visual_shader.cpp 105 KB

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  1. /*************************************************************************/
  2. /* visual_shader.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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.h"
  31. #include "core/vmap.h"
  32. #include "servers/rendering/shader_types.h"
  33. #include "visual_shader_nodes.h"
  34. bool VisualShaderNode::is_simple_decl() const {
  35. return simple_decl;
  36. }
  37. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  38. port_preview = p_index;
  39. }
  40. int VisualShaderNode::get_output_port_for_preview() const {
  41. return port_preview;
  42. }
  43. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
  44. default_input_values[p_port] = p_value;
  45. emit_changed();
  46. }
  47. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  48. if (default_input_values.has(p_port)) {
  49. return default_input_values[p_port];
  50. }
  51. return Variant();
  52. }
  53. bool VisualShaderNode::is_port_separator(int p_index) const {
  54. return false;
  55. }
  56. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  57. return Vector<VisualShader::DefaultTextureParam>();
  58. }
  59. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  60. return String();
  61. }
  62. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  63. return String();
  64. }
  65. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  66. return String();
  67. }
  68. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  69. return Vector<StringName>();
  70. }
  71. Array VisualShaderNode::get_default_input_values() const {
  72. Array ret;
  73. for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) {
  74. ret.push_back(E->key());
  75. ret.push_back(E->get());
  76. }
  77. return ret;
  78. }
  79. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  80. if (p_values.size() % 2 == 0) {
  81. for (int i = 0; i < p_values.size(); i += 2) {
  82. default_input_values[p_values[i + 0]] = p_values[i + 1];
  83. }
  84. }
  85. emit_changed();
  86. }
  87. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  88. return String();
  89. }
  90. String VisualShaderNode::get_input_port_default_hint(int p_port) const {
  91. return "";
  92. }
  93. void VisualShaderNode::_bind_methods() {
  94. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  95. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  96. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
  97. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  98. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  99. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  100. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  101. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  102. ADD_SIGNAL(MethodInfo("editor_refresh_request"));
  103. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  104. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  105. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
  106. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  107. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  108. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  109. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  110. }
  111. VisualShaderNode::VisualShaderNode() {
  112. port_preview = -1;
  113. simple_decl = true;
  114. }
  115. /////////////////////////////////////////////////////////
  116. void VisualShaderNodeCustom::update_ports() {
  117. ERR_FAIL_COND(!get_script_instance());
  118. input_ports.clear();
  119. if (get_script_instance()->has_method("_get_input_port_count")) {
  120. int input_port_count = (int)get_script_instance()->call("_get_input_port_count");
  121. bool has_name = get_script_instance()->has_method("_get_input_port_name");
  122. bool has_type = get_script_instance()->has_method("_get_input_port_type");
  123. for (int i = 0; i < input_port_count; i++) {
  124. Port port;
  125. if (has_name) {
  126. port.name = (String)get_script_instance()->call("_get_input_port_name", i);
  127. } else {
  128. port.name = "in" + itos(i);
  129. }
  130. if (has_type) {
  131. port.type = (int)get_script_instance()->call("_get_input_port_type", i);
  132. } else {
  133. port.type = (int)PortType::PORT_TYPE_SCALAR;
  134. }
  135. input_ports.push_back(port);
  136. }
  137. }
  138. output_ports.clear();
  139. if (get_script_instance()->has_method("_get_output_port_count")) {
  140. int output_port_count = (int)get_script_instance()->call("_get_output_port_count");
  141. bool has_name = get_script_instance()->has_method("_get_output_port_name");
  142. bool has_type = get_script_instance()->has_method("_get_output_port_type");
  143. for (int i = 0; i < output_port_count; i++) {
  144. Port port;
  145. if (has_name) {
  146. port.name = (String)get_script_instance()->call("_get_output_port_name", i);
  147. } else {
  148. port.name = "out" + itos(i);
  149. }
  150. if (has_type) {
  151. port.type = (int)get_script_instance()->call("_get_output_port_type", i);
  152. } else {
  153. port.type = (int)PortType::PORT_TYPE_SCALAR;
  154. }
  155. output_ports.push_back(port);
  156. }
  157. }
  158. }
  159. String VisualShaderNodeCustom::get_caption() const {
  160. ERR_FAIL_COND_V(!get_script_instance(), "");
  161. if (get_script_instance()->has_method("_get_name")) {
  162. return (String)get_script_instance()->call("_get_name");
  163. }
  164. return "Unnamed";
  165. }
  166. int VisualShaderNodeCustom::get_input_port_count() const {
  167. return input_ports.size();
  168. }
  169. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  170. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  171. return (PortType)input_ports[p_port].type;
  172. }
  173. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  174. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  175. return input_ports[p_port].name;
  176. }
  177. int VisualShaderNodeCustom::get_output_port_count() const {
  178. return output_ports.size();
  179. }
  180. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  181. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  182. return (PortType)output_ports[p_port].type;
  183. }
  184. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  185. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  186. return output_ports[p_port].name;
  187. }
  188. String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  189. ERR_FAIL_COND_V(!get_script_instance(), "");
  190. ERR_FAIL_COND_V(!get_script_instance()->has_method("_get_code"), "");
  191. Array input_vars;
  192. for (int i = 0; i < get_input_port_count(); i++) {
  193. input_vars.push_back(p_input_vars[i]);
  194. }
  195. Array output_vars;
  196. for (int i = 0; i < get_output_port_count(); i++) {
  197. output_vars.push_back(p_output_vars[i]);
  198. }
  199. String code = "\t{\n";
  200. String _code = (String)get_script_instance()->call("_get_code", input_vars, output_vars, (int)p_mode, (int)p_type);
  201. bool nend = _code.ends_with("\n");
  202. _code = _code.insert(0, "\t\t");
  203. _code = _code.replace("\n", "\n\t\t");
  204. code += _code;
  205. if (!nend) {
  206. code += "\n\t}";
  207. } else {
  208. code.remove(code.size() - 1);
  209. code += "}";
  210. }
  211. code += "\n";
  212. return code;
  213. }
  214. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  215. ERR_FAIL_COND_V(!get_script_instance(), "");
  216. if (get_script_instance()->has_method("_get_global_code")) {
  217. String code = "// " + get_caption() + "\n";
  218. code += (String)get_script_instance()->call("_get_global_code", (int)p_mode);
  219. code += "\n";
  220. return code;
  221. }
  222. return "";
  223. }
  224. void VisualShaderNodeCustom::_bind_methods() {
  225. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_name"));
  226. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_description"));
  227. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_category"));
  228. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_return_icon_type"));
  229. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_count"));
  230. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_type", PropertyInfo(Variant::INT, "port")));
  231. BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_input_port_name", PropertyInfo(Variant::INT, "port")));
  232. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_count"));
  233. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_type", PropertyInfo(Variant::INT, "port")));
  234. BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_output_port_name", PropertyInfo(Variant::INT, "port")));
  235. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_code", PropertyInfo(Variant::ARRAY, "input_vars"), PropertyInfo(Variant::ARRAY, "output_vars"), PropertyInfo(Variant::INT, "mode"), PropertyInfo(Variant::INT, "type")));
  236. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
  237. BIND_VMETHOD(MethodInfo(Variant::BOOL, "_is_highend"));
  238. }
  239. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  240. simple_decl = false;
  241. }
  242. /////////////////////////////////////////////////////////
  243. void VisualShader::set_version(const String &p_version) {
  244. version = p_version;
  245. }
  246. String VisualShader::get_version() const {
  247. return version;
  248. }
  249. void VisualShader::update_version(const String &p_new_version) {
  250. if (version == "") {
  251. for (int i = 0; i < TYPE_MAX; i++) {
  252. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  253. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr());
  254. if (expression.is_valid()) {
  255. for (int j = 0; j < expression->get_input_port_count(); j++) {
  256. int type = expression->get_input_port_type(j);
  257. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  258. type += 1;
  259. }
  260. expression->set_input_port_type(j, type);
  261. }
  262. for (int j = 0; j < expression->get_output_port_count(); j++) {
  263. int type = expression->get_output_port_type(j);
  264. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  265. type += 1;
  266. }
  267. expression->set_output_port_type(j, type);
  268. }
  269. }
  270. Ref<VisualShaderNodeCompare> compare = Object::cast_to<VisualShaderNodeCompare>(E->get().node.ptr());
  271. if (compare.is_valid()) {
  272. int ctype = int(compare->get_comparison_type());
  273. if (int(ctype) > 0) { // + PORT_TYPE_SCALAR_INT
  274. ctype += 1;
  275. }
  276. compare->set_comparison_type(VisualShaderNodeCompare::ComparisonType(ctype));
  277. }
  278. }
  279. }
  280. }
  281. set_version(p_new_version);
  282. }
  283. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  284. ERR_FAIL_COND(p_node.is_null());
  285. ERR_FAIL_COND(p_id < 2);
  286. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  287. Graph *g = &graph[p_type];
  288. ERR_FAIL_COND(g->nodes.has(p_id));
  289. Node n;
  290. n.node = p_node;
  291. n.position = p_position;
  292. Ref<VisualShaderNodeUniform> uniform = n.node;
  293. if (uniform.is_valid()) {
  294. String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
