visual_shader_nodes.cpp 120 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) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 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. ////////////// Scalar
  32. String VisualShaderNodeScalarConstant::get_caption() const {
  33. return "Scalar";
  34. }
  35. int VisualShaderNodeScalarConstant::get_input_port_count() const {
  36. return 0;
  37. }
  38. VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_input_port_type(int p_port) const {
  39. return PORT_TYPE_SCALAR;
  40. }
  41. String VisualShaderNodeScalarConstant::get_input_port_name(int p_port) const {
  42. return String();
  43. }
  44. int VisualShaderNodeScalarConstant::get_output_port_count() const {
  45. return 1;
  46. }
  47. VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_output_port_type(int p_port) const {
  48. return PORT_TYPE_SCALAR;
  49. }
  50. String VisualShaderNodeScalarConstant::get_output_port_name(int p_port) const {
  51. return ""; //no output port means the editor will be used as port
  52. }
  53. String VisualShaderNodeScalarConstant::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 {
  54. return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  55. }
  56. void VisualShaderNodeScalarConstant::set_constant(float p_value) {
  57. constant = p_value;
  58. emit_changed();
  59. }
  60. float VisualShaderNodeScalarConstant::get_constant() const {
  61. return constant;
  62. }
  63. Vector<StringName> VisualShaderNodeScalarConstant::get_editable_properties() const {
  64. Vector<StringName> props;
  65. props.push_back("constant");
  66. return props;
  67. }
  68. void VisualShaderNodeScalarConstant::_bind_methods() {
  69. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeScalarConstant::set_constant);
  70. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeScalarConstant::get_constant);
  71. ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant"), "set_constant", "get_constant");
  72. }
  73. VisualShaderNodeScalarConstant::VisualShaderNodeScalarConstant() {
  74. constant = 0;
  75. }
  76. ////////////// Boolean
  77. String VisualShaderNodeBooleanConstant::get_caption() const {
  78. return "Boolean";
  79. }
  80. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  81. return 0;
  82. }
  83. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  84. return PORT_TYPE_BOOLEAN;
  85. }
  86. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  87. return String();
  88. }
  89. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  90. return 1;
  91. }
  92. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  93. return PORT_TYPE_BOOLEAN;
  94. }
  95. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  96. return ""; //no output port means the editor will be used as port
  97. }
  98. 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 {
  99. return "\t" + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  100. }
  101. void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
  102. constant = p_value;
  103. emit_changed();
  104. }
  105. bool VisualShaderNodeBooleanConstant::get_constant() const {
  106. return constant;
  107. }
  108. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  109. Vector<StringName> props;
  110. props.push_back("constant");
  111. return props;
  112. }
  113. void VisualShaderNodeBooleanConstant::_bind_methods() {
  114. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
  115. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  116. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  117. }
  118. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  119. constant = false;
  120. }
  121. ////////////// Color
  122. String VisualShaderNodeColorConstant::get_caption() const {
  123. return "Color";
  124. }
  125. int VisualShaderNodeColorConstant::get_input_port_count() const {
  126. return 0;
  127. }
  128. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  129. return PORT_TYPE_VECTOR;
  130. }
  131. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  132. return String();
  133. }
  134. int VisualShaderNodeColorConstant::get_output_port_count() const {
  135. return 2;
  136. }
  137. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  138. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  139. }
  140. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  141. return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
  142. }
  143. 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 {
  144. String code;
  145. code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n";
  146. code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
  147. return code;
  148. }
  149. void VisualShaderNodeColorConstant::set_constant(Color p_value) {
  150. constant = p_value;
  151. emit_changed();
  152. }
  153. Color VisualShaderNodeColorConstant::get_constant() const {
  154. return constant;
  155. }
  156. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  157. Vector<StringName> props;
  158. props.push_back("constant");
  159. return props;
  160. }
  161. void VisualShaderNodeColorConstant::_bind_methods() {
  162. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant);
  163. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  164. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  165. }
  166. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  167. constant = Color(1, 1, 1, 1);
  168. }
  169. ////////////// Vector
  170. String VisualShaderNodeVec3Constant::get_caption() const {
  171. return "Vector";
  172. }
  173. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  174. return 0;
  175. }
  176. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  177. return PORT_TYPE_VECTOR;
  178. }
  179. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  180. return String();
  181. }
  182. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  183. return 1;
  184. }
  185. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  186. return PORT_TYPE_VECTOR;
  187. }
  188. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  189. return ""; //no output port means the editor will be used as port
  190. }
  191. 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 {
  192. return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n";
  193. }
  194. void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
  195. constant = p_value;
  196. emit_changed();
  197. }
  198. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  199. return constant;
  200. }
  201. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  202. Vector<StringName> props;
  203. props.push_back("constant");
  204. return props;
  205. }
  206. void VisualShaderNodeVec3Constant::_bind_methods() {
  207. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant);
  208. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  209. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  210. }
  211. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  212. }
  213. ////////////// Transform
  214. String VisualShaderNodeTransformConstant::get_caption() const {
  215. return "Transform";
  216. }
  217. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  218. return 0;
  219. }
  220. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  221. return PORT_TYPE_VECTOR;
  222. }
  223. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  224. return String();
  225. }
  226. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  227. return 1;
  228. }
  229. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  230. return PORT_TYPE_TRANSFORM;
  231. }
  232. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  233. return ""; //no output port means the editor will be used as port
  234. }
  235. 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 {
  236. Transform t = constant;
  237. t.basis.transpose();
  238. String code = "\t" + p_output_vars[0] + " = mat4(";
  239. code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  240. code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  241. code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  242. code += vformat("vec4(%.6f,%.6f,%.6f,1.0) );\n", t.origin.x, t.origin.y, t.origin.z);
  243. return code;
  244. }
  245. void VisualShaderNodeTransformConstant::set_constant(Transform p_value) {
  246. constant = p_value;
  247. emit_changed();
  248. }
  249. Transform VisualShaderNodeTransformConstant::get_constant() const {
  250. return constant;
  251. }
  252. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  253. Vector<StringName> props;
  254. props.push_back("constant");
  255. return props;
  256. }
  257. void VisualShaderNodeTransformConstant::_bind_methods() {
  258. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant);
  259. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  260. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant");
  261. }
  262. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  263. }
  264. ////////////// Texture
  265. String VisualShaderNodeTexture::get_caption() const {
  266. return "Texture";
  267. }
  268. int VisualShaderNodeTexture::get_input_port_count() const {
  269. return 3;
  270. }
  271. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  272. switch (p_port) {
  273. case 0:
  274. return PORT_TYPE_VECTOR;
  275. case 1:
  276. return PORT_TYPE_SCALAR;
  277. case 2:
  278. return PORT_TYPE_SAMPLER;
  279. default:
  280. return PORT_TYPE_SCALAR;
  281. }
  282. }
  283. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  284. switch (p_port) {
  285. case 0:
  286. return "uv";
  287. case 1:
  288. return "lod";
  289. case 2:
  290. return "sampler2D";
  291. default:
  292. return "";
  293. }
  294. }
  295. int VisualShaderNodeTexture::get_output_port_count() const {
  296. return 2;
  297. }
  298. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  299. if (p_port == 0 && source == SOURCE_DEPTH)
  300. return PORT_TYPE_SCALAR;
  301. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  302. }
  303. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  304. if (p_port == 0 && source == SOURCE_DEPTH)
  305. return "depth";
  306. return p_port == 0 ? "rgb" : "alpha";
  307. }
  308. String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
  309. if (p_port == 0) {
  310. return "UV.xy";
  311. }
  312. return "";
  313. }
  314. static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  315. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
  316. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  317. }
  318. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  319. VisualShader::DefaultTextureParam dtp;
  320. dtp.name = make_unique_id(p_type, p_id, "tex");
  321. dtp.param = texture;
  322. Vector<VisualShader::DefaultTextureParam> ret;
  323. ret.push_back(dtp);
  324. return ret;
  325. }
  326. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  327. if (source == SOURCE_TEXTURE) {
  328. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  329. switch (texture_type) {
  330. case TYPE_DATA: break;
  331. case TYPE_COLOR: u += " : hint_albedo"; break;
  332. case TYPE_NORMALMAP: u += " : hint_normal"; break;
  333. }
  334. return u + ";";
  335. }
  336. return String();
  337. }
  338. 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 {
  339. if (source == SOURCE_TEXTURE) {
  340. String id = make_unique_id(p_type, p_id, "tex");
  341. String code;
  342. if (p_input_vars[0] == String()) { // Use UV by default.
  343. if (p_input_vars[1] == String()) {
  344. code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
  345. } else {
  346. code += "\tvec4 " + id + "_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
  347. }
  348. } else if (p_input_vars[1] == String()) {
  349. //no lod
  350. code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  351. } else {
  352. code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  353. }
  354. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  355. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  356. return code;
  357. }
  358. if (source == SOURCE_PORT) {
  359. String id = p_input_vars[2];
  360. String code;
  361. code += "\t{\n";
  362. if (id == String()) {
  363. code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
  364. } else {
  365. if (p_input_vars[0] == String()) { // Use UV by default.
  366. if (p_input_vars[1] == String()) {
  367. code += "\t\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
  368. } else {
  369. code += "\t\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
  370. }
  371. } else if (p_input_vars[1] == String()) {
  372. //no lod
  373. code += "\t\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  374. } else {
  375. code += "\t\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  376. }
  377. code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  378. code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  379. }
  380. code += "\t}\n";
  381. return code;
  382. }
  383. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  384. String code = "\t{\n";
  385. if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
  386. if (p_input_vars[1] == String()) {
  387. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , 0.0 );\n";
  388. } else {
  389. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , " + p_input_vars[1] + ");\n";
  390. }
  391. } else if (p_input_vars[1] == String()) {
  392. //no lod
  393. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , 0.0 );\n";
  394. } else {
  395. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  396. }
  397. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  398. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  399. code += "\t}\n";
  400. return code;
  401. }
  402. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  403. String code = "\t{\n";
  404. if (p_input_vars[0] == String()) { // Use UV by default.
  405. if (p_input_vars[1] == String()) {
  406. code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
  407. } else {
  408. code += "\t\tvec4 _tex_read = textureLod( TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
  409. }
  410. } else if (p_input_vars[1] == String()) {
  411. //no lod
  412. code += "\t\tvec4 _tex_read = texture( TEXTURE , " + p_input_vars[0] + ".xy );\n";
  413. } else {
  414. code += "\t\tvec4 _tex_read = textureLod( TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  415. }
  416. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  417. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  418. code += "\t}\n";
  419. return code;
  420. }
  421. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  422. String code = "\t{\n";
  423. if (p_input_vars[0] == String()) { // Use UV by default.
  424. if (p_input_vars[1] == String()) {
  425. code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
  426. } else {
  427. code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
  428. }
  429. } else if (p_input_vars[1] == String()) {
  430. //no lod
  431. code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy );\n";
  432. } else {
  433. code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  434. }
  435. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  436. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  437. code += "\t}\n";
  438. return code;
  439. }
  440. if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  441. {
  442. if (source == SOURCE_DEPTH) {
  443. String code;
  444. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  445. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  446. return code;
  447. }
  448. }
  449. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  450. String code = "\t{\n";
  451. if (p_input_vars[0] == String()) { // Use UV by default.
