visual_shader.cpp 121 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. emit_signal("show_port_preview", p_index);
  40. }
  41. int VisualShaderNode::get_output_port_for_preview() const {
  42. return port_preview;
  43. }
  44. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
  45. default_input_values[p_port] = p_value;
  46. emit_changed();
  47. }
  48. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  49. if (default_input_values.has(p_port)) {
  50. return default_input_values[p_port];
  51. }
  52. return Variant();
  53. }
  54. bool VisualShaderNode::is_port_separator(int p_index) const {
  55. return false;
  56. }
  57. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  58. if (connected_output_ports.has(p_port)) {
  59. return connected_output_ports[p_port];
  60. }
  61. return false;
  62. }
  63. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  64. if (p_connected) {
  65. connected_output_ports[p_port] = true;
  66. ++connected_output_count;
  67. } else {
  68. --connected_output_count;
  69. if (connected_output_count == 0) {
  70. connected_output_ports[p_port] = false;
  71. }
  72. }
  73. }
  74. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  75. if (connected_input_ports.has(p_port)) {
  76. return connected_input_ports[p_port];
  77. }
  78. return false;
  79. }
  80. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  81. connected_input_ports[p_port] = p_connected;
  82. }
  83. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  84. return true;
  85. }
  86. bool VisualShaderNode::is_code_generated() const {
  87. return true;
  88. }
  89. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  90. return Vector<VisualShader::DefaultTextureParam>();
  91. }
  92. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  93. return String();
  94. }
  95. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  96. return String();
  97. }
  98. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  99. return String();
  100. }
  101. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  102. return Vector<StringName>();
  103. }
  104. Array VisualShaderNode::get_default_input_values() const {
  105. Array ret;
  106. for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) {
  107. ret.push_back(E->key());
  108. ret.push_back(E->get());
  109. }
  110. return ret;
  111. }
  112. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  113. if (p_values.size() % 2 == 0) {
  114. for (int i = 0; i < p_values.size(); i += 2) {
  115. default_input_values[p_values[i + 0]] = p_values[i + 1];
  116. }
  117. }
  118. emit_changed();
  119. }
  120. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  121. return String();
  122. }
  123. String VisualShaderNode::get_input_port_default_hint(int p_port) const {
  124. return "";
  125. }
  126. void VisualShaderNode::_bind_methods() {
  127. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  128. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  129. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
  130. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  131. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  132. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  133. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  134. 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");
  135. ADD_SIGNAL(MethodInfo("editor_refresh_request"));
  136. ADD_SIGNAL(MethodInfo("show_port_preview", PropertyInfo(Variant::INT, "port_id")));
  137. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  138. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  139. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
  140. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  141. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  142. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  143. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  144. }
  145. VisualShaderNode::VisualShaderNode() {
  146. }
  147. /////////////////////////////////////////////////////////
  148. void VisualShaderNodeCustom::update_ports() {
  149. ERR_FAIL_COND(!get_script_instance());
  150. input_ports.clear();
  151. if (get_script_instance()->has_method("_get_input_port_count")) {
  152. int input_port_count = (int)get_script_instance()->call("_get_input_port_count");
  153. bool has_name = get_script_instance()->has_method("_get_input_port_name");
  154. bool has_type = get_script_instance()->has_method("_get_input_port_type");
  155. for (int i = 0; i < input_port_count; i++) {
  156. Port port;
  157. if (has_name) {
  158. port.name = (String)get_script_instance()->call("_get_input_port_name", i);
  159. } else {
  160. port.name = "in" + itos(i);
  161. }
  162. if (has_type) {
  163. port.type = (int)get_script_instance()->call("_get_input_port_type", i);
  164. } else {
  165. port.type = (int)PortType::PORT_TYPE_SCALAR;
  166. }
  167. input_ports.push_back(port);
  168. }
  169. }
  170. output_ports.clear();
  171. if (get_script_instance()->has_method("_get_output_port_count")) {
  172. int output_port_count = (int)get_script_instance()->call("_get_output_port_count");
  173. bool has_name = get_script_instance()->has_method("_get_output_port_name");
  174. bool has_type = get_script_instance()->has_method("_get_output_port_type");
  175. for (int i = 0; i < output_port_count; i++) {
  176. Port port;
  177. if (has_name) {
  178. port.name = (String)get_script_instance()->call("_get_output_port_name", i);
  179. } else {
  180. port.name = "out" + itos(i);
  181. }
  182. if (has_type) {
  183. port.type = (int)get_script_instance()->call("_get_output_port_type", i);
  184. } else {
  185. port.type = (int)PortType::PORT_TYPE_SCALAR;
  186. }
  187. output_ports.push_back(port);
  188. }
  189. }
  190. }
  191. String VisualShaderNodeCustom::get_caption() const {
  192. ERR_FAIL_COND_V(!get_script_instance(), "");
  193. if (get_script_instance()->has_method("_get_name")) {
  194. return (String)get_script_instance()->call("_get_name");
  195. }
  196. return "Unnamed";
  197. }
  198. int VisualShaderNodeCustom::get_input_port_count() const {
  199. return input_ports.size();
  200. }
  201. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  202. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  203. return (PortType)input_ports[p_port].type;
  204. }
  205. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  206. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  207. return input_ports[p_port].name;
  208. }
  209. int VisualShaderNodeCustom::get_output_port_count() const {
  210. return output_ports.size();
  211. }
  212. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  213. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  214. return (PortType)output_ports[p_port].type;
  215. }
  216. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  217. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  218. return output_ports[p_port].name;
  219. }
  220. 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 {
  221. ERR_FAIL_COND_V(!get_script_instance(), "");
  222. ERR_FAIL_COND_V(!get_script_instance()->has_method("_get_code"), "");
  223. Array input_vars;
  224. for (int i = 0; i < get_input_port_count(); i++) {
  225. input_vars.push_back(p_input_vars[i]);
  226. }
  227. Array output_vars;
  228. for (int i = 0; i < get_output_port_count(); i++) {
  229. output_vars.push_back(p_output_vars[i]);
  230. }
  231. String code = "\t{\n";
  232. String _code = (String)get_script_instance()->call("_get_code", input_vars, output_vars, (int)p_mode, (int)p_type);
  233. bool nend = _code.ends_with("\n");
  234. _code = _code.insert(0, "\t\t");
  235. _code = _code.replace("\n", "\n\t\t");
  236. code += _code;
  237. if (!nend) {
  238. code += "\n\t}";
  239. } else {
  240. code.remove(code.size() - 1);
  241. code += "}";
  242. }
  243. code += "\n";
  244. return code;
  245. }
  246. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  247. ERR_FAIL_COND_V(!get_script_instance(), "");
  248. if (get_script_instance()->has_method("_get_global_code")) {
  249. String code = "// " + get_caption() + "\n";
  250. code += (String)get_script_instance()->call("_get_global_code", (int)p_mode);
  251. code += "\n";
  252. return code;
  253. }
  254. return "";
  255. }
  256. void VisualShaderNodeCustom::_bind_methods() {
  257. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_name"));
  258. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_description"));
  259. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_category"));
  260. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_return_icon_type"));
  261. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_count"));
  262. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_type", PropertyInfo(Variant::INT, "port")));
  263. BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_input_port_name", PropertyInfo(Variant::INT, "port")));
  264. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_count"));
  265. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_type", PropertyInfo(Variant::INT, "port")));
  266. BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_output_port_name", PropertyInfo(Variant::INT, "port")));
  267. 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")));
  268. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
  269. BIND_VMETHOD(MethodInfo(Variant::BOOL, "_is_highend"));
  270. }
  271. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  272. simple_decl = false;
  273. }
  274. /////////////////////////////////////////////////////////
  275. void VisualShader::set_graph_node(Type p_type, int p_id, GraphNode *p_graph_node) {
  276. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  277. Graph *g = &graph[p_type];
  278. ERR_FAIL_COND(!g->nodes.has(p_id));
  279. g->nodes[p_id].graph_node = p_graph_node;
  280. }
  281. void VisualShader::set_shader_type(Type p_type) {
  282. current_type = p_type;
  283. }
  284. VisualShader::Type VisualShader::get_shader_type() const {
  285. return current_type;
  286. }
  287. void VisualShader::set_version(const String &p_version) {
  288. version = p_version;
  289. }
  290. String VisualShader::get_version() const {
  291. return version;
  292. }
  293. void VisualShader::update_version(const String &p_new_version) {
  294. if (version == "") {
  295. for (int i = 0; i < TYPE_MAX; i++) {
  296. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  297. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr());
  298. if (expression.is_valid()) {
  299. for (int j = 0; j < expression->get_input_port_count(); j++) {
  300. int type = expression->get_input_port_type(j);
  301. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  302. type += 1;
  303. }
  304. expression->set_input_port_type(j, type);
  305. }
  306. for (int j = 0; j < expression->get_output_port_count(); j++) {
  307. int type = expression->get_output_port_type(j);
  308. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  309. type += 1;
  310. }
  311. expression->set_output_port_type(j, type);
  312. }
  313. }
  314. Ref<VisualShaderNodeCompare> compare = Object::cast_to<VisualShaderNodeCompare>(E->get().node.ptr());
  315. if (compare.is_valid()) {
  316. int ctype = int(compare->get_comparison_type());
  317. if (int(ctype) > 0) { // + PORT_TYPE_SCALAR_INT
  318. ctype += 1;
  319. }
  320. compare->set_comparison_type(VisualShaderNodeCompare::ComparisonType(ctype));
  321. }
  322. }
  323. }
  324. }
  325. set_version(p_new_version);
  326. }
  327. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  328. ERR_FAIL_COND(p_node.is_null());
  329. ERR_FAIL_COND(p_id < 2);
  330. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  331. Graph *g = &graph[p_type];
  332. ERR_FAIL_COND(g->nodes.has(p_id));
  333. Node n;
  334. n.node = p_node;
  335. n.position = p_position;
  336. Ref<VisualShaderNodeUniform> uniform = n.node;
  337. if (uniform.is_valid()) {
  338. String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
  339. uniform->set_uniform_name(valid_name);
  340. }
  341. Ref<VisualShaderNodeInput> input = n.node;
  342. if (input.is_valid()) {
  343. input->shader_mode = shader_mode;
  344. input->shader_type = p_type;
  345. input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id));
  346. }
  347. n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  348. Ref<VisualShaderNodeCustom> custom = n.node;
  349. if (custom.is_valid()) {
  350. custom->update_ports();
  351. }
  352. g->nodes[p_id] = n;
  353. _queue_update();
  354. }