  295. uniform->set_uniform_name(valid_name);
  296. }
  297. Ref<VisualShaderNodeInput> input = n.node;
  298. if (input.is_valid()) {
  299. input->shader_mode = shader_mode;
  300. input->shader_type = p_type;
  301. input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id));
  302. }
  303. n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  304. Ref<VisualShaderNodeCustom> custom = n.node;
  305. if (custom.is_valid()) {
  306. custom->update_ports();
  307. }
  308. g->nodes[p_id] = n;
  309. _queue_update();
  310. }
  311. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  312. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  313. Graph *g = &graph[p_type];
  314. ERR_FAIL_COND(!g->nodes.has(p_id));
  315. g->nodes[p_id].position = p_position;
  316. }
  317. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  318. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  319. const Graph *g = &graph[p_type];
  320. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  321. return g->nodes[p_id].position;
  322. }
  323. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  324. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  325. const Graph *g = &graph[p_type];
  326. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  327. return g->nodes[p_id].node;
  328. }
  329. Vector<int> VisualShader::get_node_list(Type p_type) const {
  330. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  331. const Graph *g = &graph[p_type];
  332. Vector<int> ret;
  333. for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
  334. ret.push_back(E->key());
  335. }
  336. return ret;
  337. }
  338. int VisualShader::get_valid_node_id(Type p_type) const {
  339. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  340. const Graph *g = &graph[p_type];
  341. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  342. }
  343. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  344. for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) {
  345. if (E->get().node == p_node)
  346. return E->key();
  347. }
  348. return NODE_ID_INVALID;
  349. }
  350. void VisualShader::remove_node(Type p_type, int p_id) {
  351. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  352. ERR_FAIL_COND(p_id < 2);
  353. Graph *g = &graph[p_type];
  354. ERR_FAIL_COND(!g->nodes.has(p_id));
  355. Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
  356. if (input.is_valid()) {
  357. input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed));
  358. }
  359. g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
  360. g->nodes.erase(p_id);
  361. for (List<Connection>::Element *E = g->connections.front(); E;) {
  362. List<Connection>::Element *N = E->next();
  363. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  364. g->connections.erase(E);
  365. if (E->get().from_node == p_id) {
  366. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  367. }
  368. }
  369. E = N;
  370. }
  371. _queue_update();
  372. }
  373. bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  374. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  375. const Graph *g = &graph[p_type];
  376. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  377. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  378. return true;
  379. }
  380. }
  381. return false;
  382. }
  383. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  384. bool result = false;
  385. const VisualShader::Node &node = p_graph->nodes[p_node];
  386. for (const List<int>::Element *E = node.prev_connected_nodes.front(); E; E = E->next()) {
  387. if (E->get() == p_target) {
  388. return true;
  389. }
  390. result = is_nodes_connected_relatively(p_graph, E->get(), p_target);
  391. if (result) {
  392. break;
  393. }
  394. }
  395. return result;
  396. }
  397. bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  398. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  399. const Graph *g = &graph[p_type];
  400. if (!g->nodes.has(p_from_node))
  401. return false;
  402. if (p_from_node == p_to_node)
  403. return false;
  404. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count())
  405. return false;
  406. if (!g->nodes.has(p_to_node))
  407. return false;
  408. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count())
  409. return false;
  410. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  411. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  412. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  413. return false;
  414. }
  415. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  416. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  417. return false;
  418. }
  419. }
  420. if (is_nodes_connected_relatively(g, p_from_node, p_to_node))
  421. return false;
  422. return true;
  423. }
  424. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  425. return MAX(0, p_a - 3) == (MAX(0, p_b - 3));
  426. }
  427. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  428. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  429. Graph *g = &graph[p_type];
  430. Connection c;
  431. c.from_node = p_from_node;
  432. c.from_port = p_from_port;
  433. c.to_node = p_to_node;
  434. c.to_port = p_to_port;
  435. g->connections.push_back(c);
  436. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  437. _queue_update();
  438. }
  439. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  440. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  441. Graph *g = &graph[p_type];
  442. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  443. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
  444. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  445. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  446. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  447. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  448. ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
  449. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  450. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  451. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  452. }
  453. }
  454. Connection c;
  455. c.from_node = p_from_node;
  456. c.from_port = p_from_port;
  457. c.to_node = p_to_node;
  458. c.to_port = p_to_port;
  459. g->connections.push_back(c);
  460. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  461. _queue_update();
  462. return OK;
  463. }
  464. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  465. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  466. Graph *g = &graph[p_type];
  467. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  468. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  469. g->connections.erase(E);
  470. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  471. _queue_update();
  472. return;
  473. }
  474. }
  475. }
  476. Array VisualShader::_get_node_connections(Type p_type) const {
  477. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  478. const Graph *g = &graph[p_type];
  479. Array ret;
  480. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  481. Dictionary d;
  482. d["from_node"] = E->get().from_node;
  483. d["from_port"] = E->get().from_port;
  484. d["to_node"] = E->get().to_node;
  485. d["to_port"] = E->get().to_port;
  486. ret.push_back(d);
  487. }
  488. return ret;
  489. }
  490. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  491. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  492. const Graph *g = &graph[p_type];
  493. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  494. r_connections->push_back(E->get());
  495. }
  496. }
  497. void VisualShader::set_mode(Mode p_mode) {
  498. if (shader_mode == p_mode) {
  499. return;
  500. }
  501. //erase input/output connections
  502. modes.clear();
  503. flags.clear();
  504. shader_mode = p_mode;
  505. for (int i = 0; i < TYPE_MAX; i++) {
  506. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  507. Ref<VisualShaderNodeInput> input = E->get().node;
  508. if (input.is_valid()) {
  509. input->shader_mode = shader_mode;
  510. //input->input_index = 0;
  511. }
  512. }
  513. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  514. output->shader_mode = shader_mode;
  515. // clear connections since they are no longer valid
  516. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  517. bool keep = true;
  518. List<Connection>::Element *N = E->next();
  519. int from = E->get().from_node;
  520. int to = E->get().to_node;
  521. if (!graph[i].nodes.has(from)) {
  522. keep = false;
  523. } else {
  524. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  525. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  526. keep = false;
  527. }
  528. }
  529. if (!graph[i].nodes.has(to)) {
  530. keep = false;
  531. } else {
  532. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  533. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  534. keep = false;
  535. }
  536. }
  537. if (!keep) {
  538. graph[i].connections.erase(E);
  539. }
  540. E = N;
  541. }
  542. }
  543. _queue_update();
  544. _change_notify();
  545. }
  546. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  547. graph_offset = p_offset;
  548. }
  549. Vector2 VisualShader::get_graph_offset() const {
  550. return graph_offset;
  551. }
  552. Shader::Mode VisualShader::get_mode() const {
  553. return shader_mode;
  554. }
  555. bool VisualShader::is_text_shader() const {
  556. return false;
  557. }
  558. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  559. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  560. ERR_FAIL_COND_V(!node.is_valid(), String());
  561. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
  562. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  563. StringBuilder global_code;
  564. StringBuilder global_code_per_node;
  565. Map<Type, StringBuilder> global_code_per_func;
  566. StringBuilder code;
  567. Set<StringName> classes;
  568. global_code += String() + "shader_type canvas_item;\n";
  569. String global_expressions;
  570. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  571. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  572. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  573. if (global_expression.is_valid()) {
  574. String expr = "";
  575. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  576. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  577. expr = expr.replace("\n", "\n\t");
  578. expr += "\n";
  579. global_expressions += expr;
  580. }
  581. }
  582. }
  583. global_code += "\n";
  584. global_code += global_expressions;
  585. //make it faster to go around through shader
  586. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  587. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  588. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  589. ConnectionKey from_key;
  590. from_key.node = E->get().from_node;
  591. from_key.port = E->get().from_port;
  592. output_connections.insert(from_key, E);
  593. ConnectionKey to_key;
  594. to_key.node = E->get().to_node;
  595. to_key.port = E->get().to_port;
  596. input_connections.insert(to_key, E);
  597. }
  598. code += "\nvoid fragment() {\n";