  452. if (p_input_vars[1] == String()) {
  453. code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
  454. } else {
  455. code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , UV.xy , " + p_input_vars[1] + " ).r;\n";
  456. }
  457. } else if (p_input_vars[1] == String()) {
  458. //no lod
  459. code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy ).r;\n";
  460. } else {
  461. code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " ).r;\n";
  462. }
  463. code += "\t\t" + p_output_vars[0] + " = _depth;\n";
  464. code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
  465. code += "\t}\n";
  466. return code;
  467. } else if (source == SOURCE_DEPTH) {
  468. String code;
  469. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  470. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  471. return code;
  472. }
  473. //none
  474. String code;
  475. code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  476. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  477. return code;
  478. }
  479. void VisualShaderNodeTexture::set_source(Source p_source) {
  480. source = p_source;
  481. emit_changed();
  482. emit_signal("editor_refresh_request");
  483. }
  484. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  485. return source;
  486. }
  487. void VisualShaderNodeTexture::set_texture(Ref<Texture> p_value) {
  488. texture = p_value;
  489. emit_changed();
  490. }
  491. Ref<Texture> VisualShaderNodeTexture::get_texture() const {
  492. return texture;
  493. }
  494. void VisualShaderNodeTexture::set_texture_type(TextureType p_type) {
  495. texture_type = p_type;
  496. emit_changed();
  497. }
  498. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  499. return texture_type;
  500. }
  501. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  502. Vector<StringName> props;
  503. props.push_back("source");
  504. if (source == SOURCE_TEXTURE) {
  505. props.push_back("texture");
  506. props.push_back("texture_type");
  507. }
  508. return props;
  509. }
  510. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  511. if (source == SOURCE_TEXTURE) {
  512. return String(); // all good
  513. }
  514. if (source == SOURCE_PORT) {
  515. return String(); // all good
  516. }
  517. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  518. return String(); // all good
  519. }
  520. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  521. return String(); // all good
  522. }
  523. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  524. return String(); // all good
  525. }
  526. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  527. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  528. return TTR("Invalid source for preview.");
  529. }
  530. return String(); // all good
  531. }
  532. return TTR("Invalid source for shader.");
  533. }
  534. void VisualShaderNodeTexture::_bind_methods() {
  535. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  536. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  537. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  538. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  539. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  540. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  541. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  542. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
  543. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  544. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  545. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  546. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  547. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  548. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  549. BIND_ENUM_CONSTANT(TYPE_DATA);
  550. BIND_ENUM_CONSTANT(TYPE_COLOR);
  551. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  552. }
  553. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  554. texture_type = TYPE_DATA;
  555. source = SOURCE_TEXTURE;
  556. }
  557. ////////////// CubeMap
  558. String VisualShaderNodeCubeMap::get_caption() const {
  559. return "CubeMap";
  560. }
  561. int VisualShaderNodeCubeMap::get_input_port_count() const {
  562. return 3;
  563. }
  564. VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const {
  565. switch (p_port) {
  566. case 0:
  567. return PORT_TYPE_VECTOR;
  568. case 1:
  569. return PORT_TYPE_SCALAR;
  570. case 2:
  571. return PORT_TYPE_SAMPLER;
  572. default:
  573. return PORT_TYPE_SCALAR;
  574. }
  575. }
  576. String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
  577. switch (p_port) {
  578. case 0:
  579. return "uv";
  580. case 1:
  581. return "lod";
  582. case 2:
  583. return "samplerCube";
  584. default:
  585. return "";
  586. }
  587. }
  588. int VisualShaderNodeCubeMap::get_output_port_count() const {
  589. return 2;
  590. }
  591. VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_output_port_type(int p_port) const {
  592. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  593. }
  594. String VisualShaderNodeCubeMap::get_output_port_name(int p_port) const {
  595. return p_port == 0 ? "rgb" : "alpha";
  596. }
  597. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  598. VisualShader::DefaultTextureParam dtp;
  599. dtp.name = make_unique_id(p_type, p_id, "cube");
  600. dtp.param = cube_map;
  601. Vector<VisualShader::DefaultTextureParam> ret;
  602. ret.push_back(dtp);
  603. return ret;
  604. }
  605. String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  606. if (source == SOURCE_TEXTURE) {
  607. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  608. switch (texture_type) {
  609. case TYPE_DATA: break;
  610. case TYPE_COLOR: u += " : hint_albedo"; break;
  611. case TYPE_NORMALMAP: u += " : hint_normal"; break;
  612. }
  613. return u + ";";
  614. }
  615. return String();
  616. }
  617. 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 {
  618. String code;
  619. String id;
  620. if (source == SOURCE_TEXTURE) {
  621. id = make_unique_id(p_type, p_id, "cube");
  622. } else if (source == SOURCE_PORT) {
  623. id = p_input_vars[2];
  624. } else {
  625. return String();
  626. }
  627. if (id == String()) {
  628. code += "\tvec4 " + id + "_read = vec4(0.0);\n";
  629. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  630. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  631. return code;
  632. }
  633. if (p_input_vars[0] == String()) { // Use UV by default.
  634. if (p_input_vars[1] == String()) {
  635. code += "\tvec4 " + id + "_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
  636. } else {
  637. code += "\tvec4 " + id + "_read = textureLod( " + id + " , vec3( UV, 0.0 )" + " , " + p_input_vars[1] + " );\n";
  638. }
  639. } else if (p_input_vars[1] == String()) {
  640. //no lod
  641. code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
  642. } else {
  643. code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  644. }
  645. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  646. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  647. return code;
  648. }
  649. String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
  650. if (p_port == 0) {
  651. return "vec3(UV, 0.0)";
  652. }
  653. return "";
  654. }
  655. void VisualShaderNodeCubeMap::set_source(Source p_source) {
  656. source = p_source;
  657. emit_changed();
  658. emit_signal("editor_refresh_request");
  659. }
  660. VisualShaderNodeCubeMap::Source VisualShaderNodeCubeMap::get_source() const {
  661. return source;
  662. }
  663. void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
  664. cube_map = p_value;
  665. emit_changed();
  666. }
  667. Ref<CubeMap> VisualShaderNodeCubeMap::get_cube_map() const {
  668. return cube_map;
  669. }
  670. void VisualShaderNodeCubeMap::set_texture_type(TextureType p_type) {
  671. texture_type = p_type;
  672. emit_changed();
  673. }
  674. VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type() const {
  675. return texture_type;
  676. }
  677. Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
  678. Vector<StringName> props;
  679. props.push_back("source");
  680. if (source == SOURCE_TEXTURE) {
  681. props.push_back("cube_map");
  682. props.push_back("texture_type");
  683. }
  684. return props;
  685. }
  686. void VisualShaderNodeCubeMap::_bind_methods() {
  687. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubeMap::set_source);
  688. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubeMap::get_source);
  689. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map);
  690. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map);
  691. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type);
  692. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type);
  693. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  694. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map");
  695. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  696. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  697. BIND_ENUM_CONSTANT(SOURCE_PORT);
  698. BIND_ENUM_CONSTANT(TYPE_DATA);
  699. BIND_ENUM_CONSTANT(TYPE_COLOR);
  700. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  701. }
  702. VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() {
  703. texture_type = TYPE_DATA;
  704. source = SOURCE_TEXTURE;
  705. }
  706. ////////////// Scalar Op
  707. String VisualShaderNodeScalarOp::get_caption() const {
  708. return "ScalarOp";
  709. }
  710. int VisualShaderNodeScalarOp::get_input_port_count() const {
  711. return 2;
  712. }
  713. VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_input_port_type(int p_port) const {
  714. return PORT_TYPE_SCALAR;
  715. }
  716. String VisualShaderNodeScalarOp::get_input_port_name(int p_port) const {
  717. return p_port == 0 ? "a" : "b";
  718. }
  719. int VisualShaderNodeScalarOp::get_output_port_count() const {
  720. return 1;
  721. }
  722. VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_output_port_type(int p_port) const {
  723. return PORT_TYPE_SCALAR;
  724. }
  725. String VisualShaderNodeScalarOp::get_output_port_name(int p_port) const {
  726. return "op"; //no output port means the editor will be used as port
  727. }
  728. String VisualShaderNodeScalarOp::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 {
  729. String code = "\t" + p_output_vars[0] + " = ";
  730. switch (op) {
  731. case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
  732. case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
  733. case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
  734. case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
  735. case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  736. case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  737. case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  738. case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  739. case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  740. case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  741. }
  742. return code;
  743. }
  744. void VisualShaderNodeScalarOp::set_operator(Operator p_op) {
  745. op = p_op;
  746. emit_changed();
  747. }
  748. VisualShaderNodeScalarOp::Operator VisualShaderNodeScalarOp::get_operator() const {
  749. return op;
  750. }
  751. Vector<StringName> VisualShaderNodeScalarOp::get_editable_properties() const {
  752. Vector<StringName> props;
  753. props.push_back("operator");
  754. return props;
  755. }
  756. void VisualShaderNodeScalarOp::_bind_methods() {
  757. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeScalarOp::set_operator);
  758. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeScalarOp::get_operator);
  759. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
  760. BIND_ENUM_CONSTANT(OP_ADD);
  761. BIND_ENUM_CONSTANT(OP_SUB);
  762. BIND_ENUM_CONSTANT(OP_MUL);
  763. BIND_ENUM_CONSTANT(OP_DIV);
  764. BIND_ENUM_CONSTANT(OP_MOD);
  765. BIND_ENUM_CONSTANT(OP_POW);
  766. BIND_ENUM_CONSTANT(OP_MAX);
  767. BIND_ENUM_CONSTANT(OP_MIN);
  768. BIND_ENUM_CONSTANT(OP_ATAN2);
  769. BIND_ENUM_CONSTANT(OP_STEP);
  770. }
  771. VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() {
  772. op = OP_ADD;
  773. set_input_port_default_value(0, 0.0);
  774. set_input_port_default_value(1, 0.0);
  775. }
  776. ////////////// Vector Op
  777. String VisualShaderNodeVectorOp::get_caption() const {
  778. return "VectorOp";
  779. }
  780. int VisualShaderNodeVectorOp::get_input_port_count() const {
  781. return 2;
  782. }
  783. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
  784. return PORT_TYPE_VECTOR;
  785. }
  786. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  787. return p_port == 0 ? "a" : "b";
  788. }
  789. int VisualShaderNodeVectorOp::get_output_port_count() const {
  790. return 1;
  791. }
  792. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
  793. return PORT_TYPE_VECTOR;
  794. }
  795. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  796. return "op"; //no output port means the editor will be used as port
  797. }
  798. 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 {
  799. String code = "\t" + p_output_vars[0] + " = ";
  800. switch (op) {
  801. case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
  802. case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
  803. case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
  804. case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
  805. case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  806. case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  807. case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  808. case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  809. case OP_CROSS: code += "cross( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  810. case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  811. case OP_REFLECT: code += "reflect( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  812. case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  813. }