  355. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  356. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  357. Graph *g = &graph[p_type];
  358. ERR_FAIL_COND(!g->nodes.has(p_id));
  359. g->nodes[p_id].position = p_position;
  360. if (current_type == p_type) {
  361. if (g->nodes[p_id].graph_node != nullptr) {
  362. g->nodes[p_id].graph_node->set_offset(p_position);
  363. }
  364. }
  365. }
  366. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  367. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  368. const Graph *g = &graph[p_type];
  369. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  370. return g->nodes[p_id].position;
  371. }
  372. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  373. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  374. const Graph *g = &graph[p_type];
  375. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  376. return g->nodes[p_id].node;
  377. }
  378. Vector<int> VisualShader::get_node_list(Type p_type) const {
  379. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  380. const Graph *g = &graph[p_type];
  381. Vector<int> ret;
  382. for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
  383. ret.push_back(E->key());
  384. }
  385. return ret;
  386. }
  387. int VisualShader::get_valid_node_id(Type p_type) const {
  388. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  389. const Graph *g = &graph[p_type];
  390. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  391. }
  392. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  393. for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) {
  394. if (E->get().node == p_node) {
  395. return E->key();
  396. }
  397. }
  398. return NODE_ID_INVALID;
  399. }
  400. void VisualShader::remove_node(Type p_type, int p_id) {
  401. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  402. ERR_FAIL_COND(p_id < 2);
  403. Graph *g = &graph[p_type];
  404. ERR_FAIL_COND(!g->nodes.has(p_id));
  405. Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
  406. if (input.is_valid()) {
  407. input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed));
  408. }
  409. g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
  410. g->nodes.erase(p_id);
  411. for (List<Connection>::Element *E = g->connections.front(); E;) {
  412. List<Connection>::Element *N = E->next();
  413. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  414. g->connections.erase(E);
  415. if (E->get().from_node == p_id) {
  416. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  417. g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
  418. }
  419. }
  420. E = N;
  421. }
  422. _queue_update();
  423. }
  424. 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 {
  425. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  426. const Graph *g = &graph[p_type];
  427. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  428. 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) {
  429. return true;
  430. }
  431. }
  432. return false;
  433. }
  434. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  435. bool result = false;
  436. const VisualShader::Node &node = p_graph->nodes[p_node];
  437. for (const List<int>::Element *E = node.prev_connected_nodes.front(); E; E = E->next()) {
  438. if (E->get() == p_target) {
  439. return true;
  440. }
  441. result = is_nodes_connected_relatively(p_graph, E->get(), p_target);
  442. if (result) {
  443. break;
  444. }
  445. }
  446. return result;
  447. }
  448. 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 {
  449. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  450. const Graph *g = &graph[p_type];
  451. if (!g->nodes.has(p_from_node)) {
  452. return false;
  453. }
  454. if (p_from_node == p_to_node) {
  455. return false;
  456. }
  457. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count()) {
  458. return false;
  459. }
  460. if (!g->nodes.has(p_to_node)) {
  461. return false;
  462. }
  463. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  464. return false;
  465. }
  466. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  467. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  468. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  469. return false;
  470. }
  471. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  472. 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) {
  473. return false;
  474. }
  475. }
  476. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  477. return false;
  478. }
  479. return true;
  480. }
  481. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  482. return MAX(0, p_a - 3) == (MAX(0, p_b - 3));
  483. }
  484. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  485. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  486. Graph *g = &graph[p_type];
  487. Connection c;
  488. c.from_node = p_from_node;
  489. c.from_port = p_from_port;
  490. c.to_node = p_to_node;
  491. c.to_port = p_to_port;
  492. g->connections.push_back(c);
  493. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  494. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  495. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  496. _queue_update();
  497. }
  498. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  499. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  500. Graph *g = &graph[p_type];
  501. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  502. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
  503. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  504. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  505. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  506. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  507. 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.");
  508. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  509. 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) {
  510. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  511. }
  512. }
  513. Connection c;
  514. c.from_node = p_from_node;
  515. c.from_port = p_from_port;
  516. c.to_node = p_to_node;
  517. c.to_port = p_to_port;
  518. g->connections.push_back(c);
  519. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  520. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  521. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  522. _queue_update();
  523. return OK;
  524. }
  525. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  526. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  527. Graph *g = &graph[p_type];
  528. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  529. 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) {
  530. g->connections.erase(E);
  531. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  532. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  533. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  534. _queue_update();
  535. return;
  536. }
  537. }
  538. }
  539. Array VisualShader::_get_node_connections(Type p_type) const {
  540. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  541. const Graph *g = &graph[p_type];
  542. Array ret;
  543. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  544. Dictionary d;
  545. d["from_node"] = E->get().from_node;
  546. d["from_port"] = E->get().from_port;
  547. d["to_node"] = E->get().to_node;
  548. d["to_port"] = E->get().to_port;
  549. ret.push_back(d);
  550. }
  551. return ret;
  552. }
  553. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  554. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  555. const Graph *g = &graph[p_type];
  556. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  557. r_connections->push_back(E->get());
  558. }
  559. }
  560. void VisualShader::set_mode(Mode p_mode) {
  561. if (shader_mode == p_mode) {
  562. return;
  563. }
  564. //erase input/output connections
  565. modes.clear();
  566. flags.clear();
  567. shader_mode = p_mode;
  568. for (int i = 0; i < TYPE_MAX; i++) {
  569. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  570. Ref<VisualShaderNodeInput> input = E->get().node;
  571. if (input.is_valid()) {
  572. input->shader_mode = shader_mode;
  573. //input->input_index = 0;
  574. }
  575. }
  576. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  577. output->shader_mode = shader_mode;
  578. // clear connections since they are no longer valid
  579. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  580. bool keep = true;
  581. List<Connection>::Element *N = E->next();
  582. int from = E->get().from_node;
  583. int to = E->get().to_node;
  584. if (!graph[i].nodes.has(from)) {
  585. keep = false;
  586. } else {
  587. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  588. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  589. keep = false;
  590. }
  591. }
  592. if (!graph[i].nodes.has(to)) {
  593. keep = false;
  594. } else {
  595. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  596. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  597. keep = false;
  598. }
  599. }
  600. if (!keep) {
  601. graph[i].connections.erase(E);
  602. }
  603. E = N;
  604. }
  605. }
  606. _queue_update();
  607. _change_notify();
  608. }
  609. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  610. graph_offset = p_offset;
  611. }
  612. Vector2 VisualShader::get_graph_offset() const {
  613. return graph_offset;
  614. }
  615. Shader::Mode VisualShader::get_mode() const {
  616. return shader_mode;
  617. }
  618. bool VisualShader::is_text_shader() const {
  619. return false;
  620. }
  621. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  622. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  623. ERR_FAIL_COND_V(!node.is_valid(), String());
  624. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
  625. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  626. StringBuilder global_code;
  627. StringBuilder global_code_per_node;
  628. Map<Type, StringBuilder> global_code_per_func;
  629. StringBuilder code;
  630. Set<StringName> classes;
  631. global_code += String() + "shader_type canvas_item;\n";
  632. String global_expressions;
  633. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  634. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  635. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  636. if (global_expression.is_valid()) {
  637. String expr = "";
  638. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  639. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  640. expr = expr.replace("\n", "\n\t");
  641. expr += "\n";
  642. global_expressions += expr;
  643. }
  644. }
  645. }
  646. global_code += "\n";
  647. global_code += global_expressions;
  648. //make it faster to go around through shader
  649. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  650. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  651. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  652. ConnectionKey from_key;
  653. from_key.node = E->get().from_node;
  654. from_key.port = E->get().from_port;
  655. output_connections.insert(from_key, E);
  656. ConnectionKey to_key;
  657. to_key.node = E->get().to_node;
  658. to_key.port = E->get().to_port;
  659. input_connections.insert(to_key, E);
  660. }
  661. code += "\nvoid fragment() {\n";
  662. Set<int> processed;
  663. 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);
  664. ERR_FAIL_COND_V(err != OK, String());
  665. if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
  666. code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
  667. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  668. code += "\tCOLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  669. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  670. code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  671. } else {
  672. code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  673. }
  674. code += "}\n";
  675. //set code secretly
  676. global_code += "\n\n";
  677. String final_code = global_code;
  678. final_code += global_code_per_node;
  679. final_code += code;
  680. return final_code;
  681. }
  682. #define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
  683. #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) == '_')
  684. String VisualShader::validate_port_name(const String &p_name, const List<String> &p_input_ports, const List<String> &p_output_ports) const {
  685. String name = p_name;
  686. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  687. name = name.substr(1, name.length() - 1);
  688. }
  689. if (name != String()) {
  690. String valid_name;
  691. for (int i = 0; i < name.length(); i++) {