  599. Set<int> processed;
  600. Error err = _write_node(p_type, global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  601. ERR_FAIL_COND_V(err != OK, String());
  602. if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
  603. code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
  604. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  605. code += "\tCOLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  606. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  607. code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  608. } else {
  609. code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  610. }
  611. code += "}\n";
  612. //set code secretly
  613. global_code += "\n\n";
  614. String final_code = global_code;
  615. final_code += global_code_per_node;
  616. final_code += code;
  617. return final_code;
  618. }
  619. #define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
  620. #define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_')
  621. String VisualShader::validate_port_name(const String &p_name, const List<String> &p_input_ports, const List<String> &p_output_ports) const {
  622. String name = p_name;
  623. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  624. name = name.substr(1, name.length() - 1);
  625. }
  626. if (name != String()) {
  627. String valid_name;
  628. for (int i = 0; i < name.length(); i++) {
  629. if (IS_SYMBOL_CHAR(name[i])) {
  630. valid_name += String::chr(name[i]);
  631. } else if (name[i] == ' ') {
  632. valid_name += "_";
  633. }
  634. }
  635. name = valid_name;
  636. }
  637. String valid_name = name;
  638. bool is_equal = false;
  639. for (int i = 0; i < p_input_ports.size(); i++) {
  640. if (name == p_input_ports[i]) {
  641. is_equal = true;
  642. break;
  643. }
  644. }
  645. if (!is_equal) {
  646. for (int i = 0; i < p_output_ports.size(); i++) {
  647. if (name == p_output_ports[i]) {
  648. is_equal = true;
  649. break;
  650. }
  651. }
  652. }
  653. if (is_equal) {
  654. name = "";
  655. }
  656. return name;
  657. }
  658. String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
  659. String name = p_name; //validate name first
  660. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  661. name = name.substr(1, name.length() - 1);
  662. }
  663. if (name != String()) {
  664. String valid_name;
  665. for (int i = 0; i < name.length(); i++) {
  666. if (IS_SYMBOL_CHAR(name[i])) {
  667. valid_name += String::chr(name[i]);
  668. } else if (name[i] == ' ') {
  669. valid_name += "_";
  670. }
  671. }
  672. name = valid_name;
  673. }
  674. if (name == String()) {
  675. name = p_uniform->get_caption();
  676. }
  677. int attempt = 1;
  678. while (true) {
  679. bool exists = false;
  680. for (int i = 0; i < TYPE_MAX; i++) {
  681. for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  682. Ref<VisualShaderNodeUniform> node = E->get().node;
  683. if (node == p_uniform) { //do not test on self
  684. continue;
  685. }
  686. if (node.is_valid() && node->get_uniform_name() == name) {
  687. exists = true;
  688. break;
  689. }
  690. }
  691. if (exists) {
  692. break;
  693. }
  694. }
  695. if (exists) {
  696. //remove numbers, put new and try again
  697. attempt++;
  698. while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
  699. name = name.substr(0, name.length() - 1);
  700. }
  701. ERR_FAIL_COND_V(name == String(), String());
  702. name += itos(attempt);
  703. } else {
  704. break;
  705. }
  706. }
  707. return name;
  708. }
  709. VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
  710. { Shader::MODE_SPATIAL, "blend" },
  711. { Shader::MODE_SPATIAL, "depth_draw" },
  712. { Shader::MODE_SPATIAL, "cull" },
  713. { Shader::MODE_SPATIAL, "diffuse" },
  714. { Shader::MODE_SPATIAL, "specular" },
  715. { Shader::MODE_CANVAS_ITEM, "blend" },
  716. { Shader::MODE_CANVAS_ITEM, nullptr }
  717. };
  718. static const char *type_string[VisualShader::TYPE_MAX] = {
  719. "vertex",
  720. "fragment",
  721. "light"
  722. };
  723. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  724. String name = p_name;
  725. if (name == "mode") {
  726. set_mode(Shader::Mode(int(p_value)));
  727. return true;
  728. } else if (name.begins_with("flags/")) {
  729. StringName flag = name.get_slicec('/', 1);
  730. bool enable = p_value;
  731. if (enable) {
  732. flags.insert(flag);
  733. } else {
  734. flags.erase(flag);
  735. }
  736. _queue_update();
  737. return true;
  738. } else if (name.begins_with("modes/")) {
  739. String mode = name.get_slicec('/', 1);
  740. int value = p_value;
  741. if (value == 0) {
  742. modes.erase(mode); //means it's default anyway, so don't store it
  743. } else {
  744. modes[mode] = value;
  745. }
  746. _queue_update();
  747. return true;
  748. } else if (name.begins_with("nodes/")) {
  749. String typestr = name.get_slicec('/', 1);
  750. Type type = TYPE_VERTEX;
  751. for (int i = 0; i < TYPE_MAX; i++) {
  752. if (typestr == type_string[i]) {
  753. type = Type(i);
  754. break;
  755. }
  756. }
  757. String index = name.get_slicec('/', 2);
  758. if (index == "connections") {
  759. Vector<int> conns = p_value;
  760. if (conns.size() % 4 == 0) {
  761. for (int i = 0; i < conns.size(); i += 4) {
  762. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  763. }
  764. }
  765. return true;
  766. }
  767. int id = index.to_int();
  768. String what = name.get_slicec('/', 3);
  769. if (what == "node") {
  770. add_node(type, p_value, Vector2(), id);
  771. return true;
  772. } else if (what == "position") {
  773. set_node_position(type, id, p_value);
  774. return true;
  775. } else if (what == "size") {
  776. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_size(p_value);
  777. return true;
  778. } else if (what == "input_ports") {
  779. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  780. return true;
  781. } else if (what == "output_ports") {
  782. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  783. return true;
  784. } else if (what == "expression") {
  785. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  786. return true;
  787. }
  788. }
  789. return false;
  790. }
  791. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  792. String name = p_name;
  793. if (name == "mode") {
  794. r_ret = get_mode();
  795. return true;
  796. } else if (name.begins_with("flags/")) {
  797. StringName flag = name.get_slicec('/', 1);
  798. r_ret = flags.has(flag);
  799. return true;
  800. } else if (name.begins_with("modes/")) {
  801. String mode = name.get_slicec('/', 1);
  802. if (modes.has(mode)) {
  803. r_ret = modes[mode];
  804. } else {
  805. r_ret = 0;
  806. }
  807. return true;
  808. } else if (name.begins_with("nodes/")) {
  809. String typestr = name.get_slicec('/', 1);
  810. Type type = TYPE_VERTEX;
  811. for (int i = 0; i < TYPE_MAX; i++) {
  812. if (typestr == type_string[i]) {
  813. type = Type(i);
  814. break;
  815. }
  816. }
  817. String index = name.get_slicec('/', 2);
  818. if (index == "connections") {
  819. Vector<int> conns;
  820. for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
  821. conns.push_back(E->get().from_node);
  822. conns.push_back(E->get().from_port);
  823. conns.push_back(E->get().to_node);
  824. conns.push_back(E->get().to_port);
  825. }
  826. r_ret = conns;
  827. return true;
  828. }
  829. int id = index.to_int();
  830. String what = name.get_slicec('/', 3);
  831. if (what == "node") {
  832. r_ret = get_node(type, id);
  833. return true;
  834. } else if (what == "position") {
  835. r_ret = get_node_position(type, id);
  836. return true;
  837. } else if (what == "size") {
  838. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_size();
  839. return true;
  840. } else if (what == "input_ports") {
  841. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  842. return true;
  843. } else if (what == "output_ports") {
  844. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  845. return true;
  846. } else if (what == "expression") {
  847. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  848. return true;
  849. }
  850. }
  851. return false;
  852. }
  853. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  854. //mode
  855. p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky"));
  856. //render modes
  857. Map<String, String> blend_mode_enums;
  858. Set<String> toggles;
  859. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  860. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  861. int idx = 0;
  862. bool in_enum = false;
  863. while (render_mode_enums[idx].string) {
  864. if (mode.begins_with(render_mode_enums[idx].string)) {
  865. String begin = render_mode_enums[idx].string;
  866. String option = mode.replace_first(begin + "_", "");
  867. if (!blend_mode_enums.has(begin)) {
  868. blend_mode_enums[begin] = option;
  869. } else {
  870. blend_mode_enums[begin] += "," + option;
  871. }
  872. in_enum = true;
  873. break;
  874. }
  875. idx++;
  876. }
  877. if (!in_enum) {
  878. toggles.insert(mode);
  879. }
  880. }
  881. for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) {
  882. p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get()));
  883. }
  884. for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
  885. p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
  886. }
  887. for (int i = 0; i < TYPE_MAX; i++) {
  888. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  889. String prop_name = "nodes/";
  890. prop_name += type_string[i];
  891. prop_name += "/" + itos(E->key());
  892. if (E->key() != NODE_ID_OUTPUT) {
  893. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
  894. }
  895. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  896. if (Object::cast_to<VisualShaderNodeGroupBase>(E->get().node.ptr()) != nullptr) {
  897. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  898. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  899. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  900. }
  901. if (Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()) != nullptr) {
  902. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  903. }
  904. }
  905. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  906. }
  907. }
  908. Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const {
  909. const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
  910. //check inputs recursively first
  911. int input_count = vsnode->get_input_port_count();
  912. for (int i = 0; i < input_count; i++) {
  913. ConnectionKey ck;
  914. ck.node = node;
  915. ck.port = i;
  916. if (input_connections.has(ck)) {
  917. int from_node = input_connections[ck]->get().from_node;
  918. if (processed.has(from_node)) {
  919. continue;
  920. }
  921. Error err = _write_node(type, global_code, global_code_per_node, global_code_per_func, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview, r_classes);
  922. if (err)
  923. return err;
  924. }
  925. }
  926. // then this node
  927. code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  928. Vector<String> input_vars;