  814. return code;
  815. }
  816. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  817. op = p_op;
  818. emit_changed();
  819. }
  820. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  821. return op;
  822. }
  823. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  824. Vector<StringName> props;
  825. props.push_back("operator");
  826. return props;
  827. }
  828. void VisualShaderNodeVectorOp::_bind_methods() {
  829. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  830. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  831. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross,Atan2,Reflect,Step"), "set_operator", "get_operator");
  832. BIND_ENUM_CONSTANT(OP_ADD);
  833. BIND_ENUM_CONSTANT(OP_SUB);
  834. BIND_ENUM_CONSTANT(OP_MUL);
  835. BIND_ENUM_CONSTANT(OP_DIV);
  836. BIND_ENUM_CONSTANT(OP_MOD);
  837. BIND_ENUM_CONSTANT(OP_POW);
  838. BIND_ENUM_CONSTANT(OP_MAX);
  839. BIND_ENUM_CONSTANT(OP_MIN);
  840. BIND_ENUM_CONSTANT(OP_CROSS);
  841. BIND_ENUM_CONSTANT(OP_ATAN2);
  842. BIND_ENUM_CONSTANT(OP_REFLECT);
  843. BIND_ENUM_CONSTANT(OP_STEP);
  844. }
  845. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  846. op = OP_ADD;
  847. set_input_port_default_value(0, Vector3());
  848. set_input_port_default_value(1, Vector3());
  849. }
  850. ////////////// Color Op
  851. String VisualShaderNodeColorOp::get_caption() const {
  852. return "ColorOp";
  853. }
  854. int VisualShaderNodeColorOp::get_input_port_count() const {
  855. return 2;
  856. }
  857. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  858. return PORT_TYPE_VECTOR;
  859. }
  860. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  861. return p_port == 0 ? "a" : "b";
  862. }
  863. int VisualShaderNodeColorOp::get_output_port_count() const {
  864. return 1;
  865. }
  866. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  867. return PORT_TYPE_VECTOR;
  868. }
  869. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  870. return "op"; //no output port means the editor will be used as port
  871. }
  872. 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 {
  873. String code;
  874. static const char *axisn[3] = { "x", "y", "z" };
  875. switch (op) {
  876. case OP_SCREEN: {
  877. code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")*(vec3(1.0)-" + p_input_vars[1] + ");\n";
  878. } break;
  879. case OP_DIFFERENCE: {
  880. code += "\t" + p_output_vars[0] + "=abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ");\n";
  881. } break;
  882. case OP_DARKEN: {
  883. code += "\t" + p_output_vars[0] + "=min(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
  884. } break;
  885. case OP_LIGHTEN: {
  886. code += "\t" + p_output_vars[0] + "=max(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
  887. } break;
  888. case OP_OVERLAY: {
  889. for (int i = 0; i < 3; i++) {
  890. code += "\t{\n";
  891. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  892. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  893. code += "\t\tif (base < 0.5) {\n";
  894. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  895. code += "\t\t} else {\n";
  896. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  897. code += "\t\t}\n";
  898. code += "\t}\n";
  899. }
  900. } break;
  901. case OP_DODGE: {
  902. code += "\t" + p_output_vars[0] + "=(" + p_input_vars[0] + ")/(vec3(1.0)-" + p_input_vars[1] + ");\n";
  903. } break;
  904. case OP_BURN: {
  905. code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")/(" + p_input_vars[1] + ");\n";
  906. } break;
  907. case OP_SOFT_LIGHT: {
  908. for (int i = 0; i < 3; i++) {
  909. code += "\t{\n";
  910. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  911. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  912. code += "\t\tif (base < 0.5) {\n";
  913. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend+0.5));\n";
  914. code += "\t\t} else {\n";
  915. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-(blend-0.5)));\n";
  916. code += "\t\t}\n";
  917. code += "\t}\n";
  918. }
  919. } break;
  920. case OP_HARD_LIGHT: {
  921. for (int i = 0; i < 3; i++) {
  922. code += "\t{\n";
  923. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  924. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  925. code += "\t\tif (base < 0.5) {\n";
  926. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0*blend));\n";
  927. code += "\t\t} else {\n";
  928. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-2.0*(blend-0.5)));\n";
  929. code += "\t\t}\n";
  930. code += "\t}\n";
  931. }
  932. } break;
  933. }
  934. return code;
  935. }
  936. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  937. op = p_op;
  938. emit_changed();
  939. }
  940. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  941. return op;
  942. }
  943. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  944. Vector<StringName> props;
  945. props.push_back("operator");
  946. return props;
  947. }
  948. void VisualShaderNodeColorOp::_bind_methods() {
  949. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  950. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  951. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator");
  952. BIND_ENUM_CONSTANT(OP_SCREEN);
  953. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  954. BIND_ENUM_CONSTANT(OP_DARKEN);
  955. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  956. BIND_ENUM_CONSTANT(OP_OVERLAY);
  957. BIND_ENUM_CONSTANT(OP_DODGE);
  958. BIND_ENUM_CONSTANT(OP_BURN);
  959. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  960. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  961. }
  962. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  963. op = OP_SCREEN;
  964. set_input_port_default_value(0, Vector3());
  965. set_input_port_default_value(1, Vector3());
  966. }
  967. ////////////// Transform Mult
  968. String VisualShaderNodeTransformMult::get_caption() const {
  969. return "TransformMult";
  970. }
  971. int VisualShaderNodeTransformMult::get_input_port_count() const {
  972. return 2;
  973. }
  974. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
  975. return PORT_TYPE_TRANSFORM;
  976. }
  977. String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
  978. return p_port == 0 ? "a" : "b";
  979. }
  980. int VisualShaderNodeTransformMult::get_output_port_count() const {
  981. return 1;
  982. }
  983. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
  984. return PORT_TYPE_TRANSFORM;
  985. }
  986. String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
  987. return "mult"; //no output port means the editor will be used as port
  988. }
  989. String VisualShaderNodeTransformMult::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 {
  990. if (op == OP_AxB) {
  991. return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  992. } else if (op == OP_BxA) {
  993. return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  994. } else if (op == OP_AxB_COMP) {
  995. return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  996. } else {
  997. return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[1] + " , " + p_input_vars[0] + " );\n";
  998. }
  999. }
  1000. void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
  1001. op = p_op;
  1002. emit_changed();
  1003. }
  1004. VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
  1005. return op;
  1006. }
  1007. Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
  1008. Vector<StringName> props;
  1009. props.push_back("operator");
  1010. return props;
  1011. }
  1012. void VisualShaderNodeTransformMult::_bind_methods() {
  1013. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
  1014. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
  1015. 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)"), "set_operator", "get_operator");
  1016. BIND_ENUM_CONSTANT(OP_AxB);
  1017. BIND_ENUM_CONSTANT(OP_BxA);
  1018. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1019. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1020. }
  1021. VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
  1022. op = OP_AxB;
  1023. set_input_port_default_value(0, Transform());
  1024. set_input_port_default_value(1, Transform());
  1025. }
  1026. ////////////// TransformVec Mult
  1027. String VisualShaderNodeTransformVecMult::get_caption() const {
  1028. return "TransformVectorMult";
  1029. }
  1030. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1031. return 2;
  1032. }
  1033. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1034. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
  1035. }
  1036. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1037. return p_port == 0 ? "a" : "b";
  1038. }
  1039. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1040. return 1;
  1041. }
  1042. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1043. return PORT_TYPE_VECTOR;
  1044. }
  1045. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1046. return ""; //no output port means the editor will be used as port
  1047. }
  1048. 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 {
  1049. if (op == OP_AxB) {
  1050. return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n";
  1051. } else if (op == OP_BxA) {
  1052. return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + " ).xyz;\n";
  1053. } else if (op == OP_3x3_AxB) {
  1054. return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0) ).xyz;\n";
  1055. } else {
  1056. return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + " ).xyz;\n";
  1057. }
  1058. }
  1059. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1060. op = p_op;
  1061. emit_changed();
  1062. }
  1063. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1064. return op;
  1065. }
  1066. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1067. Vector<StringName> props;
  1068. props.push_back("operator");
  1069. return props;
  1070. }
  1071. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1072. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1073. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1074. 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");
  1075. BIND_ENUM_CONSTANT(OP_AxB);
  1076. BIND_ENUM_CONSTANT(OP_BxA);
  1077. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1078. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1079. }
  1080. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1081. op = OP_AxB;
  1082. set_input_port_default_value(0, Transform());
  1083. set_input_port_default_value(1, Vector3());
  1084. }
  1085. ////////////// Scalar Func
  1086. String VisualShaderNodeScalarFunc::get_caption() const {
  1087. return "ScalarFunc";
  1088. }
  1089. int VisualShaderNodeScalarFunc::get_input_port_count() const {
  1090. return 1;
  1091. }
  1092. VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_input_port_type(int p_port) const {
  1093. return PORT_TYPE_SCALAR;
  1094. }
  1095. String VisualShaderNodeScalarFunc::get_input_port_name(int p_port) const {
  1096. return "";
  1097. }
  1098. int VisualShaderNodeScalarFunc::get_output_port_count() const {
  1099. return 1;
  1100. }
  1101. VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_output_port_type(int p_port) const {
  1102. return PORT_TYPE_SCALAR;
  1103. }
  1104. String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const {
  1105. return ""; //no output port means the editor will be used as port
  1106. }
  1107. String VisualShaderNodeScalarFunc::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 {
  1108. static const char *scalar_func_id[FUNC_ONEMINUS + 1] = {
  1109. "sin($)",
  1110. "cos($)",
  1111. "tan($)",
  1112. "asin($)",
  1113. "acos($)",
  1114. "atan($)",
  1115. "sinh($)",
  1116. "cosh($)",
  1117. "tanh($)",
  1118. "log($)",
  1119. "exp($)",
  1120. "sqrt($)",
  1121. "abs($)",
  1122. "sign($)",
  1123. "floor($)",
  1124. "round($)",
  1125. "ceil($)",
  1126. "fract($)",
  1127. "min(max($,0.0),1.0)",
  1128. "-($)",
  1129. "acosh($)",
  1130. "asinh($)",
  1131. "atanh($)",
  1132. "degrees($)",
  1133. "exp2($)",
  1134. "inversesqrt($)",
  1135. "log2($)",
  1136. "radians($)",
  1137. "1.0/($)",
  1138. "roundEven($)",
  1139. "trunc($)",
  1140. "1.0-$"
  1141. };
  1142. return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1143. }
  1144. void VisualShaderNodeScalarFunc::set_function(Function p_func) {
  1145. func = p_func;
  1146. emit_changed();
  1147. }
  1148. VisualShaderNodeScalarFunc::Function VisualShaderNodeScalarFunc::get_function() const {
  1149. return func;
  1150. }
  1151. Vector<StringName> VisualShaderNodeScalarFunc::get_editable_properties() const {
  1152. Vector<StringName> props;
  1153. props.push_back("function");
  1154. return props;
  1155. }
  1156. void VisualShaderNodeScalarFunc::_bind_methods() {
  1157. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarFunc::set_function);
  1158. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarFunc::get_function);
  1159. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  1160. BIND_ENUM_CONSTANT(FUNC_SIN);
  1161. BIND_ENUM_CONSTANT(FUNC_COS);
  1162. BIND_ENUM_CONSTANT(FUNC_TAN);
  1163. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1164. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1165. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1166. BIND_ENUM_CONSTANT(FUNC_SINH);
  1167. BIND_ENUM_CONSTANT(FUNC_COSH);
  1168. BIND_ENUM_CONSTANT(FUNC_TANH);
  1169. BIND_ENUM_CONSTANT(FUNC_LOG);
  1170. BIND_ENUM_CONSTANT(FUNC_EXP);
  1171. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1172. BIND_ENUM_CONSTANT(FUNC_ABS);