  692. if (IS_SYMBOL_CHAR(name[i])) {
  693. valid_name += String::chr(name[i]);
  694. } else if (name[i] == ' ') {
  695. valid_name += "_";
  696. }
  697. }
  698. name = valid_name;
  699. }
  700. String valid_name = name;
  701. bool is_equal = false;
  702. for (int i = 0; i < p_input_ports.size(); i++) {
  703. if (name == p_input_ports[i]) {
  704. is_equal = true;
  705. break;
  706. }
  707. }
  708. if (!is_equal) {
  709. for (int i = 0; i < p_output_ports.size(); i++) {
  710. if (name == p_output_ports[i]) {
  711. is_equal = true;
  712. break;
  713. }
  714. }
  715. }
  716. if (is_equal) {
  717. name = "";
  718. }
  719. return name;
  720. }
  721. String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
  722. String name = p_name; //validate name first
  723. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  724. name = name.substr(1, name.length() - 1);
  725. }
  726. if (name != String()) {
  727. String valid_name;
  728. for (int i = 0; i < name.length(); i++) {
  729. if (IS_SYMBOL_CHAR(name[i])) {
  730. valid_name += String::chr(name[i]);
  731. } else if (name[i] == ' ') {
  732. valid_name += "_";
  733. }
  734. }
  735. name = valid_name;
  736. }
  737. if (name == String()) {
  738. name = p_uniform->get_caption();
  739. }
  740. int attempt = 1;
  741. while (true) {
  742. bool exists = false;
  743. for (int i = 0; i < TYPE_MAX; i++) {
  744. for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  745. Ref<VisualShaderNodeUniform> node = E->get().node;
  746. if (node == p_uniform) { //do not test on self
  747. continue;
  748. }
  749. if (node.is_valid() && node->get_uniform_name() == name) {
  750. exists = true;
  751. break;
  752. }
  753. }
  754. if (exists) {
  755. break;
  756. }
  757. }
  758. if (exists) {
  759. //remove numbers, put new and try again
  760. attempt++;
  761. while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
  762. name = name.substr(0, name.length() - 1);
  763. }
  764. ERR_FAIL_COND_V(name == String(), String());
  765. name += itos(attempt);
  766. } else {
  767. break;
  768. }
  769. }
  770. return name;
  771. }
  772. VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
  773. { Shader::MODE_SPATIAL, "blend" },
  774. { Shader::MODE_SPATIAL, "depth_draw" },
  775. { Shader::MODE_SPATIAL, "cull" },
  776. { Shader::MODE_SPATIAL, "diffuse" },
  777. { Shader::MODE_SPATIAL, "specular" },
  778. { Shader::MODE_CANVAS_ITEM, "blend" },
  779. { Shader::MODE_CANVAS_ITEM, nullptr }
  780. };
  781. static const char *type_string[VisualShader::TYPE_MAX] = {
  782. "vertex",
  783. "fragment",
  784. "light",
  785. "emit",
  786. "process",
  787. "end"
  788. };
  789. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  790. String name = p_name;
  791. if (name == "mode") {
  792. set_mode(Shader::Mode(int(p_value)));
  793. return true;
  794. } else if (name.begins_with("flags/")) {
  795. StringName flag = name.get_slicec('/', 1);
  796. bool enable = p_value;
  797. if (enable) {
  798. flags.insert(flag);
  799. } else {
  800. flags.erase(flag);
  801. }
  802. _queue_update();
  803. return true;
  804. } else if (name.begins_with("modes/")) {
  805. String mode = name.get_slicec('/', 1);
  806. int value = p_value;
  807. if (value == 0) {
  808. modes.erase(mode); //means it's default anyway, so don't store it
  809. } else {
  810. modes[mode] = value;
  811. }
  812. _queue_update();
  813. return true;
  814. } else if (name.begins_with("nodes/")) {
  815. String typestr = name.get_slicec('/', 1);
  816. Type type = TYPE_VERTEX;
  817. for (int i = 0; i < TYPE_MAX; i++) {
  818. if (typestr == type_string[i]) {
  819. type = Type(i);
  820. break;
  821. }
  822. }
  823. String index = name.get_slicec('/', 2);
  824. if (index == "connections") {
  825. Vector<int> conns = p_value;
  826. if (conns.size() % 4 == 0) {
  827. for (int i = 0; i < conns.size(); i += 4) {
  828. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  829. }
  830. }
  831. return true;
  832. }
  833. int id = index.to_int();
  834. String what = name.get_slicec('/', 3);
  835. if (what == "node") {
  836. add_node(type, p_value, Vector2(), id);
  837. return true;
  838. } else if (what == "position") {
  839. set_node_position(type, id, p_value);
  840. return true;
  841. } else if (what == "size") {
  842. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_size(p_value);
  843. return true;
  844. } else if (what == "input_ports") {
  845. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  846. return true;
  847. } else if (what == "output_ports") {
  848. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  849. return true;
  850. } else if (what == "expression") {
  851. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  852. return true;
  853. }
  854. }
  855. return false;
  856. }
  857. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  858. String name = p_name;
  859. if (name == "mode") {
  860. r_ret = get_mode();
  861. return true;
  862. } else if (name.begins_with("flags/")) {
  863. StringName flag = name.get_slicec('/', 1);
  864. r_ret = flags.has(flag);
  865. return true;
  866. } else if (name.begins_with("modes/")) {
  867. String mode = name.get_slicec('/', 1);
  868. if (modes.has(mode)) {
  869. r_ret = modes[mode];
  870. } else {
  871. r_ret = 0;
  872. }
  873. return true;
  874. } else if (name.begins_with("nodes/")) {
  875. String typestr = name.get_slicec('/', 1);
  876. Type type = TYPE_VERTEX;
  877. for (int i = 0; i < TYPE_MAX; i++) {
  878. if (typestr == type_string[i]) {
  879. type = Type(i);
  880. break;
  881. }
  882. }
  883. String index = name.get_slicec('/', 2);
  884. if (index == "connections") {
  885. Vector<int> conns;
  886. for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
  887. conns.push_back(E->get().from_node);
  888. conns.push_back(E->get().from_port);
  889. conns.push_back(E->get().to_node);
  890. conns.push_back(E->get().to_port);
  891. }
  892. r_ret = conns;
  893. return true;
  894. }
  895. int id = index.to_int();
  896. String what = name.get_slicec('/', 3);
  897. if (what == "node") {
  898. r_ret = get_node(type, id);
  899. return true;
  900. } else if (what == "position") {
  901. r_ret = get_node_position(type, id);
  902. return true;
  903. } else if (what == "size") {
  904. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_size();
  905. return true;
  906. } else if (what == "input_ports") {
  907. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  908. return true;
  909. } else if (what == "output_ports") {
  910. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  911. return true;
  912. } else if (what == "expression") {
  913. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  914. return true;
  915. }
  916. }
  917. return false;
  918. }
  919. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  920. //mode
  921. p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky"));
  922. //render modes
  923. Map<String, String> blend_mode_enums;
  924. Set<String> toggles;
  925. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  926. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  927. int idx = 0;
  928. bool in_enum = false;
  929. while (render_mode_enums[idx].string) {
  930. if (mode.begins_with(render_mode_enums[idx].string)) {
  931. String begin = render_mode_enums[idx].string;
  932. String option = mode.replace_first(begin + "_", "");
  933. if (!blend_mode_enums.has(begin)) {
  934. blend_mode_enums[begin] = option;
  935. } else {
  936. blend_mode_enums[begin] += "," + option;
  937. }
  938. in_enum = true;
  939. break;
  940. }
  941. idx++;
  942. }
  943. if (!in_enum) {
  944. toggles.insert(mode);
  945. }
  946. }
  947. for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) {
  948. p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get()));
  949. }
  950. for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
  951. p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
  952. }
  953. for (int i = 0; i < TYPE_MAX; i++) {
  954. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  955. String prop_name = "nodes/";
  956. prop_name += type_string[i];
  957. prop_name += "/" + itos(E->key());
  958. if (E->key() != NODE_ID_OUTPUT) {
  959. 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));
  960. }
  961. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  962. if (Object::cast_to<VisualShaderNodeGroupBase>(E->get().node.ptr()) != nullptr) {
  963. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  964. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  965. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  966. }
  967. if (Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()) != nullptr) {
  968. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  969. }
  970. }
  971. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  972. }
  973. }
  974. 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 {
  975. const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
  976. //check inputs recursively first
  977. int input_count = vsnode->get_input_port_count();
  978. for (int i = 0; i < input_count; i++) {
  979. ConnectionKey ck;
  980. ck.node = node;
  981. ck.port = i;
  982. if (input_connections.has(ck)) {
  983. int from_node = input_connections[ck]->get().from_node;
  984. if (processed.has(from_node)) {
  985. continue;
  986. }
  987. 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);
  988. if (err) {
  989. return err;
  990. }
  991. }
  992. }
  993. // then this node
  994. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
  995. for (int i = 0; i < params.size(); i++) {
  996. def_tex_params.push_back(params[i]);
  997. }
  998. Ref<VisualShaderNodeInput> input = vsnode;
  999. bool skip_global = input.is_valid() && for_preview;
  1000. if (!skip_global) {
  1001. Ref<VisualShaderNodeUniform> uniform = vsnode;
  1002. if (!uniform.is_valid() || !uniform->is_global_code_generated()) {
  1003. global_code += vsnode->generate_global(get_mode(), type, node);
  1004. }
  1005. String class_name = vsnode->get_class_name();
  1006. if (class_name == "VisualShaderNodeCustom") {
  1007. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1008. }
  1009. if (!r_classes.has(class_name)) {
  1010. global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
  1011. for (int i = 0; i < TYPE_MAX; i++) {
  1012. global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
  1013. }
  1014. r_classes.insert(class_name);
  1015. }
  1016. }
  1017. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  1018. processed.insert(node);
  1019. return OK;
  1020. }
  1021. code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  1022. Vector<String> input_vars;
  1023. input_vars.resize(vsnode->get_input_port_count());
  1024. String *inputs = input_vars.ptrw();
  1025. for (int i = 0; i < input_count; i++) {
  1026. ConnectionKey ck;
  1027. ck.node = node;
  1028. ck.port = i;
  1029. if (input_connections.has(ck)) {
  1030. //connected to something, use that output
  1031. int from_node = input_connections[ck]->get().from_node;
  1032. int from_port = input_connections[ck]->get().from_port;
  1033. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1034. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1035. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1036. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1037. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  1038. if (ptr->has_method("get_input_real_name")) {
  1039. inputs[i] = ptr->call("get_input_real_name");
  1040. } else if (ptr->has_method("get_uniform_name")) {
  1041. inputs[i] = ptr->call("get_uniform_name");
  1042. } else {
  1043. inputs[i] = "";
  1044. }
  1045. } else if (in_type == out_type) {
  1046. inputs[i] = src_var;
  1047. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1048. inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
  1049. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1050. inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
  1051. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1052. inputs[i] = "vec3(" + src_var + ")";
  1053. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1054. inputs[i] = "vec3(float(" + src_var + "))";
  1055. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1056. inputs[i] = "all(bvec3(" + src_var + "))";
  1057. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1058. inputs[i] = src_var + " > 0.0 ? true : false";
  1059. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1060. inputs[i] = src_var + " > 0 ? true : false";
