
  6119. case 0:
  6120. return PORT_TYPE_VECTOR_3D;
  6121. case 1:
  6122. return PORT_TYPE_SCALAR;
  6123. case 2:
  6124. return PORT_TYPE_SCALAR;
  6125. default:
  6126. break;
  6127. }
  6128. return PORT_TYPE_SCALAR;
  6129. }
  6130. String VisualShaderNodeRandomRange::get_input_port_name(int p_port) const {
  6131. switch (p_port) {
  6132. case 0:
  6133. return "seed";
  6134. case 1:
  6135. return "min";
  6136. case 2:
  6137. return "max";
  6138. default:
  6139. break;
  6140. }
  6141. return "";
  6142. }
  6143. int VisualShaderNodeRandomRange::get_output_port_count() const {
  6144. return 1;
  6145. }
  6146. VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_output_port_type(int p_port) const {
  6147. return PORT_TYPE_SCALAR;
  6148. }
  6149. String VisualShaderNodeRandomRange::get_output_port_name(int p_port) const {
  6150. return "value";
  6151. }
  6152. String VisualShaderNodeRandomRange::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  6153. String code;
  6154. code += "\n\n";
  6155. code += "// 3D Noise with friendly permission by Inigo Quilez\n";
  6156. code += "vec3 hash_noise_range( vec3 p ) {\n";
  6157. code += " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3));\n";
  6158. code += " return 2.0 * fract(fract(p)*4375.55) -1.;\n";
  6159. code += "}\n";
  6160. code += "\n";
  6161. return code;
  6162. }
  6163. String VisualShaderNodeRandomRange::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 {
  6164. String code;
  6165. code += vformat(" %s = mix(%s, %s, hash_noise_range(%s).x);\n", p_output_vars[0], p_input_vars[1], p_input_vars[2], p_input_vars[0]);
  6166. return code;
  6167. }
  6168. VisualShaderNodeRandomRange::VisualShaderNodeRandomRange() {
  6169. set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
  6170. set_input_port_default_value(1, 0.0);
  6171. set_input_port_default_value(2, 1.0);
  6172. }
  6173. ////////////// Remap
  6174. String VisualShaderNodeRemap::get_caption() const {
  6175. return "Remap";
  6176. }
  6177. int VisualShaderNodeRemap::get_input_port_count() const {
  6178. return 5;
  6179. }
  6180. VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {
  6181. switch (p_port) {
  6182. case 0:
  6183. return PORT_TYPE_SCALAR;
  6184. case 1:
  6185. return PORT_TYPE_SCALAR;
  6186. case 2:
  6187. return PORT_TYPE_SCALAR;
  6188. case 3:
  6189. return PORT_TYPE_SCALAR;
  6190. case 4:
  6191. return PORT_TYPE_SCALAR;
  6192. default:
  6193. break;
  6194. }
  6195. return PORT_TYPE_SCALAR;
  6196. }
  6197. String VisualShaderNodeRemap::get_input_port_name(int p_port) const {
  6198. switch (p_port) {
  6199. case 0:
  6200. return "value";
  6201. case 1:
  6202. return "input min";
  6203. case 2:
  6204. return "input max";
  6205. case 3:
  6206. return "output min";
  6207. case 4:
  6208. return "output max";
  6209. default:
  6210. break;
  6211. }
  6212. return "";
  6213. }
  6214. int VisualShaderNodeRemap::get_output_port_count() const {
  6215. return 1;
  6216. }
  6217. VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {
  6218. return PORT_TYPE_SCALAR;
  6219. }
  6220. String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
  6221. return "value";
  6222. }
  6223. String VisualShaderNodeRemap::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 {
  6224. String code;
  6225. code += vformat(" float _input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
  6226. code += vformat(" float _output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
  6227. code += vformat(" %s = %s + _output_range * ((%s - %s) / _input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6228. return code;
  6229. }
  6230. VisualShaderNodeRemap::VisualShaderNodeRemap() {
  6231. set_input_port_default_value(1, 0.0);
  6232. set_input_port_default_value(2, 1.0);
  6233. set_input_port_default_value(3, 0.0);
  6234. set_input_port_default_value(4, 1.0);
  6235. }