  1173. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1174. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1175. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1176. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1177. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1178. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1179. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1180. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1181. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1182. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1183. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1184. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1185. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1186. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1187. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1188. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1189. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1190. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1191. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1192. }
  1193. VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() {
  1194. func = FUNC_SIGN;
  1195. set_input_port_default_value(0, 0.0);
  1196. }
  1197. ////////////// Vector Func
  1198. String VisualShaderNodeVectorFunc::get_caption() const {
  1199. return "VectorFunc";
  1200. }
  1201. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  1202. return 1;
  1203. }
  1204. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
  1205. return PORT_TYPE_VECTOR;
  1206. }
  1207. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  1208. return "";
  1209. }
  1210. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  1211. return 1;
  1212. }
  1213. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
  1214. return PORT_TYPE_VECTOR;
  1215. }
  1216. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  1217. return ""; //no output port means the editor will be used as port
  1218. }
  1219. 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 {
  1220. static const char *vec_func_id[FUNC_ONEMINUS + 1] = {
  1221. "normalize($)",
  1222. "max(min($,vec3(1.0)),vec3(0.0))",
  1223. "-($)",
  1224. "1.0/($)",
  1225. "",
  1226. "",
  1227. "abs($)",
  1228. "acos($)",
  1229. "acosh($)",
  1230. "asin($)",
  1231. "asinh($)",
  1232. "atan($)",
  1233. "atanh($)",
  1234. "ceil($)",
  1235. "cos($)",
  1236. "cosh($)",
  1237. "degrees($)",
  1238. "exp($)",
  1239. "exp2($)",
  1240. "floor($)",
  1241. "fract($)",
  1242. "inversesqrt($)",
  1243. "log($)",
  1244. "log2($)",
  1245. "radians($)",
  1246. "round($)",
  1247. "roundEven($)",
  1248. "sign($)",
  1249. "sin($)",
  1250. "sinh($)",
  1251. "sqrt($)",
  1252. "tan($)",
  1253. "tanh($)",
  1254. "trunc($)",
  1255. "vec3(1.0, 1.0, 1.0)-$"
  1256. };
  1257. String code;
  1258. if (func == FUNC_RGB2HSV) {
  1259. code += "\t{\n";
  1260. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1261. code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  1262. code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  1263. code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  1264. code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
  1265. code += "\t\tfloat e = 1.0e-10;\n";
  1266. code += "\t\t" + p_output_vars[0] + "=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  1267. code += "\t}\n";
  1268. } else if (func == FUNC_HSV2RGB) {
  1269. code += "\t{\n";
  1270. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1271. code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  1272. code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  1273. code += "\t\t" + p_output_vars[0] + "=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  1274. code += "\t}\n";
  1275. } else {
  1276. code += "\t" + p_output_vars[0] + "=" + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1277. }
  1278. return code;
  1279. }
  1280. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  1281. func = p_func;
  1282. emit_changed();
  1283. }
  1284. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  1285. return func;
  1286. }
  1287. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  1288. Vector<StringName> props;
  1289. props.push_back("function");
  1290. return props;
  1291. }
  1292. void VisualShaderNodeVectorFunc::_bind_methods() {
  1293. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  1294. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  1295. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  1296. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  1297. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1298. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1299. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1300. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  1301. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  1302. BIND_ENUM_CONSTANT(FUNC_ABS);
  1303. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1304. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1305. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1306. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1307. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1308. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1309. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1310. BIND_ENUM_CONSTANT(FUNC_COS);
  1311. BIND_ENUM_CONSTANT(FUNC_COSH);
  1312. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1313. BIND_ENUM_CONSTANT(FUNC_EXP);
  1314. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1315. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1316. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1317. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1318. BIND_ENUM_CONSTANT(FUNC_LOG);
  1319. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1320. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1321. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1322. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1323. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1324. BIND_ENUM_CONSTANT(FUNC_SIN);
  1325. BIND_ENUM_CONSTANT(FUNC_SINH);
  1326. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1327. BIND_ENUM_CONSTANT(FUNC_TAN);
  1328. BIND_ENUM_CONSTANT(FUNC_TANH);
  1329. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1330. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1331. }
  1332. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  1333. func = FUNC_NORMALIZE;
  1334. set_input_port_default_value(0, Vector3());
  1335. }
  1336. ////////////// ColorFunc
  1337. String VisualShaderNodeColorFunc::get_caption() const {
  1338. return "ColorFunc";
  1339. }
  1340. int VisualShaderNodeColorFunc::get_input_port_count() const {
  1341. return 1;
  1342. }
  1343. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  1344. return PORT_TYPE_VECTOR;
  1345. }
  1346. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  1347. return "";
  1348. }
  1349. int VisualShaderNodeColorFunc::get_output_port_count() const {
  1350. return 1;
  1351. }
  1352. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  1353. return PORT_TYPE_VECTOR;
  1354. }
  1355. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  1356. return "";
  1357. }
  1358. 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 {
  1359. String code;
  1360. switch (func) {
  1361. case FUNC_GRAYSCALE:
  1362. code += "\t{\n";
  1363. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1364. code += "\t\tfloat max1 = max(c.r, c.g);\n";
  1365. code += "\t\tfloat max2 = max(max1, c.b);\n";
  1366. code += "\t\tfloat max3 = max(max1, max2);\n";
  1367. code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
  1368. code += "\t}\n";
  1369. break;
  1370. case FUNC_SEPIA:
  1371. code += "\t{\n";
  1372. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1373. code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  1374. code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  1375. code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  1376. code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
  1377. code += "\t}\n";
  1378. break;
  1379. }
  1380. return code;
  1381. }
  1382. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  1383. func = p_func;
  1384. emit_changed();
  1385. }
  1386. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  1387. return func;
  1388. }
  1389. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  1390. Vector<StringName> props;
  1391. props.push_back("function");
  1392. return props;
  1393. }
  1394. void VisualShaderNodeColorFunc::_bind_methods() {
  1395. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  1396. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  1397. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  1398. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  1399. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  1400. }
  1401. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  1402. func = FUNC_GRAYSCALE;
  1403. set_input_port_default_value(0, Vector3());
  1404. }
  1405. ////////////// Transform Func
  1406. String VisualShaderNodeTransformFunc::get_caption() const {
  1407. return "TransformFunc";
  1408. }
  1409. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  1410. return 1;
  1411. }
  1412. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  1413. return PORT_TYPE_TRANSFORM;
  1414. }
  1415. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  1416. return "";
  1417. }
  1418. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  1419. return 1;
  1420. }
  1421. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  1422. return PORT_TYPE_TRANSFORM;
  1423. }
  1424. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  1425. return "";
  1426. }
  1427. 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 {
  1428. static const char *funcs[FUNC_TRANSPOSE + 1] = {
  1429. "inverse($)",
  1430. "transpose($)"
  1431. };
  1432. String code;
  1433. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1434. return code;
  1435. }
  1436. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  1437. func = p_func;
  1438. emit_changed();
  1439. }
  1440. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  1441. return func;
  1442. }
  1443. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  1444. Vector<StringName> props;
  1445. props.push_back("function");
  1446. return props;
  1447. }
  1448. void VisualShaderNodeTransformFunc::_bind_methods() {
  1449. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  1450. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  1451. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  1452. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  1453. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  1454. }
  1455. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  1456. func = FUNC_INVERSE;
  1457. set_input_port_default_value(0, Transform());
  1458. }
  1459. ////////////// Dot Product
  1460. String VisualShaderNodeDotProduct::get_caption() const {
  1461. return "DotProduct";
  1462. }
  1463. int VisualShaderNodeDotProduct::get_input_port_count() const {
  1464. return 2;
  1465. }
  1466. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  1467. return PORT_TYPE_VECTOR;
  1468. }
  1469. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  1470. return p_port == 0 ? "a" : "b";
  1471. }
  1472. int VisualShaderNodeDotProduct::get_output_port_count() const {
  1473. return 1;
  1474. }
  1475. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  1476. return PORT_TYPE_SCALAR;
  1477. }
  1478. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  1479. return "dot";
  1480. }
  1481. 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 {
  1482. return "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  1483. }
  1484. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  1485. set_input_port_default_value(0, Vector3());
  1486. set_input_port_default_value(1, Vector3());
  1487. }
  1488. ////////////// Vector Len
  1489. String VisualShaderNodeVectorLen::get_caption() const {
  1490. return "VectorLen";
  1491. }
  1492. int VisualShaderNodeVectorLen::get_input_port_count() const {
  1493. return 1;
  1494. }
  1495. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
  1496. return PORT_TYPE_VECTOR;
  1497. }
  1498. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  1499. return "";
  1500. }
  1501. int VisualShaderNodeVectorLen::get_output_port_count() const {
  1502. return 1;
  1503. }
  1504. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  1505. return PORT_TYPE_SCALAR;
  1506. }
  1507. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  1508. return "length";
  1509. }
  1510. 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 {
  1511. return "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n";
  1512. }
  1513. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  1514. set_input_port_default_value(0, Vector3());
  1515. }
  1516. ////////////// Determinant
  1517. String VisualShaderNodeDeterminant::get_caption() const {
  1518. return "Determinant";
  1519. }
  1520. int VisualShaderNodeDeterminant::get_input_port_count() const {
  1521. return 1;
  1522. }
  1523. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  1524. return PORT_TYPE_TRANSFORM;
  1525. }
  1526. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  1527. return "";
  1528. }
  1529. int VisualShaderNodeDeterminant::get_output_port_count() const {
  1530. return 1;
  1531. }
  1532. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  1533. return PORT_TYPE_SCALAR;
  1534. }
  1535. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  1536. return "";
  1537. }
  1538. 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 {
  1539. return "\t" + p_output_vars[0] + " = determinant( " + p_input_vars[0] + " );\n";
  1540. }
  1541. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  1542. set_input_port_default_value(0, Transform());
  1543. }
  1544. ////////////// Scalar Derivative Function
  1545. String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
  1546. return "ScalarDerivativeFunc";
  1547. }
  1548. int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