  1061. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1062. inputs[i] = src_var + " ? 1.0 : 0.0";
  1063. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1064. inputs[i] = src_var + " ? 1 : 0";
  1065. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1066. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  1067. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1068. inputs[i] = "float(" + src_var + ")";
  1069. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1070. inputs[i] = "int(" + src_var + ")";
  1071. }
  1072. } else {
  1073. if (!vsnode->is_generate_input_var(i)) {
  1074. continue;
  1075. }
  1076. Variant defval = vsnode->get_input_port_default_value(i);
  1077. if (defval.get_type() == Variant::FLOAT) {
  1078. float val = defval;
  1079. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1080. code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  1081. } else if (defval.get_type() == Variant::INT) {
  1082. int val = defval;
  1083. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1084. code += "\tint " + inputs[i] + " = " + itos(val) + ";\n";
  1085. } else if (defval.get_type() == Variant::BOOL) {
  1086. bool val = defval;
  1087. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1088. code += "\tbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1089. } else if (defval.get_type() == Variant::VECTOR3) {
  1090. Vector3 val = defval;
  1091. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1092. code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1093. } else if (defval.get_type() == Variant::TRANSFORM) {
  1094. Transform val = defval;
  1095. val.basis.transpose();
  1096. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1097. Array values;
  1098. for (int j = 0; j < 3; j++) {
  1099. values.push_back(val.basis[j].x);
  1100. values.push_back(val.basis[j].y);
  1101. values.push_back(val.basis[j].z);
  1102. }
  1103. values.push_back(val.origin.x);
  1104. values.push_back(val.origin.y);
  1105. values.push_back(val.origin.z);
  1106. bool err = false;
  1107. 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);
  1108. } else {
  1109. //will go empty, node is expected to know what it is doing at this point and handle it
  1110. }
  1111. }
  1112. }
  1113. int output_count = vsnode->get_output_port_count();
  1114. Vector<String> output_vars;
  1115. output_vars.resize(vsnode->get_output_port_count());
  1116. String *outputs = output_vars.ptrw();
  1117. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1118. for (int i = 0; i < output_count; i++) {
  1119. String var_name = "n_out" + itos(node) + "p" + itos(i);
  1120. switch (vsnode->get_output_port_type(i)) {
  1121. case VisualShaderNode::PORT_TYPE_SCALAR:
  1122. outputs[i] = "float " + var_name;
  1123. break;
  1124. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1125. outputs[i] = "int " + var_name;
  1126. break;
  1127. case VisualShaderNode::PORT_TYPE_VECTOR:
  1128. outputs[i] = "vec3 " + var_name;
  1129. break;
  1130. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1131. outputs[i] = "bool " + var_name;
  1132. break;
  1133. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1134. outputs[i] = "mat4 " + var_name;
  1135. break;
  1136. default: {
  1137. }
  1138. }
  1139. }
  1140. } else {
  1141. for (int i = 0; i < output_count; i++) {
  1142. outputs[i] = "n_out" + itos(node) + "p" + itos(i);
  1143. switch (vsnode->get_output_port_type(i)) {
  1144. case VisualShaderNode::PORT_TYPE_SCALAR:
  1145. code += String() + "\tfloat " + outputs[i] + ";\n";
  1146. break;
  1147. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1148. code += String() + "\tint " + outputs[i] + ";\n";
  1149. break;
  1150. case VisualShaderNode::PORT_TYPE_VECTOR:
  1151. code += String() + "\tvec3 " + outputs[i] + ";\n";
  1152. break;
  1153. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1154. code += String() + "\tbool " + outputs[i] + ";\n";
  1155. break;
  1156. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1157. code += String() + "\tmat4 " + outputs[i] + ";\n";
  1158. break;
  1159. default: {
  1160. }
  1161. }
  1162. }
  1163. }
  1164. code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
  1165. code += "\n"; //
  1166. processed.insert(node);
  1167. return OK;
  1168. }
  1169. bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
  1170. if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
  1171. if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
  1172. if (p_func_name == "emit" || p_func_name == "process" || p_func_name == "end") {
  1173. return true;
  1174. }
  1175. }
  1176. return false;
  1177. }
  1178. return true;
  1179. }
  1180. void VisualShader::_update_shader() const {
  1181. if (!dirty) {
  1182. return;
  1183. }
  1184. dirty = false;
  1185. StringBuilder global_code;
  1186. StringBuilder global_code_per_node;
  1187. Map<Type, StringBuilder> global_code_per_func;
  1188. StringBuilder code;
  1189. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1190. Set<StringName> classes;
  1191. Map<int, int> insertion_pos;
  1192. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky" };
  1193. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1194. String render_mode;
  1195. {
  1196. //fill render mode enums
  1197. int idx = 0;
  1198. bool specular = false;
  1199. while (render_mode_enums[idx].string) {
  1200. if (shader_mode == render_mode_enums[idx].mode) {
  1201. if (shader_mode == Shader::MODE_SPATIAL) {
  1202. if (String(render_mode_enums[idx].string) == "specular") {
  1203. specular = true;
  1204. }
  1205. }
  1206. if (modes.has(render_mode_enums[idx].string) || specular) {
  1207. int which = 0;
  1208. if (modes.has(render_mode_enums[idx].string)) {
  1209. which = modes[render_mode_enums[idx].string];
  1210. }
  1211. int count = 0;
  1212. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  1213. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  1214. if (mode.begins_with(render_mode_enums[idx].string)) {
  1215. if (count == which) {
  1216. if (render_mode != String()) {
  1217. render_mode += ", ";
  1218. }
  1219. render_mode += mode;
  1220. break;
  1221. }
  1222. count++;
  1223. }
  1224. }
  1225. }
  1226. }
  1227. idx++;
  1228. }
  1229. //fill render mode flags
  1230. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  1231. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  1232. if (flags.has(mode)) {
  1233. if (render_mode != String()) {
  1234. render_mode += ", ";
  1235. }
  1236. render_mode += mode;
  1237. }
  1238. }
  1239. }
  1240. if (render_mode != String()) {
  1241. global_code += "render_mode " + render_mode + ";\n\n";
  1242. }
  1243. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "emit", "process", "end" };
  1244. String global_expressions;
  1245. Set<String> used_uniform_names;
  1246. List<VisualShaderNodeUniform *> uniforms;
  1247. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1248. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1249. continue;
  1250. }
  1251. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  1252. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  1253. if (global_expression.is_valid()) {
  1254. String expr = "";
  1255. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1256. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1257. expr = expr.replace("\n", "\n\t");
  1258. expr += "\n";
  1259. global_expressions += expr;
  1260. }
  1261. Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(E->get().node.ptr());
  1262. if (uniform_ref.is_valid()) {
  1263. used_uniform_names.insert(uniform_ref->get_uniform_name());
  1264. }
  1265. Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(E->get().node.ptr());
  1266. if (uniform.is_valid()) {
  1267. uniforms.push_back(uniform.ptr());
  1268. }
  1269. }
  1270. }
  1271. for (int i = 0; i < uniforms.size(); i++) {
  1272. VisualShaderNodeUniform *uniform = uniforms[i];
  1273. if (used_uniform_names.has(uniform->get_uniform_name())) {
  1274. global_code += uniform->generate_global(get_mode(), Type(i), -1);
  1275. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(true);
  1276. } else {
  1277. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(false);
  1278. }
  1279. }
  1280. Map<int, String> code_map;
  1281. for (int i = 0; i < TYPE_MAX; i++) {
  1282. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1283. continue;
  1284. }
  1285. //make it faster to go around through shader
  1286. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1287. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1288. StringBuilder func_code;
  1289. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  1290. ConnectionKey from_key;
  1291. from_key.node = E->get().from_node;
  1292. from_key.port = E->get().from_port;
  1293. output_connections.insert(from_key, E);
  1294. ConnectionKey to_key;
  1295. to_key.node = E->get().to_node;
  1296. to_key.port = E->get().to_port;
  1297. input_connections.insert(to_key, E);
  1298. }
  1299. if (shader_mode != Shader::MODE_PARTICLES) {
  1300. func_code += "\nvoid " + String(func_name[i]) + "() {\n";
  1301. }
  1302. Set<int> processed;
  1303. Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  1304. ERR_FAIL_COND(err != OK);
  1305. insertion_pos.insert(i, code.get_string_length());
  1306. if (shader_mode == Shader::MODE_PARTICLES) {
  1307. code_map.insert(i, func_code);
  1308. } else {
  1309. func_code += "}\n";
  1310. code += func_code;
  1311. }
  1312. }
  1313. if (shader_mode == Shader::MODE_PARTICLES) {
  1314. code += "\nvoid compute() {\n";
  1315. code += "\tif (RESTART) {\n";
  1316. code += code_map[TYPE_EMIT];
  1317. code += "\t} else {\n";
  1318. code += code_map[TYPE_PROCESS];
  1319. code += "\t}\n";
  1320. code += "}\n";
  1321. }
  1322. //set code secretly
  1323. global_code += "\n\n";
  1324. String final_code = global_code;
  1325. final_code += global_code_per_node;
  1326. final_code += global_expressions;
  1327. String tcode = code;
  1328. for (int i = 0; i < TYPE_MAX; i++) {
  1329. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1330. continue;
  1331. }
  1332. tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]);
  1333. }
  1334. final_code += tcode;
  1335. const_cast<VisualShader *>(this)->set_code(final_code);
  1336. for (int i = 0; i < default_tex_params.size(); i++) {
  1337. const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
  1338. }
  1339. if (previous_code != final_code) {
  1340. const_cast<VisualShader *>(this)->emit_signal("changed");
  1341. }
  1342. previous_code = final_code;
  1343. }
  1344. void VisualShader::_queue_update() {
  1345. if (dirty) {
  1346. return;
  1347. }
  1348. dirty = true;
  1349. call_deferred("_update_shader");
  1350. }
  1351. void VisualShader::_input_type_changed(Type p_type, int p_id) {
  1352. //erase connections using this input, as type changed
  1353. Graph *g = &graph[p_type];
  1354. for (List<Connection>::Element *E = g->connections.front(); E;) {
  1355. List<Connection>::Element *N = E->next();
  1356. if (E->get().from_node == p_id) {
  1357. g->connections.erase(E);
  1358. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  1359. }
  1360. E = N;
  1361. }
  1362. }
  1363. void VisualShader::rebuild() {
  1364. dirty = true;
  1365. _update_shader();
  1366. }
  1367. void VisualShader::_bind_methods() {
  1368. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  1369. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  1370. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  1371. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  1372. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  1373. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  1374. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  1375. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  1376. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  1377. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  1378. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  1379. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  1380. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  1381. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  1382. ClassDB::bind_method(D_METHOD("set_version", "version"), &VisualShader::set_version);
  1383. ClassDB::bind_method(D_METHOD("get_version"), &VisualShader::get_version);
  1384. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  1385. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  1386. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  1387. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