  929. input_vars.resize(vsnode->get_input_port_count());
  930. String *inputs = input_vars.ptrw();
  931. for (int i = 0; i < input_count; i++) {
  932. ConnectionKey ck;
  933. ck.node = node;
  934. ck.port = i;
  935. if (input_connections.has(ck)) {
  936. //connected to something, use that output
  937. int from_node = input_connections[ck]->get().from_node;
  938. int from_port = input_connections[ck]->get().from_port;
  939. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  940. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  941. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  942. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  943. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  944. if (ptr->has_method("get_input_real_name")) {
  945. inputs[i] = ptr->call("get_input_real_name");
  946. } else if (ptr->has_method("get_uniform_name")) {
  947. inputs[i] = ptr->call("get_uniform_name");
  948. } else {
  949. inputs[i] = "";
  950. }
  951. } else if (in_type == out_type) {
  952. inputs[i] = src_var;
  953. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  954. inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
  955. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  956. inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
  957. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  958. inputs[i] = "vec3(" + src_var + ")";
  959. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  960. inputs[i] = "vec3(float(" + src_var + "))";
  961. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  962. inputs[i] = "all(bvec3(" + src_var + "))";
  963. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  964. inputs[i] = src_var + " > 0.0 ? true : false";
  965. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  966. inputs[i] = src_var + " > 0 ? true : false";
  967. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  968. inputs[i] = src_var + " ? 1.0 : 0.0";
  969. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  970. inputs[i] = src_var + " ? 1 : 0";
  971. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  972. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  973. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  974. inputs[i] = "float(" + src_var + ")";
  975. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  976. inputs[i] = "int(" + src_var + ")";
  977. }
  978. } else {
  979. Variant defval = vsnode->get_input_port_default_value(i);
  980. if (defval.get_type() == Variant::FLOAT) {
  981. float val = defval;
  982. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  983. code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  984. } else if (defval.get_type() == Variant::INT) {
  985. int val = defval;
  986. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  987. code += "\tint " + inputs[i] + " = " + itos(val) + ";\n";
  988. } else if (defval.get_type() == Variant::BOOL) {
  989. bool val = defval;
  990. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  991. code += "\tbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  992. } else if (defval.get_type() == Variant::VECTOR3) {
  993. Vector3 val = defval;
  994. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  995. code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  996. } else if (defval.get_type() == Variant::TRANSFORM) {
  997. Transform val = defval;
  998. val.basis.transpose();
  999. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1000. Array values;
  1001. for (int j = 0; j < 3; j++) {
  1002. values.push_back(val.basis[j].x);
  1003. values.push_back(val.basis[j].y);
  1004. values.push_back(val.basis[j].z);
  1005. }
  1006. values.push_back(val.origin.x);
  1007. values.push_back(val.origin.y);
  1008. values.push_back(val.origin.z);
  1009. bool err = false;
  1010. code += "\tmat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
  1011. } else {
  1012. //will go empty, node is expected to know what it is doing at this point and handle it
  1013. }
  1014. }
  1015. }
  1016. int output_count = vsnode->get_output_port_count();
  1017. Vector<String> output_vars;
  1018. output_vars.resize(vsnode->get_output_port_count());
  1019. String *outputs = output_vars.ptrw();
  1020. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1021. for (int i = 0; i < output_count; i++) {
  1022. String var_name = "n_out" + itos(node) + "p" + itos(i);
  1023. switch (vsnode->get_output_port_type(i)) {
  1024. case VisualShaderNode::PORT_TYPE_SCALAR: outputs[i] = "float " + var_name; break;
  1025. case VisualShaderNode::PORT_TYPE_SCALAR_INT: outputs[i] = "int " + var_name; break;
  1026. case VisualShaderNode::PORT_TYPE_VECTOR: outputs[i] = "vec3 " + var_name; break;
  1027. case VisualShaderNode::PORT_TYPE_BOOLEAN: outputs[i] = "bool " + var_name; break;
  1028. case VisualShaderNode::PORT_TYPE_TRANSFORM: outputs[i] = "mat4 " + var_name; break;
  1029. default: {
  1030. }
  1031. }
  1032. }
  1033. } else {
  1034. for (int i = 0; i < output_count; i++) {
  1035. outputs[i] = "n_out" + itos(node) + "p" + itos(i);
  1036. switch (vsnode->get_output_port_type(i)) {
  1037. case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break;
  1038. case VisualShaderNode::PORT_TYPE_SCALAR_INT: code += String() + "\tint " + outputs[i] + ";\n"; break;
  1039. case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break;
  1040. case VisualShaderNode::PORT_TYPE_BOOLEAN: code += String() + "\tbool " + outputs[i] + ";\n"; break;
  1041. case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break;
  1042. default: {
  1043. }
  1044. }
  1045. }
  1046. }
  1047. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
  1048. for (int i = 0; i < params.size(); i++) {
  1049. def_tex_params.push_back(params[i]);
  1050. }
  1051. Ref<VisualShaderNodeInput> input = vsnode;
  1052. bool skip_global = input.is_valid() && for_preview;
  1053. if (!skip_global) {
  1054. global_code += vsnode->generate_global(get_mode(), type, node);
  1055. String class_name = vsnode->get_class_name();
  1056. if (class_name == "VisualShaderNodeCustom") {
  1057. class_name = vsnode->get_script_instance()->get_script()->get_language()->get_global_class_name(vsnode->get_script_instance()->get_script()->get_path());
  1058. }
  1059. if (!r_classes.has(class_name)) {
  1060. global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
  1061. for (int i = 0; i < TYPE_MAX; i++) {
  1062. global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
  1063. }
  1064. r_classes.insert(class_name);
  1065. }
  1066. }
  1067. code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
  1068. code += "\n"; //
  1069. processed.insert(node);
  1070. return OK;
  1071. }
  1072. void VisualShader::_update_shader() const {
  1073. if (!dirty)
  1074. return;
  1075. dirty = false;
  1076. StringBuilder global_code;
  1077. StringBuilder global_code_per_node;
  1078. Map<Type, StringBuilder> global_code_per_func;
  1079. StringBuilder code;
  1080. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1081. Set<StringName> classes;
  1082. Map<int, int> insertion_pos;
  1083. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky" };
  1084. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1085. String render_mode;
  1086. {
  1087. //fill render mode enums
  1088. int idx = 0;
  1089. while (render_mode_enums[idx].string) {
  1090. if (shader_mode == render_mode_enums[idx].mode) {
  1091. if (modes.has(render_mode_enums[idx].string)) {
  1092. int which = modes[render_mode_enums[idx].string];
  1093. int count = 0;
  1094. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  1095. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  1096. if (mode.begins_with(render_mode_enums[idx].string)) {
  1097. if (count == which) {
  1098. if (render_mode != String()) {
  1099. render_mode += ", ";
  1100. }
  1101. render_mode += mode;
  1102. break;
  1103. }
  1104. count++;
  1105. }
  1106. }
  1107. }
  1108. }
  1109. idx++;
  1110. }
  1111. //fill render mode flags
  1112. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  1113. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  1114. if (flags.has(mode)) {
  1115. if (render_mode != String()) {
  1116. render_mode += ", ";
  1117. }
  1118. render_mode += mode;
  1119. }
  1120. }
  1121. }
  1122. if (render_mode != String()) {
  1123. global_code += "render_mode " + render_mode + ";\n\n";
  1124. }
  1125. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light" };
  1126. String global_expressions;
  1127. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1128. if (!ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader_mode)).has(func_name[i])) {
  1129. continue;
  1130. }
  1131. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  1132. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  1133. if (global_expression.is_valid()) {
  1134. String expr = "";
  1135. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1136. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1137. expr = expr.replace("\n", "\n\t");
  1138. expr += "\n";
  1139. global_expressions += expr;
  1140. }
  1141. }
  1142. }
  1143. for (int i = 0; i < TYPE_MAX; i++) {
  1144. if (!ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader_mode)).has(func_name[i])) {
  1145. continue;
  1146. }
  1147. //make it faster to go around through shader
  1148. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1149. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1150. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  1151. ConnectionKey from_key;
  1152. from_key.node = E->get().from_node;
  1153. from_key.port = E->get().from_port;
  1154. output_connections.insert(from_key, E);
  1155. ConnectionKey to_key;
  1156. to_key.node = E->get().to_node;
  1157. to_key.port = E->get().to_port;
  1158. input_connections.insert(to_key, E);
  1159. }
  1160. code += "\nvoid " + String(func_name[i]) + "() {\n";
  1161. Set<int> processed;
  1162. Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  1163. ERR_FAIL_COND(err != OK);
  1164. insertion_pos.insert(i, code.get_string_length());
  1165. code += "}\n";
  1166. }
  1167. //set code secretly
  1168. global_code += "\n\n";
  1169. String final_code = global_code;
  1170. final_code += global_code_per_node;
  1171. final_code += global_expressions;
  1172. String tcode = code;
  1173. for (int i = 0; i < TYPE_MAX; i++) {
  1174. if (!ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader_mode)).has(func_name[i])) {
  1175. continue;
  1176. }
  1177. tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]);
  1178. }
  1179. final_code += tcode;
  1180. const_cast<VisualShader *>(this)->set_code(final_code);
  1181. for (int i = 0; i < default_tex_params.size(); i++) {
  1182. const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
  1183. }
  1184. if (previous_code != final_code) {
  1185. const_cast<VisualShader *>(this)->emit_signal("changed");
  1186. }
  1187. previous_code = final_code;
  1188. }
  1189. void VisualShader::_queue_update() {
  1190. if (dirty) {
  1191. return;
  1192. }
  1193. dirty = true;
  1194. call_deferred("_update_shader");