  1549. return 1;
  1550. }
  1551. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
  1552. return PORT_TYPE_SCALAR;
  1553. }
  1554. String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
  1555. return "";
  1556. }
  1557. int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
  1558. return 1;
  1559. }
  1560. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
  1561. return PORT_TYPE_SCALAR;
  1562. }
  1563. String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
  1564. return "";
  1565. }
  1566. String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1567. static const char *funcs[FUNC_Y + 1] = {
  1568. "fwidth($)",
  1569. "dFdx($)",
  1570. "dFdy($)"
  1571. };
  1572. String code;
  1573. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1574. return code;
  1575. }
  1576. void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
  1577. func = p_func;
  1578. emit_changed();
  1579. }
  1580. VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
  1581. return func;
  1582. }
  1583. Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
  1584. Vector<StringName> props;
  1585. props.push_back("function");
  1586. return props;
  1587. }
  1588. void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
  1589. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
  1590. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
  1591. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  1592. BIND_ENUM_CONSTANT(FUNC_SUM);
  1593. BIND_ENUM_CONSTANT(FUNC_X);
  1594. BIND_ENUM_CONSTANT(FUNC_Y);
  1595. }
  1596. VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
  1597. func = FUNC_SUM;
  1598. set_input_port_default_value(0, 0.0);
  1599. }
  1600. ////////////// Vector Derivative Function
  1601. String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
  1602. return "VectorDerivativeFunc";
  1603. }
  1604. int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
  1605. return 1;
  1606. }
  1607. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
  1608. return PORT_TYPE_VECTOR;
  1609. }
  1610. String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
  1611. return "";
  1612. }
  1613. int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
  1614. return 1;
  1615. }
  1616. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
  1617. return PORT_TYPE_VECTOR;
  1618. }
  1619. String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
  1620. return "";
  1621. }
  1622. String VisualShaderNodeVectorDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1623. static const char *funcs[FUNC_Y + 1] = {
  1624. "fwidth($)",
  1625. "dFdx($)",
  1626. "dFdy($)"
  1627. };
  1628. String code;
  1629. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1630. return code;
  1631. }
  1632. void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
  1633. func = p_func;
  1634. emit_changed();
  1635. }
  1636. VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
  1637. return func;
  1638. }
  1639. Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
  1640. Vector<StringName> props;
  1641. props.push_back("function");
  1642. return props;
  1643. }
  1644. void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
  1645. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
  1646. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
  1647. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  1648. BIND_ENUM_CONSTANT(FUNC_SUM);
  1649. BIND_ENUM_CONSTANT(FUNC_X);
  1650. BIND_ENUM_CONSTANT(FUNC_Y);
  1651. }
  1652. VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
  1653. func = FUNC_SUM;
  1654. set_input_port_default_value(0, Vector3());
  1655. }
  1656. ////////////// Scalar Clamp
  1657. String VisualShaderNodeScalarClamp::get_caption() const {
  1658. return "ScalarClamp";
  1659. }
  1660. int VisualShaderNodeScalarClamp::get_input_port_count() const {
  1661. return 3;
  1662. }
  1663. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const {
  1664. return PORT_TYPE_SCALAR;
  1665. }
  1666. String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const {
  1667. if (p_port == 0)
  1668. return "";
  1669. else if (p_port == 1)
  1670. return "min";
  1671. else if (p_port == 2)
  1672. return "max";
  1673. return "";
  1674. }
  1675. int VisualShaderNodeScalarClamp::get_output_port_count() const {
  1676. return 1;
  1677. }
  1678. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const {
  1679. return PORT_TYPE_SCALAR;
  1680. }
  1681. String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
  1682. return "";
  1683. }
  1684. String VisualShaderNodeScalarClamp::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 {
  1685. return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1686. }
  1687. VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() {
  1688. set_input_port_default_value(0, 0.0);
  1689. set_input_port_default_value(1, 0.0);
  1690. set_input_port_default_value(2, 1.0);
  1691. }
  1692. ////////////// Vector Clamp
  1693. String VisualShaderNodeVectorClamp::get_caption() const {
  1694. return "VectorClamp";
  1695. }
  1696. int VisualShaderNodeVectorClamp::get_input_port_count() const {
  1697. return 3;
  1698. }
  1699. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_input_port_type(int p_port) const {
  1700. return PORT_TYPE_VECTOR;
  1701. }
  1702. String VisualShaderNodeVectorClamp::get_input_port_name(int p_port) const {
  1703. if (p_port == 0)
  1704. return "";
  1705. else if (p_port == 1)
  1706. return "min";
  1707. else if (p_port == 2)
  1708. return "max";
  1709. return "";
  1710. }
  1711. int VisualShaderNodeVectorClamp::get_output_port_count() const {
  1712. return 1;
  1713. }
  1714. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const {
  1715. return PORT_TYPE_VECTOR;
  1716. }
  1717. String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
  1718. return "";
  1719. }
  1720. String VisualShaderNodeVectorClamp::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 {
  1721. return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1722. }
  1723. VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
  1724. set_input_port_default_value(0, Vector3(0, 0, 0));
  1725. set_input_port_default_value(1, Vector3(0, 0, 0));
  1726. set_input_port_default_value(2, Vector3(1, 1, 1));
  1727. }
  1728. ////////////// FaceForward
  1729. String VisualShaderNodeFaceForward::get_caption() const {
  1730. return "FaceForward";
  1731. }
  1732. int VisualShaderNodeFaceForward::get_input_port_count() const {
  1733. return 3;
  1734. }
  1735. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
  1736. return PORT_TYPE_VECTOR;
  1737. }
  1738. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  1739. switch (p_port) {
  1740. case 0:
  1741. return "N";
  1742. case 1:
  1743. return "I";
  1744. case 2:
  1745. return "Nref";
  1746. default:
  1747. return "";
  1748. }
  1749. }
  1750. int VisualShaderNodeFaceForward::get_output_port_count() const {
  1751. return 1;
  1752. }
  1753. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
  1754. return PORT_TYPE_VECTOR;
  1755. }
  1756. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  1757. return "";
  1758. }
  1759. 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 {
  1760. return "\t" + p_output_vars[0] + " = faceforward( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1761. }
  1762. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  1763. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1764. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1765. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1766. }
  1767. ////////////// Outer Product
  1768. String VisualShaderNodeOuterProduct::get_caption() const {
  1769. return "OuterProduct";
  1770. }
  1771. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  1772. return 2;
  1773. }
  1774. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  1775. return PORT_TYPE_VECTOR;
  1776. }
  1777. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  1778. switch (p_port) {
  1779. case 0:
  1780. return "c";
  1781. case 1:
  1782. return "r";
  1783. default:
  1784. return "";
  1785. }
  1786. }
  1787. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  1788. return 1;
  1789. }
  1790. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  1791. return PORT_TYPE_TRANSFORM;
  1792. }
  1793. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  1794. return "";
  1795. }
  1796. 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 {
  1797. return "\t" + p_output_vars[0] + " = outerProduct( vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0) );\n";
  1798. }
  1799. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  1800. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1801. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1802. }
  1803. ////////////// Vector-Scalar Step
  1804. String VisualShaderNodeVectorScalarStep::get_caption() const {
  1805. return "VectorScalarStep";
  1806. }
  1807. int VisualShaderNodeVectorScalarStep::get_input_port_count() const {
  1808. return 2;
  1809. }
  1810. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const {
  1811. if (p_port == 0) {
  1812. return PORT_TYPE_SCALAR;
  1813. }
  1814. return PORT_TYPE_VECTOR;
  1815. }
  1816. String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const {
  1817. if (p_port == 0)
  1818. return "edge";
  1819. else if (p_port == 1)
  1820. return "x";
  1821. return "";
  1822. }
  1823. int VisualShaderNodeVectorScalarStep::get_output_port_count() const {
  1824. return 1;
  1825. }
  1826. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const {
  1827. return PORT_TYPE_VECTOR;
  1828. }
  1829. String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const {
  1830. return "";
  1831. }
  1832. String VisualShaderNodeVectorScalarStep::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 {
  1833. return "\t" + p_output_vars[0] + " = step( " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
  1834. }
  1835. VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
  1836. set_input_port_default_value(0, 0.0);
  1837. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1838. }
  1839. ////////////// Scalar SmoothStep
  1840. String VisualShaderNodeScalarSmoothStep::get_caption() const {
  1841. return "ScalarSmoothStep";
  1842. }
  1843. int VisualShaderNodeScalarSmoothStep::get_input_port_count() const {
  1844. return 3;
  1845. }
  1846. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const {
  1847. return PORT_TYPE_SCALAR;
  1848. }
  1849. String VisualShaderNodeScalarSmoothStep::get_input_port_name(int p_port) const {
  1850. if (p_port == 0)
  1851. return "edge0";
  1852. else if (p_port == 1)
  1853. return "edge1";
  1854. else if (p_port == 2)
  1855. return "x";
  1856. return "";
  1857. }
  1858. int VisualShaderNodeScalarSmoothStep::get_output_port_count() const {
  1859. return 1;
  1860. }
  1861. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const {
  1862. return PORT_TYPE_SCALAR;
  1863. }
  1864. String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const {
  1865. return "";
  1866. }
  1867. String VisualShaderNodeScalarSmoothStep::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 {
  1868. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1869. }
  1870. VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
  1871. set_input_port_default_value(0, 0.0);
  1872. set_input_port_default_value(1, 0.0);
  1873. set_input_port_default_value(2, 0.0);
  1874. }
  1875. ////////////// Vector SmoothStep
  1876. String VisualShaderNodeVectorSmoothStep::get_caption() const {
  1877. return "VectorSmoothStep";
  1878. }
  1879. int VisualShaderNodeVectorSmoothStep::get_input_port_count() const {
  1880. return 3;
  1881. }
  1882. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const {
  1883. return PORT_TYPE_VECTOR;
  1884. }
  1885. String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const {
  1886. if (p_port == 0)
  1887. return "edge0";
  1888. else if (p_port == 1)
  1889. return "edge1";
  1890. else if (p_port == 2)
  1891. return "x";
  1892. return "";
  1893. }
  1894. int VisualShaderNodeVectorSmoothStep::get_output_port_count() const {
  1895. return 1;
  1896. }
  1897. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const {
  1898. return PORT_TYPE_VECTOR;
  1899. }
  1900. String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const {
  1901. return "";
  1902. }
  1903. String VisualShaderNodeVectorSmoothStep::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 {
  1904. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1905. }
  1906. VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
  1907. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1908. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1909. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1910. }
  1911. ////////////// Vector-Scalar SmoothStep
  1912. String VisualShaderNodeVectorScalarSmoothStep::get_caption() const {
  1913. return "VectorScalarSmoothStep";
  1914. }
  1915. int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const {
  1916. return 3;
  1917. }
  1918. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const {
  1919. if (p_port == 0) {
  1920. return PORT_TYPE_SCALAR;
  1921. } else if (p_port == 1) {
  1922. return PORT_TYPE_SCALAR;
  1923. }
  1924. return PORT_TYPE_VECTOR;
  1925. }
  1926. String VisualShaderNodeVectorScalarSmoothStep::get_input_port_name(int p_port) const {
  1927. if (p_port == 0)
  1928. return "edge0";
  1929. else if (p_port == 1)
  1930. return "edge1";
  1931. else if (p_port == 2)
  1932. return "x";
  1933. return "";
  1934. }
  1935. int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const {
  1936. return 1;
  1937. }
  1938. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const {
  1939. return PORT_TYPE_VECTOR;
  1940. }