  1388. ADD_PROPERTY(PropertyInfo(Variant::STRING, "version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_version", "get_version");
  1389. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  1390. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  1391. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  1392. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  1393. BIND_ENUM_CONSTANT(TYPE_EMIT);
  1394. BIND_ENUM_CONSTANT(TYPE_PROCESS);
  1395. BIND_ENUM_CONSTANT(TYPE_END);
  1396. BIND_ENUM_CONSTANT(TYPE_MAX);
  1397. BIND_CONSTANT(NODE_ID_INVALID);
  1398. BIND_CONSTANT(NODE_ID_OUTPUT);
  1399. }
  1400. VisualShader::VisualShader() {
  1401. for (int i = 0; i < TYPE_MAX; i++) {
  1402. Ref<VisualShaderNodeOutput> output;
  1403. output.instance();
  1404. output->shader_type = Type(i);
  1405. output->shader_mode = shader_mode;
  1406. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  1407. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  1408. }
  1409. }
  1410. ///////////////////////////////////////////////////////////
  1411. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  1412. // Spatial, Vertex
  1413. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1414. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1415. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1416. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1417. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1418. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1419. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1420. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1421. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1422. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1423. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
  1424. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1425. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1426. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1427. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1428. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1429. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
  1430. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1431. // Spatial, Fragment
  1432. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1433. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1434. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1435. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1436. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1437. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1438. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1439. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1440. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1441. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1442. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1443. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1444. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
  1445. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1446. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1447. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1448. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1449. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1450. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1451. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1452. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1453. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  1454. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1455. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
  1456. // Spatial, Light
  1457. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1458. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1459. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1460. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
  1461. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
  1462. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" },
  1463. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1464. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1465. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1466. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1467. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1468. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1469. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1470. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1471. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1472. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1473. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1474. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1475. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1476. // Canvas Item, Vertex
  1477. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1478. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1479. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1480. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1481. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1482. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1483. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1484. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1485. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" },
  1486. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1487. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1488. // Canvas Item, Fragment
  1489. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1490. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1491. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1492. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1493. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1494. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1495. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
  1496. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1497. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1498. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1499. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1500. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  1501. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1502. // Canvas Item, Light
  1503. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1504. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1505. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1506. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1507. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1508. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC, 0.0)" },
  1509. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
  1510. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
  1511. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT_COLOR.a" },
  1512. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV, 0.0)" },
  1513. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
  1514. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_COLOR.a" },
  1515. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_vec", "vec3(SHADOW_VEC, 0.0)" },
  1516. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1517. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1518. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1519. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1520. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1521. // Particles, Emit
  1522. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1523. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1524. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1525. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1526. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1527. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1528. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1529. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1530. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1531. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1532. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1533. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1534. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1535. // Particles, Process
  1536. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1537. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1538. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1539. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1540. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1541. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1542. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1543. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1544. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1545. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1546. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1547. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1548. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1549. // Particles, End
  1550. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1551. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1552. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1553. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1554. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1555. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1556. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1557. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1558. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1559. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1560. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1561. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1562. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1563. // Sky, Fragment
  1564. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  1565. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  1566. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  1567. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" },
  1568. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" },
  1569. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
  1570. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" },
  1571. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" },
  1572. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  1573. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  1574. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" },
  1575. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" },
  1576. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  1577. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  1578. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" },
  1579. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" },
  1580. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  1581. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  1582. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" },
  1583. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" },
  1584. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  1585. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  1586. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" },
  1587. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
  1588. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
  1589. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  1590. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1591. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "sky_coords", "vec3(SKY_COORDS, 0.0)" },
  1592. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1593. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1594. };
  1595. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  1596. // Spatial, Fragment
  1597. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1598. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
  1599. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
  1600. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1601. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
  1602. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1603. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1604. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1605. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
  1606. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1607. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" },
  1608. // Spatial, Light