  1195. }
  1196. void VisualShader::_input_type_changed(Type p_type, int p_id) {
  1197. //erase connections using this input, as type changed
  1198. Graph *g = &graph[p_type];
  1199. for (List<Connection>::Element *E = g->connections.front(); E;) {
  1200. List<Connection>::Element *N = E->next();
  1201. if (E->get().from_node == p_id) {
  1202. g->connections.erase(E);
  1203. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  1204. }
  1205. E = N;
  1206. }
  1207. }
  1208. void VisualShader::rebuild() {
  1209. dirty = true;
  1210. _update_shader();
  1211. }
  1212. void VisualShader::_bind_methods() {
  1213. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  1214. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  1215. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  1216. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  1217. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  1218. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  1219. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  1220. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  1221. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  1222. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  1223. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  1224. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  1225. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  1226. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  1227. ClassDB::bind_method(D_METHOD("set_version", "version"), &VisualShader::set_version);
  1228. ClassDB::bind_method(D_METHOD("get_version"), &VisualShader::get_version);
  1229. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  1230. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  1231. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  1232. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
  1233. ADD_PROPERTY(PropertyInfo(Variant::STRING, "version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_version", "get_version");
  1234. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  1235. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  1236. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  1237. BIND_ENUM_CONSTANT(TYPE_MAX);
  1238. BIND_CONSTANT(NODE_ID_INVALID);
  1239. BIND_CONSTANT(NODE_ID_OUTPUT);
  1240. }
  1241. VisualShader::VisualShader() {
  1242. shader_mode = Shader::MODE_SPATIAL;
  1243. for (int i = 0; i < TYPE_MAX; i++) {
  1244. Ref<VisualShaderNodeOutput> output;
  1245. output.instance();
  1246. output->shader_type = Type(i);
  1247. output->shader_mode = shader_mode;
  1248. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  1249. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  1250. }
  1251. dirty = true;
  1252. }
  1253. ///////////////////////////////////////////////////////////
  1254. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  1255. // Spatial, Vertex
  1256. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1257. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1258. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1259. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1260. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1261. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1262. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1263. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1264. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1265. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1266. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
  1267. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1268. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1269. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1270. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1271. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1272. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
  1273. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1274. // Spatial, Fragment
  1275. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1276. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1277. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1278. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1279. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1280. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1281. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1282. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1283. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1284. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1285. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1286. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1287. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
  1288. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1289. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1290. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1291. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1292. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1293. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1294. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1295. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1296. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  1297. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1298. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
  1299. // Spatial, Light
  1300. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1301. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1302. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1303. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
  1304. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
  1305. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" },
  1306. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1307. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1308. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1309. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1310. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1311. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1312. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1313. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1314. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1315. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1316. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1317. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1318. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1319. // Canvas Item, Vertex
  1320. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1321. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1322. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1323. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1324. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1325. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1326. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1327. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1328. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" },
  1329. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1330. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1331. // Canvas Item, Fragment
  1332. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1333. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1334. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1335. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1336. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1337. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1338. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
  1339. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1340. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1341. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1342. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1343. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  1344. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1345. // Canvas Item, Light
  1346. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1347. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1348. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1349. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1350. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1351. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC, 0.0)" },
  1352. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
  1353. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
  1354. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_alpha", "LIGHT_COLOR.a" },
  1355. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV, 0.0)" },
  1356. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
  1357. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1358. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1359. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1360. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1361. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1362. // Particles, Vertex
  1363. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1364. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1365. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1366. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1367. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1368. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1369. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1370. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1371. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1372. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1373. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1374. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1375. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1376. // Sky, Fragment
  1377. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  1378. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  1379. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  1380. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" },
  1381. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" },
  1382. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
  1383. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" },
  1384. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" },
  1385. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  1386. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  1387. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" },
  1388. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" },
  1389. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  1390. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  1391. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" },
  1392. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" },
  1393. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  1394. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  1395. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" },
  1396. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" },