  1941. String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const {
  1942. return "";
  1943. }
  1944. String VisualShaderNodeVectorScalarSmoothStep::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 {
  1945. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1946. }
  1947. VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
  1948. set_input_port_default_value(0, 0.0);
  1949. set_input_port_default_value(1, 0.0);
  1950. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1951. }
  1952. ////////////// Distance
  1953. String VisualShaderNodeVectorDistance::get_caption() const {
  1954. return "Distance";
  1955. }
  1956. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  1957. return 2;
  1958. }
  1959. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
  1960. return PORT_TYPE_VECTOR;
  1961. }
  1962. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  1963. if (p_port == 0) {
  1964. return "p0";
  1965. } else if (p_port == 1) {
  1966. return "p1";
  1967. }
  1968. return "";
  1969. }
  1970. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  1971. return 1;
  1972. }
  1973. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  1974. return PORT_TYPE_SCALAR;
  1975. }
  1976. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  1977. return "";
  1978. }
  1979. 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 {
  1980. return "\t" + p_output_vars[0] + " = distance( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  1981. }
  1982. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  1983. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1984. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1985. }
  1986. ////////////// Refract Vector
  1987. String VisualShaderNodeVectorRefract::get_caption() const {
  1988. return "Refract";
  1989. }
  1990. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  1991. return 3;
  1992. }
  1993. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  1994. if (p_port == 2) {
  1995. return PORT_TYPE_SCALAR;
  1996. }
  1997. return PORT_TYPE_VECTOR;
  1998. }
  1999. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  2000. if (p_port == 0) {
  2001. return "I";
  2002. } else if (p_port == 1) {
  2003. return "N";
  2004. } else if (p_port == 2) {
  2005. return "eta";
  2006. }
  2007. return "";
  2008. }
  2009. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  2010. return 1;
  2011. }
  2012. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  2013. return PORT_TYPE_VECTOR;
  2014. }
  2015. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  2016. return "";
  2017. }
  2018. 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 {
  2019. return "\t" + p_output_vars[0] + " = refract( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  2020. }
  2021. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  2022. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2023. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2024. set_input_port_default_value(2, 0.0);
  2025. }
  2026. ////////////// Scalar Mix
  2027. String VisualShaderNodeScalarInterp::get_caption() const {
  2028. return "ScalarMix";
  2029. }
  2030. int VisualShaderNodeScalarInterp::get_input_port_count() const {
  2031. return 3;
  2032. }
  2033. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const {
  2034. return PORT_TYPE_SCALAR;
  2035. }
  2036. String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const {
  2037. if (p_port == 0) {
  2038. return "a";
  2039. } else if (p_port == 1) {
  2040. return "b";
  2041. } else {
  2042. return "weight";
  2043. }
  2044. }
  2045. int VisualShaderNodeScalarInterp::get_output_port_count() const {
  2046. return 1;
  2047. }
  2048. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const {
  2049. return PORT_TYPE_SCALAR;
  2050. }
  2051. String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
  2052. return "mix";
  2053. }
  2054. String VisualShaderNodeScalarInterp::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 {
  2055. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2056. }
  2057. VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
  2058. set_input_port_default_value(0, 0.0);
  2059. set_input_port_default_value(1, 1.0);
  2060. set_input_port_default_value(2, 0.5);
  2061. }
  2062. ////////////// Vector Mix
  2063. String VisualShaderNodeVectorInterp::get_caption() const {
  2064. return "VectorMix";
  2065. }
  2066. int VisualShaderNodeVectorInterp::get_input_port_count() const {
  2067. return 3;
  2068. }
  2069. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const {
  2070. return PORT_TYPE_VECTOR;
  2071. }
  2072. String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const {
  2073. if (p_port == 0) {
  2074. return "a";
  2075. } else if (p_port == 1) {
  2076. return "b";
  2077. } else {
  2078. return "weight";
  2079. }
  2080. }
  2081. int VisualShaderNodeVectorInterp::get_output_port_count() const {
  2082. return 1;
  2083. }
  2084. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const {
  2085. return PORT_TYPE_VECTOR;
  2086. }
  2087. String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
  2088. return "mix";
  2089. }
  2090. String VisualShaderNodeVectorInterp::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 {
  2091. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2092. }
  2093. VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
  2094. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2095. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2096. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5));
  2097. }
  2098. ////////////// Vector Mix (by scalar)
  2099. String VisualShaderNodeVectorScalarMix::get_caption() const {
  2100. return "VectorScalarMix";
  2101. }
  2102. int VisualShaderNodeVectorScalarMix::get_input_port_count() const {
  2103. return 3;
  2104. }
  2105. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_input_port_type(int p_port) const {
  2106. if (p_port == 2)
  2107. return PORT_TYPE_SCALAR;
  2108. return PORT_TYPE_VECTOR;
  2109. }
  2110. String VisualShaderNodeVectorScalarMix::get_input_port_name(int p_port) const {
  2111. if (p_port == 0) {
  2112. return "a";
  2113. } else if (p_port == 1) {
  2114. return "b";
  2115. } else {
  2116. return "weight";
  2117. }
  2118. }
  2119. int VisualShaderNodeVectorScalarMix::get_output_port_count() const {
  2120. return 1;
  2121. }
  2122. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_output_port_type(int p_port) const {
  2123. return PORT_TYPE_VECTOR;
  2124. }
  2125. String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const {
  2126. return "mix";
  2127. }
  2128. String VisualShaderNodeVectorScalarMix::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 {
  2129. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2130. }
  2131. VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() {
  2132. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2133. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2134. set_input_port_default_value(2, 0.5);
  2135. }
  2136. ////////////// Vector Compose
  2137. String VisualShaderNodeVectorCompose::get_caption() const {
  2138. return "VectorCompose";
  2139. }
  2140. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  2141. return 3;
  2142. }
  2143. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  2144. return PORT_TYPE_SCALAR;
  2145. }
  2146. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  2147. if (p_port == 0) {
  2148. return "x";
  2149. } else if (p_port == 1) {
  2150. return "y";
  2151. } else {
  2152. return "z";
  2153. }
  2154. }
  2155. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  2156. return 1;
  2157. }
  2158. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
  2159. return PORT_TYPE_VECTOR;
  2160. }
  2161. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  2162. return "vec";
  2163. }
  2164. 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 {
  2165. return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2166. }
  2167. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  2168. set_input_port_default_value(0, 0.0);
  2169. set_input_port_default_value(1, 0.0);
  2170. set_input_port_default_value(2, 0.0);
  2171. }
  2172. ////////////// Transform Compose
  2173. String VisualShaderNodeTransformCompose::get_caption() const {
  2174. return "TransformCompose";
  2175. }
  2176. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  2177. return 4;
  2178. }
  2179. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  2180. return PORT_TYPE_VECTOR;
  2181. }
  2182. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  2183. if (p_port == 0) {
  2184. return "x";
  2185. } else if (p_port == 1) {
  2186. return "y";
  2187. } else if (p_port == 2) {
  2188. return "z";
  2189. } else {
  2190. return "origin";
  2191. }
  2192. }
  2193. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  2194. return 1;
  2195. }
  2196. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  2197. return PORT_TYPE_TRANSFORM;
  2198. }
  2199. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  2200. return "xform";
  2201. }
  2202. 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 {
  2203. return "\t" + 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";
  2204. }
  2205. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  2206. set_input_port_default_value(0, Vector3());
  2207. set_input_port_default_value(1, Vector3());
  2208. set_input_port_default_value(2, Vector3());
  2209. set_input_port_default_value(3, Vector3());
  2210. }
  2211. ////////////// Vector Decompose
  2212. String VisualShaderNodeVectorDecompose::get_caption() const {
  2213. return "VectorDecompose";
  2214. }
  2215. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  2216. return 1;
  2217. }
  2218. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
  2219. return PORT_TYPE_VECTOR;
  2220. }
  2221. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  2222. return "vec";
  2223. }
  2224. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  2225. return 3;
  2226. }
  2227. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  2228. return PORT_TYPE_SCALAR;
  2229. }
  2230. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  2231. if (p_port == 0) {
  2232. return "x";
  2233. } else if (p_port == 1) {
  2234. return "y";
  2235. } else {
  2236. return "z";
  2237. }
  2238. }
  2239. 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 {
  2240. String code;
  2241. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  2242. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  2243. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  2244. return code;
  2245. }
  2246. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  2247. set_input_port_default_value(0, Vector3());
  2248. }
  2249. ////////////// Transform Decompose
  2250. String VisualShaderNodeTransformDecompose::get_caption() const {
  2251. return "TransformDecompose";
  2252. }
  2253. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  2254. return 1;
  2255. }
  2256. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  2257. return PORT_TYPE_TRANSFORM;
  2258. }
  2259. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  2260. return "xform";
  2261. }
  2262. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  2263. return 4;
  2264. }
  2265. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  2266. return PORT_TYPE_VECTOR;
  2267. }
  2268. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  2269. if (p_port == 0) {
  2270. return "x";
  2271. } else if (p_port == 1) {
  2272. return "y";
  2273. } else if (p_port == 2) {
  2274. return "z";
  2275. } else {
  2276. return "origin";
  2277. }
  2278. }
  2279. 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 {
  2280. String code;
  2281. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  2282. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  2283. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  2284. code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  2285. return code;
  2286. }
  2287. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  2288. set_input_port_default_value(0, Transform());
  2289. }
  2290. ////////////// Scalar Uniform
  2291. String VisualShaderNodeScalarUniform::get_caption() const {
  2292. return "ScalarUniform";
  2293. }
  2294. int VisualShaderNodeScalarUniform::get_input_port_count() const {
  2295. return 0;
  2296. }
  2297. VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_input_port_type(int p_port) const {
  2298. return PORT_TYPE_SCALAR;
  2299. }
  2300. String VisualShaderNodeScalarUniform::get_input_port_name(int p_port) const {
  2301. return String();
  2302. }
  2303. int VisualShaderNodeScalarUniform::get_output_port_count() const {
  2304. return 1;
  2305. }
  2306. VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_output_port_type(int p_port) const {
  2307. return PORT_TYPE_SCALAR;
  2308. }
  2309. String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const {
  2310. return ""; //no output port means the editor will be used as port
  2311. }
  2312. String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2313. return "uniform float " + get_uniform_name() + ";\n";
  2314. }
  2315. String VisualShaderNodeScalarUniform::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 {
  2316. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2317. }
  2318. VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() {
  2319. }
  2320. ////////////// Boolean Uniform
  2321. String VisualShaderNodeBooleanUniform::get_caption() const {
  2322. return "BooleanUniform";
  2323. }
  2324. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  2325. return 0;
  2326. }
  2327. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  2328. return PORT_TYPE_BOOLEAN;
  2329. }
  2330. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  2331. return String();
  2332. }