  1609. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1610. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1611. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  1612. // Canvas Item, Vertex
  1613. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1614. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1615. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1616. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1617. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1618. // Canvas Item, Fragment
  1619. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1620. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1621. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1622. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1623. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1624. // Canvas Item, Light
  1625. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1626. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1627. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1628. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1629. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1630. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1631. // Particles, Vertex
  1632. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1633. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1634. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0, 0.0, 1.0)" },
  1635. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1636. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1637. };
  1638. int VisualShaderNodeInput::get_input_port_count() const {
  1639. return 0;
  1640. }
  1641. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  1642. return PORT_TYPE_SCALAR;
  1643. }
  1644. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  1645. return "";
  1646. }
  1647. int VisualShaderNodeInput::get_output_port_count() const {
  1648. return 1;
  1649. }
  1650. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  1651. return get_input_type_by_name(input_name);
  1652. }
  1653. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  1654. return "";
  1655. }
  1656. String VisualShaderNodeInput::get_caption() const {
  1657. return "Input";
  1658. }
  1659. 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 {
  1660. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  1661. return "";
  1662. }
  1663. if (p_for_preview) {
  1664. int idx = 0;
  1665. String code;
  1666. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  1667. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  1668. code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  1669. break;
  1670. }
  1671. idx++;
  1672. }
  1673. if (code == String()) {
  1674. switch (get_output_port_type(0)) {
  1675. case PORT_TYPE_SCALAR: {
  1676. code = "\t" + p_output_vars[0] + " = 0.0;\n";
  1677. } break;
  1678. case PORT_TYPE_SCALAR_INT: {
  1679. code = "\t" + p_output_vars[0] + " = 0;\n";
  1680. } break;
  1681. case PORT_TYPE_VECTOR: {
  1682. code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  1683. } break;
  1684. case PORT_TYPE_TRANSFORM: {
  1685. 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";
  1686. } break;
  1687. case PORT_TYPE_BOOLEAN: {
  1688. code = "\t" + p_output_vars[0] + " = false;\n";
  1689. } break;
  1690. default: //default (none found) is scalar
  1691. break;
  1692. }
  1693. }
  1694. return code;
  1695. } else {
  1696. int idx = 0;
  1697. String code;
  1698. while (ports[idx].mode != Shader::MODE_MAX) {
  1699. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1700. code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  1701. break;
  1702. }
  1703. idx++;
  1704. }
  1705. if (code == String()) {
  1706. code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  1707. }
  1708. return code;
  1709. }
  1710. }
  1711. void VisualShaderNodeInput::set_input_name(String p_name) {
  1712. PortType prev_type = get_input_type_by_name(input_name);
  1713. input_name = p_name;
  1714. emit_changed();
  1715. if (get_input_type_by_name(input_name) != prev_type) {
  1716. emit_signal("input_type_changed");
  1717. }
  1718. }
  1719. String VisualShaderNodeInput::get_input_name() const {
  1720. return input_name;
  1721. }
  1722. String VisualShaderNodeInput::get_input_real_name() const {
  1723. int idx = 0;
  1724. while (ports[idx].mode != Shader::MODE_MAX) {
  1725. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1726. return String(ports[idx].string);
  1727. }
  1728. idx++;
  1729. }
  1730. return "";
  1731. }
  1732. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  1733. int idx = 0;
  1734. while (ports[idx].mode != Shader::MODE_MAX) {
  1735. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  1736. return ports[idx].type;
  1737. }
  1738. idx++;
  1739. }
  1740. return PORT_TYPE_SCALAR;
  1741. }
  1742. int VisualShaderNodeInput::get_input_index_count() const {
  1743. int idx = 0;
  1744. int count = 0;
  1745. while (ports[idx].mode != Shader::MODE_MAX) {
  1746. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1747. count++;
  1748. }
  1749. idx++;
  1750. }
  1751. return count;
  1752. }
  1753. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  1754. int idx = 0;
  1755. int count = 0;
  1756. while (ports[idx].mode != Shader::MODE_MAX) {
  1757. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1758. if (count == p_index) {
  1759. return ports[idx].type;
  1760. }
  1761. count++;
  1762. }
  1763. idx++;
  1764. }
  1765. return PORT_TYPE_SCALAR;
  1766. }
  1767. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  1768. int idx = 0;
  1769. int count = 0;
  1770. while (ports[idx].mode != Shader::MODE_MAX) {
  1771. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1772. if (count == p_index) {
  1773. return ports[idx].name;
  1774. }
  1775. count++;
  1776. }
  1777. idx++;
  1778. }
  1779. return "";
  1780. }
  1781. void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
  1782. if (property.name == "input_name") {
  1783. String port_list;
  1784. int idx = 0;
  1785. while (ports[idx].mode != Shader::MODE_MAX) {
  1786. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1787. if (port_list != String()) {
  1788. port_list += ",";
  1789. }
  1790. port_list += ports[idx].name;
  1791. }
  1792. idx++;
  1793. }
  1794. if (port_list == "") {
  1795. port_list = TTR("None");
  1796. }
  1797. property.hint_string = port_list;
  1798. }
  1799. }
  1800. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  1801. Vector<StringName> props;
  1802. props.push_back("input_name");
  1803. return props;
  1804. }
  1805. void VisualShaderNodeInput::_bind_methods() {
  1806. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  1807. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  1808. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  1809. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  1810. ADD_SIGNAL(MethodInfo("input_type_changed"));
  1811. }
  1812. VisualShaderNodeInput::VisualShaderNodeInput() {
  1813. }
  1814. ////////////// UniformRef
  1815. List<VisualShaderNodeUniformRef::Uniform> uniforms;
  1816. void VisualShaderNodeUniformRef::add_uniform(const String &p_name, UniformType p_type) {
  1817. uniforms.push_back({ p_name, p_type });
  1818. }
  1819. void VisualShaderNodeUniformRef::clear_uniforms() {
  1820. uniforms.clear();
  1821. }
  1822. String VisualShaderNodeUniformRef::get_caption() const {
  1823. return "UniformRef";
  1824. }
  1825. int VisualShaderNodeUniformRef::get_input_port_count() const {
  1826. return 0;
  1827. }
  1828. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_input_port_type(int p_port) const {
  1829. return PortType::PORT_TYPE_SCALAR;
  1830. }
  1831. String VisualShaderNodeUniformRef::get_input_port_name(int p_port) const {
  1832. return "";
  1833. }
  1834. int VisualShaderNodeUniformRef::get_output_port_count() const {
  1835. if (uniform_name == "[None]") {
  1836. return 0;
  1837. }
  1838. switch (uniform_type) {
  1839. case UniformType::UNIFORM_TYPE_FLOAT:
  1840. return 1;
  1841. case UniformType::UNIFORM_TYPE_INT:
  1842. return 1;
  1843. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1844. return 1;
  1845. case UniformType::UNIFORM_TYPE_VECTOR:
  1846. return 1;
  1847. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1848. return 1;
  1849. case UniformType::UNIFORM_TYPE_COLOR:
  1850. return 2;
  1851. case UniformType::UNIFORM_TYPE_SAMPLER:
  1852. return 1;
  1853. default:
  1854. break;
  1855. }
  1856. return 0;
  1857. }
  1858. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port_type(int p_port) const {
  1859. switch (uniform_type) {
  1860. case UniformType::UNIFORM_TYPE_FLOAT:
  1861. return PortType::PORT_TYPE_SCALAR;
  1862. case UniformType::UNIFORM_TYPE_INT:
  1863. return PortType::PORT_TYPE_SCALAR_INT;
  1864. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1865. return PortType::PORT_TYPE_BOOLEAN;
  1866. case UniformType::UNIFORM_TYPE_VECTOR:
  1867. return PortType::PORT_TYPE_VECTOR;
  1868. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1869. return PortType::PORT_TYPE_TRANSFORM;
  1870. case UniformType::UNIFORM_TYPE_COLOR:
  1871. if (p_port == 0) {
  1872. return PortType::PORT_TYPE_VECTOR;
  1873. } else if (p_port == 1) {
  1874. return PORT_TYPE_SCALAR;
  1875. }
  1876. break;
  1877. case UniformType::UNIFORM_TYPE_SAMPLER:
  1878. return PortType::PORT_TYPE_SAMPLER;
  1879. default:
  1880. break;
  1881. }
  1882. return PORT_TYPE_SCALAR;
  1883. }
  1884. String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
  1885. switch (uniform_type) {
  1886. case UniformType::UNIFORM_TYPE_FLOAT:
  1887. return "";
  1888. case UniformType::UNIFORM_TYPE_INT:
  1889. return "";
  1890. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1891. return "";
  1892. case UniformType::UNIFORM_TYPE_VECTOR:
  1893. return "";
  1894. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1895. return "";
  1896. case UniformType::UNIFORM_TYPE_COLOR:
  1897. if (p_port == 0) {
  1898. return "rgb";
  1899. } else if (p_port == 1) {
  1900. return "alpha";
  1901. }
  1902. break;
  1903. case UniformType::UNIFORM_TYPE_SAMPLER:
  1904. return "";
  1905. break;
  1906. default:
  1907. break;
  1908. }
  1909. return "";
  1910. }
  1911. void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) {
  1912. uniform_name = p_name;
  1913. if (p_name != "[None]") {
  1914. uniform_type = get_uniform_type_by_name(p_name);
  1915. } else {
  1916. uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
  1917. }
  1918. emit_changed();
  1919. }
  1920. String VisualShaderNodeUniformRef::get_uniform_name() const {
  1921. return uniform_name;
  1922. }
  1923. int VisualShaderNodeUniformRef::get_uniforms_count() const {
  1924. return uniforms.size();
  1925. }
  1926. String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const {
  1927. if (p_idx >= 0 && p_idx < uniforms.size()) {
  1928. return uniforms[p_idx].name;
  1929. }
  1930. return "";
  1931. }
  1932. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const {
  1933. for (int i = 0; i < uniforms.size(); i++) {
  1934. if (uniforms[i].name == p_name) {
  1935. return uniforms[i].type;
  1936. }
  1937. }
  1938. return UniformType::UNIFORM_TYPE_FLOAT;
  1939. }
  1940. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const {
  1941. if (p_idx >= 0 && p_idx < uniforms.size()) {
  1942. return uniforms[p_idx].type;
  1943. }
  1944. return UniformType::UNIFORM_TYPE_FLOAT;
  1945. }
  1946. String VisualShaderNodeUniformRef::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 {
  1947. switch (uniform_type) {
  1948. case UniformType::UNIFORM_TYPE_FLOAT:
  1949. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1950. case UniformType::UNIFORM_TYPE_INT:
  1951. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1952. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1953. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1954. case UniformType::UNIFORM_TYPE_VECTOR:
  1955. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1956. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1957. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1958. case UniformType::UNIFORM_TYPE_COLOR: {
  1959. String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  1960. code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  1961. return code;
  1962. } break;
  1963. case UniformType::UNIFORM_TYPE_SAMPLER:
  1964. break;
  1965. default:
  1966. break;
  1967. }
  1968. return "";
  1969. }
  1970. void VisualShaderNodeUniformRef::_bind_methods() {
  1971. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniformRef::set_uniform_name);