  1397. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  1398. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  1399. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" },
  1400. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
  1401. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
  1402. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  1403. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1404. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "sky_coords", "vec3(SKY_COORDS, 0.0)" },
  1405. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1406. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1407. };
  1408. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  1409. // Spatial, Fragment
  1410. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1411. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
  1412. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
  1413. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1414. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
  1415. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1416. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1417. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1418. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
  1419. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1420. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" },
  1421. // Spatial, Light
  1422. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1423. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1424. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  1425. // Canvas Item, Vertex
  1426. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1427. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1428. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1429. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1430. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1431. // Canvas Item, Fragment
  1432. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1433. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1434. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1435. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1436. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1437. // Canvas Item, Light
  1438. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1439. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1440. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1441. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1442. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1443. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1444. // Particles, Vertex
  1445. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1446. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1447. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0, 0.0, 1.0)" },
  1448. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1449. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1450. };
  1451. int VisualShaderNodeInput::get_input_port_count() const {
  1452. return 0;
  1453. }
  1454. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  1455. return PORT_TYPE_SCALAR;
  1456. }
  1457. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  1458. return "";
  1459. }
  1460. int VisualShaderNodeInput::get_output_port_count() const {
  1461. return 1;
  1462. }
  1463. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  1464. return get_input_type_by_name(input_name);
  1465. }
  1466. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  1467. return "";
  1468. }
  1469. String VisualShaderNodeInput::get_caption() const {
  1470. return "Input";
  1471. }
  1472. String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1473. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  1474. return "";
  1475. }
  1476. if (p_for_preview) {
  1477. int idx = 0;
  1478. String code;
  1479. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  1480. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  1481. code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  1482. break;
  1483. }
  1484. idx++;
  1485. }
  1486. if (code == String()) {
  1487. switch (get_output_port_type(0)) {
  1488. case PORT_TYPE_SCALAR: {
  1489. code = "\t" + p_output_vars[0] + " = 0.0;\n";
  1490. } break;
  1491. case PORT_TYPE_SCALAR_INT: {
  1492. code = "\t" + p_output_vars[0] + " = 0;\n";
  1493. } break;
  1494. case PORT_TYPE_VECTOR: {
  1495. code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  1496. } break;
  1497. case PORT_TYPE_TRANSFORM: {
  1498. code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
  1499. } break;
  1500. case PORT_TYPE_BOOLEAN: {
  1501. code = "\t" + p_output_vars[0] + " = false;\n";
  1502. } break;
  1503. default: //default (none found) is scalar
  1504. break;
  1505. }
  1506. }
  1507. return code;
  1508. } else {
  1509. int idx = 0;
  1510. String code;
  1511. while (ports[idx].mode != Shader::MODE_MAX) {
  1512. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1513. code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  1514. break;
  1515. }
  1516. idx++;
  1517. }
  1518. if (code == String()) {
  1519. code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  1520. }
  1521. return code;
  1522. }
  1523. }
  1524. void VisualShaderNodeInput::set_input_name(String p_name) {
  1525. PortType prev_type = get_input_type_by_name(input_name);
  1526. input_name = p_name;
  1527. emit_changed();
  1528. if (get_input_type_by_name(input_name) != prev_type) {
  1529. emit_signal("input_type_changed");
  1530. }
  1531. }
  1532. String VisualShaderNodeInput::get_input_name() const {
  1533. return input_name;
  1534. }
  1535. String VisualShaderNodeInput::get_input_real_name() const {
  1536. int idx = 0;
  1537. while (ports[idx].mode != Shader::MODE_MAX) {
  1538. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1539. return String(ports[idx].string);
  1540. }
  1541. idx++;
  1542. }
  1543. return "";
  1544. }
  1545. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  1546. int idx = 0;
  1547. while (ports[idx].mode != Shader::MODE_MAX) {
  1548. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  1549. return ports[idx].type;
  1550. }
  1551. idx++;
  1552. }
  1553. return PORT_TYPE_SCALAR;
  1554. }
  1555. int VisualShaderNodeInput::get_input_index_count() const {
  1556. int idx = 0;
  1557. int count = 0;
  1558. while (ports[idx].mode != Shader::MODE_MAX) {
  1559. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1560. count++;
  1561. }
  1562. idx++;
  1563. }
  1564. return count;
  1565. }
  1566. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  1567. int idx = 0;
  1568. int count = 0;
  1569. while (ports[idx].mode != Shader::MODE_MAX) {
  1570. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1571. if (count == p_index) {
  1572. return ports[idx].type;
  1573. }
  1574. count++;
  1575. }
  1576. idx++;
  1577. }
  1578. return PORT_TYPE_SCALAR;
  1579. }
  1580. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  1581. int idx = 0;
  1582. int count = 0;
  1583. while (ports[idx].mode != Shader::MODE_MAX) {
  1584. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1585. if (count == p_index) {
  1586. return ports[idx].name;
  1587. }
  1588. count++;
  1589. }
  1590. idx++;
  1591. }
  1592. return "";
  1593. }
  1594. void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
  1595. if (property.name == "input_name") {
  1596. String port_list;
  1597. int idx = 0;
  1598. while (ports[idx].mode != Shader::MODE_MAX) {
  1599. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1600. if (port_list != String()) {
  1601. port_list += ",";
  1602. }
  1603. port_list += ports[idx].name;
  1604. }
  1605. idx++;
  1606. }
  1607. if (port_list == "") {
  1608. port_list = TTR("None");
  1609. }
  1610. property.hint_string = port_list;
  1611. }
  1612. }
  1613. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  1614. Vector<StringName> props;
  1615. props.push_back("input_name");
  1616. return props;
  1617. }
  1618. void VisualShaderNodeInput::_bind_methods() {
  1619. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  1620. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  1621. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  1622. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  1623. ADD_SIGNAL(MethodInfo("input_type_changed"));
  1624. }
  1625. VisualShaderNodeInput::VisualShaderNodeInput() {
  1626. input_name = "[None]";
  1627. // changed when set
  1628. shader_type = VisualShader::TYPE_MAX;
  1629. shader_mode = Shader::MODE_MAX;
  1630. }
  1631. ////////////////////////////////////////////
  1632. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  1633. // Spatial, Vertex
  1634. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1635. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1636. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1637. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1638. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1639. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
  1640. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1641. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1642. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1643. // Spatial, Fragment
  1644. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1645. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  1646. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  1647. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1648. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
  1649. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
  1650. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
  1651. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1652. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1653. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1654. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
  1655. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
  1656. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
  1657. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
  1658. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
  1659. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
  1660. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
  1661. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1662. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" },
  1663. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
  1664. // Spatial, Light
  1665. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1666. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1667. // Canvas Item, Vertex
  1668. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
  1669. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1670. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1671. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1672. // Canvas Item, Fragment
  1673. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1674. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1675. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1676. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1677. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1678. // Canvas Item, Light