  2333. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  2334. return 1;
  2335. }
  2336. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  2337. return PORT_TYPE_BOOLEAN;
  2338. }
  2339. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  2340. return ""; //no output port means the editor will be used as port
  2341. }
  2342. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2343. return "uniform bool " + get_uniform_name() + ";\n";
  2344. }
  2345. String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2346. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2347. }
  2348. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  2349. }
  2350. ////////////// Color Uniform
  2351. String VisualShaderNodeColorUniform::get_caption() const {
  2352. return "ColorUniform";
  2353. }
  2354. int VisualShaderNodeColorUniform::get_input_port_count() const {
  2355. return 0;
  2356. }
  2357. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  2358. return PORT_TYPE_VECTOR;
  2359. }
  2360. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  2361. return String();
  2362. }
  2363. int VisualShaderNodeColorUniform::get_output_port_count() const {
  2364. return 2;
  2365. }
  2366. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  2367. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2368. }
  2369. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  2370. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  2371. }
  2372. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2373. return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
  2374. }
  2375. String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2376. String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  2377. code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  2378. return code;
  2379. }
  2380. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  2381. }
  2382. ////////////// Vector Uniform
  2383. String VisualShaderNodeVec3Uniform::get_caption() const {
  2384. return "VectorUniform";
  2385. }
  2386. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  2387. return 0;
  2388. }
  2389. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  2390. return PORT_TYPE_VECTOR;
  2391. }
  2392. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  2393. return String();
  2394. }
  2395. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  2396. return 1;
  2397. }
  2398. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  2399. return PORT_TYPE_VECTOR;
  2400. }
  2401. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  2402. return ""; //no output port means the editor will be used as port
  2403. }
  2404. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2405. return "uniform vec3 " + get_uniform_name() + ";\n";
  2406. }
  2407. String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2408. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2409. }
  2410. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  2411. }
  2412. ////////////// Transform Uniform
  2413. String VisualShaderNodeTransformUniform::get_caption() const {
  2414. return "TransformUniform";
  2415. }
  2416. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  2417. return 0;
  2418. }
  2419. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  2420. return PORT_TYPE_VECTOR;
  2421. }
  2422. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  2423. return String();
  2424. }
  2425. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  2426. return 1;
  2427. }
  2428. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  2429. return PORT_TYPE_TRANSFORM;
  2430. }
  2431. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  2432. return ""; //no output port means the editor will be used as port
  2433. }
  2434. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2435. return "uniform mat4 " + get_uniform_name() + ";\n";
  2436. }
  2437. String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2438. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2439. }
  2440. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  2441. }
  2442. ////////////// Texture Uniform
  2443. String VisualShaderNodeTextureUniform::get_caption() const {
  2444. return "TextureUniform";
  2445. }
  2446. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  2447. return 2;
  2448. }
  2449. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  2450. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2451. }
  2452. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  2453. return p_port == 0 ? "uv" : "lod";
  2454. }
  2455. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  2456. return 3;
  2457. }
  2458. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  2459. switch (p_port) {
  2460. case 0:
  2461. return PORT_TYPE_VECTOR;
  2462. case 1:
  2463. return PORT_TYPE_SCALAR;
  2464. case 2:
  2465. return PORT_TYPE_SAMPLER;
  2466. default:
  2467. return PORT_TYPE_SCALAR;
  2468. }
  2469. }
  2470. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  2471. switch (p_port) {
  2472. case 0:
  2473. return "rgb";
  2474. case 1:
  2475. return "alpha";
  2476. case 2:
  2477. return "sampler2D";
  2478. default:
  2479. return "";
  2480. }
  2481. }
  2482. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2483. String code = "uniform sampler2D " + get_uniform_name();
  2484. switch (texture_type) {
  2485. case TYPE_DATA:
  2486. if (color_default == COLOR_DEFAULT_BLACK)
  2487. code += " : hint_black;\n";
  2488. else
  2489. code += ";\n";
  2490. break;
  2491. case TYPE_COLOR:
  2492. if (color_default == COLOR_DEFAULT_BLACK)
  2493. code += " : hint_black_albedo;\n";
  2494. else
  2495. code += " : hint_albedo;\n";
  2496. break;
  2497. case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
  2498. case TYPE_ANISO: code += " : hint_aniso;\n"; break;
  2499. }
  2500. return code;
  2501. }
  2502. String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2503. String id = get_uniform_name();
  2504. String code = "\t{\n";
  2505. if (p_input_vars[0] == String()) { // Use UV by default.
  2506. if (p_input_vars[1] == String()) {
  2507. code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
  2508. } else {
  2509. code += "\t\tvec4 n_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
  2510. }
  2511. } else if (p_input_vars[1] == String()) {
  2512. //no lod
  2513. code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  2514. } else {
  2515. code += "\t\tvec4 n_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  2516. }
  2517. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  2518. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  2519. code += "\t}\n";
  2520. return code;
  2521. }
  2522. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) {
  2523. texture_type = p_type;
  2524. emit_changed();
  2525. }
  2526. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  2527. return texture_type;
  2528. }
  2529. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
  2530. color_default = p_default;
  2531. emit_changed();
  2532. }
  2533. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  2534. return color_default;
  2535. }
  2536. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  2537. Vector<StringName> props;
  2538. props.push_back("texture_type");
  2539. props.push_back("color_default");
  2540. return props;
  2541. }
  2542. void VisualShaderNodeTextureUniform::_bind_methods() {
  2543. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  2544. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  2545. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  2546. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  2547. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type");
  2548. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
  2549. BIND_ENUM_CONSTANT(TYPE_DATA);
  2550. BIND_ENUM_CONSTANT(TYPE_COLOR);
  2551. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  2552. BIND_ENUM_CONSTANT(TYPE_ANISO);
  2553. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  2554. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  2555. }
  2556. String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
  2557. if (p_port == 0) {
  2558. return "UV.xy";
  2559. }
  2560. return "";
  2561. }
  2562. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  2563. texture_type = TYPE_DATA;
  2564. color_default = COLOR_DEFAULT_WHITE;
  2565. }
  2566. ////////////// Texture Uniform (Triplanar)
  2567. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  2568. return "TextureUniformTriplanar";
  2569. }
  2570. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  2571. return 2;
  2572. }
  2573. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  2574. if (p_port == 0) {
  2575. return PORT_TYPE_VECTOR;
  2576. } else if (p_port == 1) {
  2577. return PORT_TYPE_VECTOR;
  2578. }
  2579. return PORT_TYPE_SCALAR;
  2580. }
  2581. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  2582. if (p_port == 0) {
  2583. return "weights";
  2584. } else if (p_port == 1) {
  2585. return "pos";
  2586. }
  2587. return "";
  2588. }
  2589. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2590. String code;
  2591. code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
  2592. code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  2593. code += "\t\tvec4 samp = vec4(0.0);\n";
  2594. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  2595. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  2596. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  2597. code += "\t\treturn samp;\n";
  2598. code += "\t}\n";
  2599. code += "\n";
  2600. code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  2601. code += "\tuniform vec3 triplanar_offset;\n";
  2602. code += "\tuniform float triplanar_sharpness = 0.5;\n";
  2603. code += "\n";
  2604. code += "\tvarying vec3 triplanar_power_normal;\n";
  2605. code += "\tvarying vec3 triplanar_pos;\n";
  2606. return code;
  2607. }
  2608. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2609. String code;
  2610. if (p_type == VisualShader::TYPE_VERTEX) {
  2611. code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n";
  2612. code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  2613. code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  2614. code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  2615. code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  2616. }
  2617. return code;
  2618. }
  2619. String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2620. String id = get_uniform_name();
  2621. String code = "\t{\n";
  2622. if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
  2623. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal, triplanar_pos );\n";
  2624. } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
  2625. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", triplanar_pos );\n";
  2626. } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
  2627. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal," + p_input_vars[1] + " );\n";
  2628. } else {
  2629. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
  2630. }
  2631. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  2632. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  2633. code += "\t}\n";
  2634. return code;
  2635. }
  2636. String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
  2637. if (p_port == 0) {
  2638. return "default";
  2639. } else if (p_port == 1) {
  2640. return "default";
  2641. }
  2642. return "";
  2643. }
  2644. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  2645. }
  2646. ////////////// CubeMap Uniform
  2647. String VisualShaderNodeCubeMapUniform::get_caption() const {
  2648. return "CubeMapUniform";
  2649. }
  2650. int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
  2651. return 1;
  2652. }
  2653. VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
  2654. return PORT_TYPE_SAMPLER;
  2655. }
  2656. String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
  2657. return "samplerCube";
  2658. }
  2659. int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
  2660. return 0;
  2661. }
  2662. VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
  2663. return PORT_TYPE_SCALAR;
  2664. }
  2665. String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
  2666. return "";
  2667. }
  2668. String VisualShaderNodeCubeMapUniform::get_input_port_default_hint(int p_port) const {
  2669. return "";
  2670. }
  2671. String VisualShaderNodeCubeMapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2672. String code = "uniform samplerCube " + get_uniform_name();
  2673. switch (texture_type) {
  2674. case TYPE_DATA:
  2675. if (color_default == COLOR_DEFAULT_BLACK)
  2676. code += " : hint_black;\n";
  2677. else
  2678. code += ";\n";
  2679. break;
  2680. case TYPE_COLOR:
  2681. if (color_default == COLOR_DEFAULT_BLACK)
  2682. code += " : hint_black_albedo;\n";
  2683. else
  2684. code += " : hint_albedo;\n";
  2685. break;
  2686. case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
  2687. case TYPE_ANISO: code += " : hint_aniso;\n"; break;
  2688. }
  2689. return code;
  2690. }
  2691. String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2692. return String();
  2693. }
  2694. VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
  2695. }
  2696. ////////////// If
  2697. String VisualShaderNodeIf::get_caption() const {
  2698. return "If";
  2699. }
  2700. int VisualShaderNodeIf::get_input_port_count() const {
  2701. return 6;
  2702. }
  2703. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  2704. if (p_port == 0 || p_port == 1 || p_port == 2) {
  2705. return PORT_TYPE_SCALAR;
  2706. }
  2707. return PORT_TYPE_VECTOR;
  2708. }
  2709. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  2710. switch (p_port) {
  2711. case 0:
  2712. return "a";
  2713. case 1:
  2714. return "b";
  2715. case 2:
  2716. return "tolerance";
  2717. case 3:
  2718. return "a == b";
  2719. case 4:
  2720. return "a > b";
  2721. case 5:
  2722. return "a < b";
  2723. default:
  2724. return "";
  2725. }
  2726. }
  2727. int VisualShaderNodeIf::get_output_port_count() const {
  2728. return 1;
  2729. }
  2730. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  2731. return PORT_TYPE_VECTOR;
  2732. }
  2733. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  2734. return "result";
  2735. }
  2736. 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 {
  2737. String code;
  2738. code += "\tif(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  2739. code += "\t{\n";
  2740. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[3] + ";\n";
  2741. code += "\t}\n";
  2742. code += "\telse if(" + p_input_vars[0] + "<" + p_input_vars[1] + ")\n"; // a < b
  2743. code += "\t{\n";
  2744. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[5] + ";\n";
  2745. code += "\t}\n";
  2746. code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  2747. code += "\t{\n";
  2748. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[4] + ";\n";
  2749. code += "\t}\n";
  2750. return code;
  2751. }
  2752. VisualShaderNodeIf::VisualShaderNodeIf() {
  2753. set_input_port_default_value(0, 0.0);
  2754. set_input_port_default_value(1, 0.0);
  2755. set_input_port_default_value(2, CMP_EPSILON);
  2756. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  2757. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  2758. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  2759. }
  2760. ////////////// Switch
  2761. String VisualShaderNodeSwitch::get_caption() const {
  2762. return "VectorSwitch";
  2763. }
  2764. int VisualShaderNodeSwitch::get_input_port_count() const {
  2765. return 3;
  2766. }
  2767. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  2768. if (p_port == 0) {
  2769. return PORT_TYPE_BOOLEAN;
  2770. }
  2771. return PORT_TYPE_VECTOR;
  2772. }
  2773. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  2774. switch (p_port) {
  2775. case 0:
  2776. return "value";
  2777. case 1:
  2778. return "true";
  2779. case 2:
  2780. return "false";
  2781. default:
  2782. return "";
  2783. }
  2784. }
  2785. int VisualShaderNodeSwitch::get_output_port_count() const {
  2786. return 1;
  2787. }
  2788. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  2789. return PORT_TYPE_VECTOR;
  2790. }
  2791. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  2792. return "result";
  2793. }
  2794. 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 {
  2795. String code;
  2796. code += "\tif(" + p_input_vars[0] + ")\n";
  2797. code += "\t{\n";
  2798. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[1] + ";\n";
  2799. code += "\t}\n";
  2800. code += "\telse\n";
  2801. code += "\t{\n";
  2802. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[2] + ";\n";
  2803. code += "\t}\n";
  2804. return code;
  2805. }
  2806. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  2807. set_input_port_default_value(0, false);
  2808. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2809. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2810. }
  2811. ////////////// Switch(scalar)
  2812. String VisualShaderNodeScalarSwitch::get_caption() const {
  2813. return "ScalarSwitch";
  2814. }
  2815. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_input_port_type(int p_port) const {
  2816. if (p_port == 0) {
  2817. return PORT_TYPE_BOOLEAN;
  2818. }
  2819. return PORT_TYPE_SCALAR;
  2820. }
  2821. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_output_port_type(int p_port) const {
  2822. return PORT_TYPE_SCALAR;
  2823. }
  2824. VisualShaderNodeScalarSwitch::VisualShaderNodeScalarSwitch() {
  2825. set_input_port_default_value(0, false);
  2826. set_input_port_default_value(1, 1.0);
  2827. set_input_port_default_value(2, 0.0);
  2828. }
  2829. ////////////// Fresnel
  2830. String VisualShaderNodeFresnel::get_caption() const {
  2831. return "Fresnel";
  2832. }
  2833. int VisualShaderNodeFresnel::get_input_port_count() const {
  2834. return 4;
  2835. }
  2836. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  2837. switch (p_port) {
  2838. case 0:
  2839. return PORT_TYPE_VECTOR;
  2840. case 1:
  2841. return PORT_TYPE_VECTOR;
  2842. case 2:
  2843. return PORT_TYPE_BOOLEAN;
  2844. case 3:
  2845. return PORT_TYPE_SCALAR;
  2846. default:
  2847. return PORT_TYPE_VECTOR;
  2848. }
  2849. }
  2850. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  2851. switch (p_port) {
  2852. case 0:
  2853. return "normal";
  2854. case 1:
  2855. return "view";
  2856. case 2:
  2857. return "invert";
  2858. case 3:
  2859. return "power";
  2860. default:
  2861. return "";
  2862. }
  2863. }
  2864. int VisualShaderNodeFresnel::get_output_port_count() const {
  2865. return 1;
  2866. }
  2867. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  2868. return PORT_TYPE_SCALAR;
  2869. }
  2870. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  2871. return "result";
  2872. }
  2873. 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 {
  2874. return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + "));";
  2875. }
  2876. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  2877. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2878. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2879. set_input_port_default_value(2, false);
  2880. set_input_port_default_value(3, 1.0);
  2881. }
  2882. ////////////// Is
  2883. String VisualShaderNodeIs::get_caption() const {
  2884. return "Is";
  2885. }
  2886. int VisualShaderNodeIs::get_input_port_count() const {
  2887. return 1;
  2888. }
  2889. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  2890. return PORT_TYPE_SCALAR;
  2891. }
  2892. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  2893. return "";
  2894. }
  2895. int VisualShaderNodeIs::get_output_port_count() const {
  2896. return 1;
  2897. }
  2898. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  2899. return PORT_TYPE_BOOLEAN;
  2900. }
  2901. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  2902. return "";
  2903. }
  2904. 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 {
  2905. static const char *funcs[FUNC_IS_NAN + 1] = {
  2906. "isinf($)",
  2907. "isnan($)"
  2908. };
  2909. String code;
  2910. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2911. return code;
  2912. }
  2913. void VisualShaderNodeIs::set_function(Function p_func) {
  2914. func = p_func;
  2915. emit_changed();
  2916. }
  2917. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  2918. return func;
  2919. }
  2920. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  2921. Vector<StringName> props;
  2922. props.push_back("function");
  2923. return props;
  2924. }
  2925. void VisualShaderNodeIs::_bind_methods() {
  2926. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  2927. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  2928. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  2929. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  2930. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  2931. }
  2932. VisualShaderNodeIs::VisualShaderNodeIs() {
  2933. func = FUNC_IS_INF;
  2934. set_input_port_default_value(0, 0.0);
  2935. }
  2936. ////////////// Compare
  2937. String VisualShaderNodeCompare::get_caption() const {
  2938. return "Compare";
  2939. }
  2940. int VisualShaderNodeCompare::get_input_port_count() const {
  2941. if (ctype == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  2942. return 3;
  2943. }
  2944. return 2;
  2945. }
  2946. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  2947. if (p_port == 2)
  2948. return PORT_TYPE_SCALAR;
  2949. switch (ctype) {
  2950. case CTYPE_SCALAR:
  2951. return PORT_TYPE_SCALAR;
  2952. case CTYPE_VECTOR:
  2953. return PORT_TYPE_VECTOR;
  2954. case CTYPE_BOOLEAN:
  2955. return PORT_TYPE_BOOLEAN;
  2956. case CTYPE_TRANSFORM:
  2957. return PORT_TYPE_TRANSFORM;
  2958. }
  2959. return PORT_TYPE_VECTOR;
  2960. }
  2961. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  2962. if (p_port == 0)
  2963. return "a";
  2964. else if (p_port == 1)
  2965. return "b";
  2966. else if (p_port == 2)
  2967. return "tolerance";
  2968. return "";
  2969. }
  2970. int VisualShaderNodeCompare::get_output_port_count() const {
  2971. return 1;
  2972. }
  2973. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  2974. return PORT_TYPE_BOOLEAN;
  2975. }
  2976. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  2977. if (p_port == 0)
  2978. return "result";
  2979. return "";
  2980. }
  2981. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  2982. if (ctype == CTYPE_BOOLEAN || ctype == CTYPE_TRANSFORM) {
  2983. if (func > FUNC_NOT_EQUAL) {
  2984. return TTR("Invalid comparison function for that type.");
  2985. }
  2986. }
  2987. return "";
  2988. }
  2989. 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 {
  2990. static const char *ops[FUNC_LESS_THAN_EQUAL + 1] = {
  2991. "==",
  2992. "!=",
  2993. ">",
  2994. ">=",
  2995. "<",
  2996. "<=",
  2997. };
  2998. static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = {
  2999. "equal($)",
  3000. "notEqual($)",
  3001. "greaterThan($)",
  3002. "greaterThanEqual($)",
  3003. "lessThan($)",
  3004. "lessThanEqual($)",
  3005. };
  3006. static const char *conds[COND_ANY + 1] = {
  3007. "all($)",
  3008. "any($)",
  3009. };
  3010. String code;
  3011. switch (ctype) {
  3012. case CTYPE_SCALAR:
  3013. if (func == FUNC_EQUAL) {
  3014. code += "\t" + p_output_vars[0] + "=(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
  3015. } else if (func == FUNC_NOT_EQUAL) {
  3016. code += "\t" + p_output_vars[0] + "=!(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
  3017. } else {
  3018. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  3019. }
  3020. break;
  3021. case CTYPE_VECTOR:
  3022. code += "\t{\n";
  3023. code += "\t\tbvec3 _bv=" + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  3024. code += "\t\t" + p_output_vars[0] + "=" + String(conds[condition]).replace("$", "_bv") + ";\n";
  3025. code += "\t}\n";
  3026. break;
  3027. case CTYPE_BOOLEAN:
  3028. if (func > FUNC_NOT_EQUAL)
  3029. return "\t" + p_output_vars[0] + "=false;\n";
  3030. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  3031. break;
  3032. case CTYPE_TRANSFORM:
  3033. if (func > FUNC_NOT_EQUAL)
  3034. return "\t" + p_output_vars[0] + "=false;\n";
  3035. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  3036. break;
  3037. default:
  3038. break;
  3039. }
  3040. return code;
  3041. }
  3042. void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
  3043. ctype = p_type;
  3044. switch (ctype) {
  3045. case CTYPE_SCALAR:
  3046. set_input_port_default_value(0, 0.0);
  3047. set_input_port_default_value(1, 0.0);
  3048. break;
  3049. case CTYPE_VECTOR:
  3050. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3051. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3052. break;
  3053. case CTYPE_BOOLEAN:
  3054. set_input_port_default_value(0, false);
  3055. set_input_port_default_value(1, false);
  3056. break;
  3057. case CTYPE_TRANSFORM:
  3058. set_input_port_default_value(0, Transform());
  3059. set_input_port_default_value(1, Transform());
  3060. break;
  3061. }
  3062. emit_changed();
  3063. }
  3064. VisualShaderNodeCompare::ComparsionType VisualShaderNodeCompare::get_comparsion_type() const {
  3065. return ctype;
  3066. }
  3067. void VisualShaderNodeCompare::set_function(Function p_func) {
  3068. func = p_func;
  3069. emit_changed();
  3070. }
  3071. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  3072. return func;
  3073. }
  3074. void VisualShaderNodeCompare::set_condition(Condition p_cond) {
  3075. condition = p_cond;
  3076. emit_changed();
  3077. }
  3078. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  3079. return condition;
  3080. }
  3081. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  3082. Vector<StringName> props;
  3083. props.push_back("type");
  3084. props.push_back("function");
  3085. if (ctype == CTYPE_VECTOR)
  3086. props.push_back("condition");
  3087. return props;
  3088. }
  3089. void VisualShaderNodeCompare::_bind_methods() {
  3090. ClassDB::bind_method(D_METHOD("set_comparsion_type", "type"), &VisualShaderNodeCompare::set_comparsion_type);
  3091. ClassDB::bind_method(D_METHOD("get_comparsion_type"), &VisualShaderNodeCompare::get_comparsion_type);
  3092. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  3093. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  3094. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  3095. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  3096. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector,Boolean,Transform"), "set_comparsion_type", "get_comparsion_type");
  3097. 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");
  3098. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  3099. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  3100. BIND_ENUM_CONSTANT(CTYPE_VECTOR);
  3101. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  3102. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  3103. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  3104. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  3105. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  3106. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  3107. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  3108. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  3109. BIND_ENUM_CONSTANT(COND_ALL);
  3110. BIND_ENUM_CONSTANT(COND_ANY);
  3111. }
  3112. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  3113. ctype = CTYPE_SCALAR;
  3114. func = FUNC_EQUAL;
  3115. condition = COND_ALL;
  3116. set_input_port_default_value(0, 0.0);
  3117. set_input_port_default_value(1, 0.0);
  3118. set_input_port_default_value(2, CMP_EPSILON);
  3119. }