  1972. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniformRef::get_uniform_name);
  1973. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name", PROPERTY_HINT_ENUM, ""), "set_uniform_name", "get_uniform_name");
  1974. }
  1975. Vector<StringName> VisualShaderNodeUniformRef::get_editable_properties() const {
  1976. Vector<StringName> props;
  1977. props.push_back("uniform_name");
  1978. return props;
  1979. }
  1980. VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() {
  1981. }
  1982. ////////////////////////////////////////////
  1983. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  1984. // Spatial, Vertex
  1985. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1986. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1987. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1988. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1989. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1990. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
  1991. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1992. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1993. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1994. // Spatial, Fragment
  1995. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1996. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  1997. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  1998. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1999. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
  2000. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
  2001. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
  2002. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  2003. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  2004. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  2005. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
  2006. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
  2007. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
  2008. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
  2009. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
  2010. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
  2011. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
  2012. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  2013. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" },
  2014. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
  2015. // Spatial, Light
  2016. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  2017. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  2018. // Canvas Item, Vertex
  2019. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
  2020. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  2021. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2022. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2023. // Canvas Item, Fragment
  2024. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2025. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2026. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  2027. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  2028. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  2029. // Canvas Item, Light
  2030. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
  2031. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
  2032. // Particles, Emit
  2033. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2034. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2035. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  2036. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  2037. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2038. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2039. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2040. // Particles, Process
  2041. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2042. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2043. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  2044. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  2045. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2046. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2047. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2048. // Particles, End
  2049. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2050. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2051. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  2052. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  2053. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2054. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2055. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2056. // Sky, Fragment
  2057. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" },
  2058. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  2059. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2060. };
  2061. int VisualShaderNodeOutput::get_input_port_count() const {
  2062. int idx = 0;
  2063. int count = 0;
  2064. while (ports[idx].mode != Shader::MODE_MAX) {
  2065. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2066. count++;
  2067. }
  2068. idx++;
  2069. }
  2070. return count;
  2071. }
  2072. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  2073. int idx = 0;
  2074. int count = 0;
  2075. while (ports[idx].mode != Shader::MODE_MAX) {
  2076. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2077. if (count == p_port) {
  2078. return ports[idx].type;
  2079. }
  2080. count++;
  2081. }
  2082. idx++;
  2083. }
  2084. return PORT_TYPE_SCALAR;
  2085. }
  2086. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  2087. int idx = 0;
  2088. int count = 0;
  2089. while (ports[idx].mode != Shader::MODE_MAX) {
  2090. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2091. if (count == p_port) {
  2092. return String(ports[idx].name).capitalize();
  2093. }
  2094. count++;
  2095. }
  2096. idx++;
  2097. }
  2098. return String();
  2099. }
  2100. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  2101. return Variant();
  2102. }
  2103. int VisualShaderNodeOutput::get_output_port_count() const {
  2104. return 0;
  2105. }
  2106. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  2107. return PORT_TYPE_SCALAR;
  2108. }
  2109. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  2110. return String();
  2111. }
  2112. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  2113. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  2114. String name = get_input_port_name(p_index);
  2115. return (name == "Normal" || name == "Rim" || name == "Alpha Scissor");
  2116. }
  2117. return false;
  2118. }
  2119. String VisualShaderNodeOutput::get_caption() const {
  2120. return "Output";
  2121. }
  2122. 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 {
  2123. int idx = 0;
  2124. int count = 0;
  2125. String code;
  2126. while (ports[idx].mode != Shader::MODE_MAX) {
  2127. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2128. if (p_input_vars[count] != String()) {
  2129. String s = ports[idx].string;
  2130. if (s.find(":") != -1) {
  2131. code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  2132. } else {
  2133. code += "\t" + s + " = " + p_input_vars[count] + ";\n";
  2134. }
  2135. }
  2136. count++;
  2137. }
  2138. idx++;
  2139. }
  2140. return code;
  2141. }
  2142. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  2143. }
  2144. ///////////////////////////
  2145. void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
  2146. uniform_name = p_name;
  2147. emit_signal("name_changed");
  2148. emit_changed();
  2149. }
  2150. String VisualShaderNodeUniform::get_uniform_name() const {
  2151. return uniform_name;
  2152. }
  2153. void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) {
  2154. qualifier = p_qual;
  2155. emit_changed();
  2156. }
  2157. VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const {
  2158. return qualifier;
  2159. }
  2160. void VisualShaderNodeUniform::set_global_code_generated(bool p_enabled) {
  2161. global_code_generated = p_enabled;
  2162. }
  2163. bool VisualShaderNodeUniform::is_global_code_generated() const {
  2164. return global_code_generated;
  2165. }
  2166. void VisualShaderNodeUniform::_bind_methods() {
  2167. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
  2168. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
  2169. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier);
  2170. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier);
  2171. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name");
  2172. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  2173. BIND_ENUM_CONSTANT(QUAL_NONE);
  2174. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  2175. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  2176. }
  2177. String VisualShaderNodeUniform::_get_qual_str() const {
  2178. if (is_qualifier_supported(qualifier)) {
  2179. switch (qualifier) {
  2180. case QUAL_NONE:
  2181. break;
  2182. case QUAL_GLOBAL:
  2183. return "global ";
  2184. case QUAL_INSTANCE:
  2185. return "instance ";
  2186. }
  2187. }
  2188. return String();
  2189. }
  2190. String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  2191. List<String> keyword_list;
  2192. ShaderLanguage::get_keyword_list(&keyword_list);
  2193. if (keyword_list.find(uniform_name)) {
  2194. return TTR("Uniform name cannot be equal to a shader keyword. Choose another name.");
  2195. }
  2196. if (!is_qualifier_supported(qualifier)) {
  2197. return "This uniform type does not support that qualifier.";
  2198. }
  2199. return String();
  2200. }
  2201. Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const {
  2202. Vector<StringName> props;
  2203. props.push_back("qualifier");
  2204. return props;
  2205. }
  2206. VisualShaderNodeUniform::VisualShaderNodeUniform() {
  2207. }
  2208. ////////////// GroupBase
  2209. String VisualShaderNodeGroupBase::get_caption() const {
  2210. return "Group";
  2211. }
  2212. void VisualShaderNodeGroupBase::set_size(const Vector2 &p_size) {
  2213. size = p_size;
  2214. }
  2215. Vector2 VisualShaderNodeGroupBase::get_size() const {
  2216. return size;
  2217. }
  2218. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  2219. if (inputs == p_inputs) {
  2220. return;
  2221. }
  2222. clear_input_ports();
  2223. inputs = p_inputs;
  2224. Vector<String> input_strings = inputs.split(";", false);
  2225. int input_port_count = input_strings.size();
  2226. for (int i = 0; i < input_port_count; i++) {
  2227. Vector<String> arr = input_strings[i].split(",");
  2228. ERR_FAIL_COND(arr.size() != 3);
  2229. int port_idx = arr[0].to_int();
  2230. int port_type = arr[1].to_int();
  2231. String port_name = arr[2];
  2232. Port port;
  2233. port.type = (PortType)port_type;
  2234. port.name = port_name;
  2235. input_ports[port_idx] = port;
  2236. }
  2237. }
  2238. String VisualShaderNodeGroupBase::get_inputs() const {
  2239. return inputs;
  2240. }
  2241. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  2242. if (outputs == p_outputs) {
  2243. return;
  2244. }
  2245. clear_output_ports();
  2246. outputs = p_outputs;
  2247. Vector<String> output_strings = outputs.split(";", false);
  2248. int output_port_count = output_strings.size();
  2249. for (int i = 0; i < output_port_count; i++) {
  2250. Vector<String> arr = output_strings[i].split(",");
  2251. ERR_FAIL_COND(arr.size() != 3);
  2252. int port_idx = arr[0].to_int();
  2253. int port_type = arr[1].to_int();
  2254. String port_name = arr[2];
  2255. Port port;
  2256. port.type = (PortType)port_type;
  2257. port.name = port_name;
  2258. output_ports[port_idx] = port;
  2259. }
  2260. }
  2261. String VisualShaderNodeGroupBase::get_outputs() const {
  2262. return outputs;
  2263. }
  2264. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  2265. if (!p_name.is_valid_identifier()) {
  2266. return false;
  2267. }
  2268. for (int i = 0; i < get_input_port_count(); i++) {
  2269. if (get_input_port_name(i) == p_name) {
  2270. return false;
  2271. }
  2272. }
  2273. for (int i = 0; i < get_output_port_count(); i++) {
  2274. if (get_output_port_name(i) == p_name) {
  2275. return false;
  2276. }
  2277. }
  2278. return true;
  2279. }
  2280. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  2281. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  2282. Vector<String> inputs_strings = inputs.split(";", false);
  2283. int index = 0;
  2284. if (p_id < inputs_strings.size()) {
  2285. for (int i = 0; i < inputs_strings.size(); i++) {
  2286. if (i == p_id) {