  1679. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
  1680. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
  1681. // Particles, Vertex
  1682. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1683. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1684. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1685. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1686. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1687. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1688. // Sky, Fragment
  1689. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" },
  1690. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  1691. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1692. };
  1693. int VisualShaderNodeOutput::get_input_port_count() const {
  1694. int idx = 0;
  1695. int count = 0;
  1696. while (ports[idx].mode != Shader::MODE_MAX) {
  1697. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1698. count++;
  1699. }
  1700. idx++;
  1701. }
  1702. return count;
  1703. }
  1704. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  1705. int idx = 0;
  1706. int count = 0;
  1707. while (ports[idx].mode != Shader::MODE_MAX) {
  1708. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1709. if (count == p_port) {
  1710. return ports[idx].type;
  1711. }
  1712. count++;
  1713. }
  1714. idx++;
  1715. }
  1716. return PORT_TYPE_SCALAR;
  1717. }
  1718. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  1719. int idx = 0;
  1720. int count = 0;
  1721. while (ports[idx].mode != Shader::MODE_MAX) {
  1722. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1723. if (count == p_port) {
  1724. return String(ports[idx].name).capitalize();
  1725. }
  1726. count++;
  1727. }
  1728. idx++;
  1729. }
  1730. return String();
  1731. }
  1732. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  1733. return Variant();
  1734. }
  1735. int VisualShaderNodeOutput::get_output_port_count() const {
  1736. return 0;
  1737. }
  1738. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  1739. return PORT_TYPE_SCALAR;
  1740. }
  1741. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  1742. return String();
  1743. }
  1744. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  1745. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  1746. String name = get_input_port_name(p_index);
  1747. return (name == "Normal" || name == "Rim" || name == "Alpha Scissor");
  1748. }
  1749. return false;
  1750. }
  1751. String VisualShaderNodeOutput::get_caption() const {
  1752. return "Output";
  1753. }
  1754. String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1755. int idx = 0;
  1756. int count = 0;
  1757. String code;
  1758. while (ports[idx].mode != Shader::MODE_MAX) {
  1759. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1760. if (p_input_vars[count] != String()) {
  1761. String s = ports[idx].string;
  1762. if (s.find(":") != -1) {
  1763. code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  1764. } else {
  1765. code += "\t" + s + " = " + p_input_vars[count] + ";\n";
  1766. }
  1767. }
  1768. count++;
  1769. }
  1770. idx++;
  1771. }
  1772. return code;
  1773. }
  1774. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  1775. }
  1776. ///////////////////////////
  1777. void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
  1778. uniform_name = p_name;
  1779. emit_signal("name_changed");
  1780. emit_changed();
  1781. }
  1782. String VisualShaderNodeUniform::get_uniform_name() const {
  1783. return uniform_name;
  1784. }
  1785. void VisualShaderNodeUniform::_bind_methods() {
  1786. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
  1787. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
  1788. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name");
  1789. }
  1790. String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1791. List<String> keyword_list;
  1792. ShaderLanguage::get_keyword_list(&keyword_list);
  1793. if (keyword_list.find(uniform_name)) {
  1794. return TTR("Uniform name cannot be equal to a shader keyword. Choose another name.");
  1795. }
  1796. return String();
  1797. }
  1798. VisualShaderNodeUniform::VisualShaderNodeUniform() {
  1799. }
  1800. ////////////// GroupBase
  1801. String VisualShaderNodeGroupBase::get_caption() const {
  1802. return "Group";
  1803. }
  1804. void VisualShaderNodeGroupBase::set_size(const Vector2 &p_size) {
  1805. size = p_size;
  1806. }
  1807. Vector2 VisualShaderNodeGroupBase::get_size() const {
  1808. return size;
  1809. }
  1810. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  1811. if (inputs == p_inputs)
  1812. return;
  1813. clear_input_ports();
  1814. inputs = p_inputs;
  1815. Vector<String> input_strings = inputs.split(";", false);
  1816. int input_port_count = input_strings.size();
  1817. for (int i = 0; i < input_port_count; i++) {
  1818. Vector<String> arr = input_strings[i].split(",");
  1819. ERR_FAIL_COND(arr.size() != 3);
  1820. int port_idx = arr[0].to_int();
  1821. int port_type = arr[1].to_int();
  1822. String port_name = arr[2];
  1823. Port port;
  1824. port.type = (PortType)port_type;
  1825. port.name = port_name;
  1826. input_ports[port_idx] = port;
  1827. }
  1828. }
  1829. String VisualShaderNodeGroupBase::get_inputs() const {
  1830. return inputs;
  1831. }
  1832. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  1833. if (outputs == p_outputs)
  1834. return;
  1835. clear_output_ports();
  1836. outputs = p_outputs;
  1837. Vector<String> output_strings = outputs.split(";", false);
  1838. int output_port_count = output_strings.size();
  1839. for (int i = 0; i < output_port_count; i++) {
  1840. Vector<String> arr = output_strings[i].split(",");
  1841. ERR_FAIL_COND(arr.size() != 3);
  1842. int port_idx = arr[0].to_int();
  1843. int port_type = arr[1].to_int();
  1844. String port_name = arr[2];
  1845. Port port;
  1846. port.type = (PortType)port_type;
  1847. port.name = port_name;
  1848. output_ports[port_idx] = port;
  1849. }
  1850. }
  1851. String VisualShaderNodeGroupBase::get_outputs() const {
  1852. return outputs;
  1853. }
  1854. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  1855. if (!p_name.is_valid_identifier()) {
  1856. return false;
  1857. }
  1858. for (int i = 0; i < get_input_port_count(); i++) {
  1859. if (get_input_port_name(i) == p_name) {
  1860. return false;
  1861. }
  1862. }
  1863. for (int i = 0; i < get_output_port_count(); i++) {
  1864. if (get_output_port_name(i) == p_name) {
  1865. return false;
  1866. }
  1867. }
  1868. return true;
  1869. }
  1870. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  1871. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  1872. Vector<String> inputs_strings = inputs.split(";", false);
  1873. int index = 0;
  1874. if (p_id < inputs_strings.size()) {
  1875. for (int i = 0; i < inputs_strings.size(); i++) {
  1876. if (i == p_id) {
  1877. inputs = inputs.insert(index, str);
  1878. break;
  1879. }
  1880. index += inputs_strings[i].size();
  1881. }
  1882. } else {
  1883. inputs += str;
  1884. }
  1885. inputs_strings = inputs.split(";", false);
  1886. index = 0;
  1887. for (int i = 0; i < inputs_strings.size(); i++) {
  1888. int count = 0;
  1889. for (int j = 0; j < inputs_strings[i].size(); j++) {
  1890. if (inputs_strings[i][j] == ',') {
  1891. break;
  1892. }
  1893. count++;
  1894. }
  1895. inputs.erase(index, count);
  1896. inputs = inputs.insert(index, itos(i));
  1897. index += inputs_strings[i].size();
  1898. }
  1899. _apply_port_changes();
  1900. }
  1901. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  1902. ERR_FAIL_COND(!has_input_port(p_id));
  1903. Vector<String> inputs_strings = inputs.split(";", false);
  1904. int count = 0;
  1905. int index = 0;
  1906. for (int i = 0; i < inputs_strings.size(); i++) {
  1907. Vector<String> arr = inputs_strings[i].split(",");
  1908. if (arr[0].to_int() == p_id) {
  1909. count = inputs_strings[i].size();
  1910. break;
  1911. }
  1912. index += inputs_strings[i].size();
  1913. }
  1914. inputs.erase(index, count);
  1915. inputs_strings = inputs.split(";", false);
  1916. for (int i = p_id; i < inputs_strings.size(); i++) {
  1917. inputs = inputs.replace_first(inputs_strings[i].split(",")[0], itos(i));
  1918. }
  1919. _apply_port_changes();
  1920. }
  1921. int VisualShaderNodeGroupBase::get_input_port_count() const {
  1922. return input_ports.size();
  1923. }
  1924. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  1925. return input_ports.has(p_id);
  1926. }
  1927. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  1928. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  1929. Vector<String> outputs_strings = outputs.split(";", false);
  1930. int index = 0;
  1931. if (p_id < outputs_strings.size()) {
  1932. for (int i = 0; i < outputs_strings.size(); i++) {
  1933. if (i == p_id) {
  1934. outputs = outputs.insert(index, str);
  1935. break;
  1936. }
  1937. index += outputs_strings[i].size();
  1938. }
  1939. } else {
  1940. outputs += str;
  1941. }
  1942. outputs_strings = outputs.split(";", false);
  1943. index = 0;
  1944. for (int i = 0; i < outputs_strings.size(); i++) {
  1945. int count = 0;
  1946. for (int j = 0; j < outputs_strings[i].size(); j++) {
  1947. if (outputs_strings[i][j] == ',') {
  1948. break;
  1949. }
  1950. count++;
  1951. }
  1952. outputs.erase(index, count);
  1953. outputs = outputs.insert(index, itos(i));
  1954. index += outputs_strings[i].size();
  1955. }
  1956. _apply_port_changes();
  1957. }
  1958. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  1959. ERR_FAIL_COND(!has_output_port(p_id));
  1960. Vector<String> outputs_strings = outputs.split(";", false);
  1961. int count = 0;
  1962. int index = 0;
  1963. for (int i = 0; i < outputs_strings.size(); i++) {
  1964. Vector<String> arr = outputs_strings[i].split(",");
  1965. if (arr[0].to_int() == p_id) {
  1966. count = outputs_strings[i].size();
  1967. break;
  1968. }
  1969. index += outputs_strings[i].size();
  1970. }
  1971. outputs.erase(index, count);
  1972. outputs_strings = outputs.split(";", false);
  1973. for (int i = p_id; i < outputs_strings.size(); i++) {
  1974. outputs = outputs.replace_first(outputs_strings[i].split(",")[0], itos(i));
  1975. }
  1976. _apply_port_changes();
  1977. }
  1978. int VisualShaderNodeGroupBase::get_output_port_count() const {
  1979. return output_ports.size();
  1980. }
  1981. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  1982. return output_ports.has(p_id);
  1983. }
  1984. void VisualShaderNodeGroupBase::clear_input_ports() {
  1985. input_ports.clear();
  1986. }
  1987. void VisualShaderNodeGroupBase::clear_output_ports() {
  1988. output_ports.clear();
  1989. }
  1990. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  1991. ERR_FAIL_COND(!has_input_port(p_id));
  1992. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  1993. if (input_ports[p_id].type == p_type)
  1994. return;
  1995. Vector<String> inputs_strings = inputs.split(";", false);
  1996. int count = 0;
  1997. int index = 0;
  1998. for (int i = 0; i < inputs_strings.size(); i++) {
  1999. Vector<String> arr = inputs_strings[i].split(",");
  2000. ERR_FAIL_COND(arr.size() != 3);
  2001. if (arr[0].to_int() == p_id) {
  2002. index += arr[0].size();
  2003. count = arr[1].size() - 1;
  2004. break;
  2005. }
  2006. index += inputs_strings[i].size();
  2007. }
  2008. inputs.erase(index, count);
  2009. inputs = inputs.insert(index, itos(p_type));
  2010. _apply_port_changes();
  2011. }
  2012. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  2013. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  2014. return input_ports[p_id].type;
  2015. }
  2016. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  2017. ERR_FAIL_COND(!has_input_port(p_id));
  2018. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2019. if (input_ports[p_id].name == p_name)
  2020. return;
  2021. Vector<String> inputs_strings = inputs.split(";", false);
  2022. int count = 0;
  2023. int index = 0;
  2024. for (int i = 0; i < inputs_strings.size(); i++) {
  2025. Vector<String> arr = inputs_strings[i].split(",");
  2026. ERR_FAIL_COND(arr.size() != 3);
  2027. if (arr[0].to_int() == p_id) {
  2028. index += arr[0].size() + arr[1].size();
  2029. count = arr[2].size() - 1;
  2030. break;
  2031. }
  2032. index += inputs_strings[i].size();
  2033. }
  2034. inputs.erase(index, count);
  2035. inputs = inputs.insert(index, p_name);
  2036. _apply_port_changes();
  2037. }
  2038. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  2039. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  2040. return input_ports[p_id].name;
  2041. }
  2042. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  2043. ERR_FAIL_COND(!has_output_port(p_id));
  2044. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  2045. if (output_ports[p_id].type == p_type)
  2046. return;
  2047. Vector<String> output_strings = outputs.split(";", false);
  2048. int count = 0;
  2049. int index = 0;
  2050. for (int i = 0; i < output_strings.size(); i++) {
  2051. Vector<String> arr = output_strings[i].split(",");
  2052. ERR_FAIL_COND(arr.size() != 3);
  2053. if (arr[0].to_int() == p_id) {
  2054. index += arr[0].size();
  2055. count = arr[1].size() - 1;
  2056. break;
  2057. }
  2058. index += output_strings[i].size();
  2059. }
  2060. outputs.erase(index, count);
  2061. outputs = outputs.insert(index, itos(p_type));
  2062. _apply_port_changes();
  2063. }
  2064. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  2065. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  2066. return output_ports[p_id].type;
  2067. }
  2068. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  2069. ERR_FAIL_COND(!has_output_port(p_id));
  2070. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2071. if (output_ports[p_id].name == p_name)
  2072. return;
  2073. Vector<String> output_strings = outputs.split(";", false);
  2074. int count = 0;
  2075. int index = 0;
  2076. for (int i = 0; i < output_strings.size(); i++) {
  2077. Vector<String> arr = output_strings[i].split(",");
  2078. ERR_FAIL_COND(arr.size() != 3);
  2079. if (arr[0].to_int() == p_id) {
  2080. index += arr[0].size() + arr[1].size();
  2081. count = arr[2].size() - 1;
  2082. break;
  2083. }
  2084. index += output_strings[i].size();
  2085. }
  2086. outputs.erase(index, count);
  2087. outputs = outputs.insert(index, p_name);
  2088. _apply_port_changes();
  2089. }
  2090. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  2091. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  2092. return output_ports[p_id].name;
  2093. }
  2094. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  2095. return input_ports.size();
  2096. }
  2097. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  2098. return output_ports.size();
  2099. }
  2100. void VisualShaderNodeGroupBase::set_control(Control *p_control, int p_index) {
  2101. controls[p_index] = p_control;
  2102. }
  2103. Control *VisualShaderNodeGroupBase::get_control(int p_index) {
  2104. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  2105. return controls[p_index];
  2106. }
  2107. void VisualShaderNodeGroupBase::_apply_port_changes() {
  2108. Vector<String> inputs_strings = inputs.split(";", false);
  2109. Vector<String> outputs_strings = outputs.split(";", false);
  2110. clear_input_ports();
  2111. clear_output_ports();
  2112. for (int i = 0; i < inputs_strings.size(); i++) {
  2113. Vector<String> arr = inputs_strings[i].split(",");
  2114. ERR_FAIL_COND(arr.size() != 3);
  2115. Port port;
  2116. port.type = (PortType)arr[1].to_int();
  2117. port.name = arr[2];
  2118. input_ports[i] = port;
  2119. }
  2120. for (int i = 0; i < outputs_strings.size(); i++) {
  2121. Vector<String> arr = outputs_strings[i].split(",");
  2122. ERR_FAIL_COND(arr.size() != 3);
  2123. Port port;
  2124. port.type = (PortType)arr[1].to_int();
  2125. port.name = arr[2];
  2126. output_ports[i] = port;
  2127. }
  2128. }
  2129. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  2130. editable = p_enabled;
  2131. }
  2132. bool VisualShaderNodeGroupBase::is_editable() const {
  2133. return editable;
  2134. }
  2135. void VisualShaderNodeGroupBase::_bind_methods() {
  2136. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeGroupBase::set_size);
  2137. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeGroupBase::get_size);
  2138. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  2139. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  2140. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  2141. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  2142. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  2143. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  2144. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  2145. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  2146. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  2147. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  2148. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  2149. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  2150. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  2151. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  2152. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  2153. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  2154. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  2155. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  2156. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  2157. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  2158. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  2159. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  2160. }
  2161. String VisualShaderNodeGroupBase::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2162. return "";
  2163. }
  2164. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  2165. size = Size2(0, 0);
  2166. inputs = "";
  2167. outputs = "";
  2168. editable = false;
  2169. simple_decl = false;
  2170. }
  2171. ////////////// Expression
  2172. String VisualShaderNodeExpression::get_caption() const {
  2173. return "Expression";
  2174. }
  2175. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  2176. expression = p_expression;
  2177. }
  2178. String VisualShaderNodeExpression::get_expression() const {
  2179. return expression;
  2180. }
  2181. String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2182. String _expression = expression;
  2183. _expression = _expression.insert(0, "\n");
  2184. _expression = _expression.replace("\n", "\n\t\t");
  2185. static Vector<String> pre_symbols;
  2186. if (pre_symbols.empty()) {
  2187. pre_symbols.push_back("\t");
  2188. pre_symbols.push_back(",");
  2189. pre_symbols.push_back(";");
  2190. pre_symbols.push_back("{");
  2191. pre_symbols.push_back("[");
  2192. pre_symbols.push_back("]");
  2193. pre_symbols.push_back("(");
  2194. pre_symbols.push_back(" ");
  2195. pre_symbols.push_back("-");
  2196. pre_symbols.push_back("*");
  2197. pre_symbols.push_back("/");
  2198. pre_symbols.push_back("+");
  2199. pre_symbols.push_back("=");
  2200. pre_symbols.push_back("&");
  2201. pre_symbols.push_back("|");
  2202. pre_symbols.push_back("!");
  2203. }
  2204. static Vector<String> post_symbols;
  2205. if (post_symbols.empty()) {
  2206. post_symbols.push_back("\t");
  2207. post_symbols.push_back("\n");
  2208. post_symbols.push_back(",");
  2209. post_symbols.push_back(";");
  2210. post_symbols.push_back("}");
  2211. post_symbols.push_back("[");
  2212. post_symbols.push_back("]");
  2213. post_symbols.push_back(")");
  2214. post_symbols.push_back(" ");
  2215. post_symbols.push_back(".");
  2216. post_symbols.push_back("-");
  2217. post_symbols.push_back("*");
  2218. post_symbols.push_back("/");
  2219. post_symbols.push_back("+");
  2220. post_symbols.push_back("=");
  2221. post_symbols.push_back("&");
  2222. post_symbols.push_back("|");
  2223. post_symbols.push_back("!");
  2224. }
  2225. for (int i = 0; i < get_input_port_count(); i++) {
  2226. for (int j = 0; j < pre_symbols.size(); j++) {
  2227. for (int k = 0; k < post_symbols.size(); k++) {
  2228. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  2229. }
  2230. }
  2231. }
  2232. for (int i = 0; i < get_output_port_count(); i++) {
  2233. for (int j = 0; j < pre_symbols.size(); j++) {
  2234. for (int k = 0; k < post_symbols.size(); k++) {
  2235. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  2236. }
  2237. }
  2238. }
  2239. String output_initializer;
  2240. for (int i = 0; i < get_output_port_count(); i++) {
  2241. int port_type = get_output_port_type(i);
  2242. String tk = "";
  2243. switch (port_type) {
  2244. case PORT_TYPE_SCALAR:
  2245. tk = "0.0";
  2246. break;
  2247. case PORT_TYPE_SCALAR_INT:
  2248. tk = "0";
  2249. break;
  2250. case PORT_TYPE_VECTOR:
  2251. tk = "vec3(0.0, 0.0, 0.0)";
  2252. break;
  2253. case PORT_TYPE_BOOLEAN:
  2254. tk = "false";
  2255. break;
  2256. case PORT_TYPE_TRANSFORM:
  2257. tk = "mat4(1.0)";
  2258. break;
  2259. default:
  2260. continue;
  2261. }
  2262. output_initializer += "\t" + p_output_vars[i] + " = " + tk + ";\n";
  2263. }
  2264. String code;
  2265. code += output_initializer;
  2266. code += "\t{";
  2267. code += _expression;
  2268. code += "\n\t}\n";
  2269. return code;
  2270. }
  2271. void VisualShaderNodeExpression::_bind_methods() {
  2272. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  2273. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  2274. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  2275. }
  2276. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  2277. expression = "";
  2278. set_editable(true);
  2279. }
  2280. ////////////// Global Expression
  2281. String VisualShaderNodeGlobalExpression::get_caption() const {
  2282. return "GlobalExpression";
  2283. }
  2284. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2285. return expression;
  2286. }
  2287. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  2288. set_editable(false);
  2289. }