  2287. inputs = inputs.insert(index, str);
  2288. break;
  2289. }
  2290. index += inputs_strings[i].size();
  2291. }
  2292. } else {
  2293. inputs += str;
  2294. }
  2295. inputs_strings = inputs.split(";", false);
  2296. index = 0;
  2297. for (int i = 0; i < inputs_strings.size(); i++) {
  2298. int count = 0;
  2299. for (int j = 0; j < inputs_strings[i].size(); j++) {
  2300. if (inputs_strings[i][j] == ',') {
  2301. break;
  2302. }
  2303. count++;
  2304. }
  2305. inputs.erase(index, count);
  2306. inputs = inputs.insert(index, itos(i));
  2307. index += inputs_strings[i].size();
  2308. }
  2309. _apply_port_changes();
  2310. }
  2311. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  2312. ERR_FAIL_COND(!has_input_port(p_id));
  2313. Vector<String> inputs_strings = inputs.split(";", false);
  2314. int count = 0;
  2315. int index = 0;
  2316. for (int i = 0; i < inputs_strings.size(); i++) {
  2317. Vector<String> arr = inputs_strings[i].split(",");
  2318. if (arr[0].to_int() == p_id) {
  2319. count = inputs_strings[i].size();
  2320. break;
  2321. }
  2322. index += inputs_strings[i].size();
  2323. }
  2324. inputs.erase(index, count);
  2325. inputs_strings = inputs.split(";", false);
  2326. for (int i = p_id; i < inputs_strings.size(); i++) {
  2327. inputs = inputs.replace_first(inputs_strings[i].split(",")[0], itos(i));
  2328. }
  2329. _apply_port_changes();
  2330. }
  2331. int VisualShaderNodeGroupBase::get_input_port_count() const {
  2332. return input_ports.size();
  2333. }
  2334. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  2335. return input_ports.has(p_id);
  2336. }
  2337. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  2338. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  2339. Vector<String> outputs_strings = outputs.split(";", false);
  2340. int index = 0;
  2341. if (p_id < outputs_strings.size()) {
  2342. for (int i = 0; i < outputs_strings.size(); i++) {
  2343. if (i == p_id) {
  2344. outputs = outputs.insert(index, str);
  2345. break;
  2346. }
  2347. index += outputs_strings[i].size();
  2348. }
  2349. } else {
  2350. outputs += str;
  2351. }
  2352. outputs_strings = outputs.split(";", false);
  2353. index = 0;
  2354. for (int i = 0; i < outputs_strings.size(); i++) {
  2355. int count = 0;
  2356. for (int j = 0; j < outputs_strings[i].size(); j++) {
  2357. if (outputs_strings[i][j] == ',') {
  2358. break;
  2359. }
  2360. count++;
  2361. }
  2362. outputs.erase(index, count);
  2363. outputs = outputs.insert(index, itos(i));
  2364. index += outputs_strings[i].size();
  2365. }
  2366. _apply_port_changes();
  2367. }
  2368. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  2369. ERR_FAIL_COND(!has_output_port(p_id));
  2370. Vector<String> outputs_strings = outputs.split(";", false);
  2371. int count = 0;
  2372. int index = 0;
  2373. for (int i = 0; i < outputs_strings.size(); i++) {
  2374. Vector<String> arr = outputs_strings[i].split(",");
  2375. if (arr[0].to_int() == p_id) {
  2376. count = outputs_strings[i].size();
  2377. break;
  2378. }
  2379. index += outputs_strings[i].size();
  2380. }
  2381. outputs.erase(index, count);
  2382. outputs_strings = outputs.split(";", false);
  2383. for (int i = p_id; i < outputs_strings.size(); i++) {
  2384. outputs = outputs.replace_first(outputs_strings[i].split(",")[0], itos(i));
  2385. }
  2386. _apply_port_changes();
  2387. }
  2388. int VisualShaderNodeGroupBase::get_output_port_count() const {
  2389. return output_ports.size();
  2390. }
  2391. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  2392. return output_ports.has(p_id);
  2393. }
  2394. void VisualShaderNodeGroupBase::clear_input_ports() {
  2395. input_ports.clear();
  2396. }
  2397. void VisualShaderNodeGroupBase::clear_output_ports() {
  2398. output_ports.clear();
  2399. }
  2400. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  2401. ERR_FAIL_COND(!has_input_port(p_id));
  2402. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  2403. if (input_ports[p_id].type == p_type) {
  2404. return;
  2405. }
  2406. Vector<String> inputs_strings = inputs.split(";", false);
  2407. int count = 0;
  2408. int index = 0;
  2409. for (int i = 0; i < inputs_strings.size(); i++) {
  2410. Vector<String> arr = inputs_strings[i].split(",");
  2411. ERR_FAIL_COND(arr.size() != 3);
  2412. if (arr[0].to_int() == p_id) {
  2413. index += arr[0].size();
  2414. count = arr[1].size() - 1;
  2415. break;
  2416. }
  2417. index += inputs_strings[i].size();
  2418. }
  2419. inputs.erase(index, count);
  2420. inputs = inputs.insert(index, itos(p_type));
  2421. _apply_port_changes();
  2422. }
  2423. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  2424. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  2425. return input_ports[p_id].type;
  2426. }
  2427. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  2428. ERR_FAIL_COND(!has_input_port(p_id));
  2429. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2430. if (input_ports[p_id].name == p_name) {
  2431. return;
  2432. }
  2433. Vector<String> inputs_strings = inputs.split(";", false);
  2434. int count = 0;
  2435. int index = 0;
  2436. for (int i = 0; i < inputs_strings.size(); i++) {
  2437. Vector<String> arr = inputs_strings[i].split(",");
  2438. ERR_FAIL_COND(arr.size() != 3);
  2439. if (arr[0].to_int() == p_id) {
  2440. index += arr[0].size() + arr[1].size();
  2441. count = arr[2].size() - 1;
  2442. break;
  2443. }
  2444. index += inputs_strings[i].size();
  2445. }
  2446. inputs.erase(index, count);
  2447. inputs = inputs.insert(index, p_name);
  2448. _apply_port_changes();
  2449. }
  2450. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  2451. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  2452. return input_ports[p_id].name;
  2453. }
  2454. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  2455. ERR_FAIL_COND(!has_output_port(p_id));
  2456. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  2457. if (output_ports[p_id].type == p_type) {
  2458. return;
  2459. }
  2460. Vector<String> output_strings = outputs.split(";", false);
  2461. int count = 0;
  2462. int index = 0;
  2463. for (int i = 0; i < output_strings.size(); i++) {
  2464. Vector<String> arr = output_strings[i].split(",");
  2465. ERR_FAIL_COND(arr.size() != 3);
  2466. if (arr[0].to_int() == p_id) {
  2467. index += arr[0].size();
  2468. count = arr[1].size() - 1;
  2469. break;
  2470. }
  2471. index += output_strings[i].size();
  2472. }
  2473. outputs.erase(index, count);
  2474. outputs = outputs.insert(index, itos(p_type));
  2475. _apply_port_changes();
  2476. }
  2477. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  2478. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  2479. return output_ports[p_id].type;
  2480. }
  2481. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  2482. ERR_FAIL_COND(!has_output_port(p_id));
  2483. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2484. if (output_ports[p_id].name == p_name) {
  2485. return;
  2486. }
  2487. Vector<String> output_strings = outputs.split(";", false);
  2488. int count = 0;
  2489. int index = 0;
  2490. for (int i = 0; i < output_strings.size(); i++) {
  2491. Vector<String> arr = output_strings[i].split(",");
  2492. ERR_FAIL_COND(arr.size() != 3);
  2493. if (arr[0].to_int() == p_id) {
  2494. index += arr[0].size() + arr[1].size();
  2495. count = arr[2].size() - 1;
  2496. break;
  2497. }
  2498. index += output_strings[i].size();
  2499. }
  2500. outputs.erase(index, count);
  2501. outputs = outputs.insert(index, p_name);
  2502. _apply_port_changes();
  2503. }
  2504. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  2505. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  2506. return output_ports[p_id].name;
  2507. }
  2508. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  2509. return input_ports.size();
  2510. }
  2511. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  2512. return output_ports.size();
  2513. }
  2514. void VisualShaderNodeGroupBase::set_control(Control *p_control, int p_index) {
  2515. controls[p_index] = p_control;
  2516. }
  2517. Control *VisualShaderNodeGroupBase::get_control(int p_index) {
  2518. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  2519. return controls[p_index];
  2520. }
  2521. void VisualShaderNodeGroupBase::_apply_port_changes() {
  2522. Vector<String> inputs_strings = inputs.split(";", false);
  2523. Vector<String> outputs_strings = outputs.split(";", false);
  2524. clear_input_ports();
  2525. clear_output_ports();
  2526. for (int i = 0; i < inputs_strings.size(); i++) {
  2527. Vector<String> arr = inputs_strings[i].split(",");
  2528. ERR_FAIL_COND(arr.size() != 3);
  2529. Port port;
  2530. port.type = (PortType)arr[1].to_int();
  2531. port.name = arr[2];
  2532. input_ports[i] = port;
  2533. }
  2534. for (int i = 0; i < outputs_strings.size(); i++) {
  2535. Vector<String> arr = outputs_strings[i].split(",");
  2536. ERR_FAIL_COND(arr.size() != 3);
  2537. Port port;
  2538. port.type = (PortType)arr[1].to_int();
  2539. port.name = arr[2];
  2540. output_ports[i] = port;
  2541. }
  2542. }
  2543. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  2544. editable = p_enabled;
  2545. }
  2546. bool VisualShaderNodeGroupBase::is_editable() const {
  2547. return editable;
  2548. }
  2549. void VisualShaderNodeGroupBase::_bind_methods() {
  2550. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeGroupBase::set_size);
  2551. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeGroupBase::get_size);
  2552. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  2553. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  2554. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  2555. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  2556. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  2557. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  2558. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  2559. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  2560. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  2561. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  2562. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  2563. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  2564. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  2565. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  2566. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  2567. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  2568. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  2569. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  2570. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  2571. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  2572. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  2573. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  2574. }
  2575. 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 {
  2576. return "";
  2577. }
  2578. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  2579. simple_decl = false;
  2580. }
  2581. ////////////// Expression
  2582. String VisualShaderNodeExpression::get_caption() const {
  2583. return "Expression";
  2584. }
  2585. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  2586. expression = p_expression;
  2587. }
  2588. String VisualShaderNodeExpression::get_expression() const {
  2589. return expression;
  2590. }
  2591. 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 {
  2592. String _expression = expression;
  2593. _expression = _expression.insert(0, "\n");
  2594. _expression = _expression.replace("\n", "\n\t\t");
  2595. static Vector<String> pre_symbols;
  2596. if (pre_symbols.empty()) {
  2597. pre_symbols.push_back("\t");
  2598. pre_symbols.push_back(",");
  2599. pre_symbols.push_back(";");
  2600. pre_symbols.push_back("{");
  2601. pre_symbols.push_back("[");
  2602. pre_symbols.push_back("]");
  2603. pre_symbols.push_back("(");
  2604. pre_symbols.push_back(" ");
  2605. pre_symbols.push_back("-");
  2606. pre_symbols.push_back("*");
  2607. pre_symbols.push_back("/");
  2608. pre_symbols.push_back("+");
  2609. pre_symbols.push_back("=");
  2610. pre_symbols.push_back("&");
  2611. pre_symbols.push_back("|");
  2612. pre_symbols.push_back("!");
  2613. }
  2614. static Vector<String> post_symbols;
  2615. if (post_symbols.empty()) {
  2616. post_symbols.push_back("\t");
  2617. post_symbols.push_back("\n");
  2618. post_symbols.push_back(",");
  2619. post_symbols.push_back(";");
  2620. post_symbols.push_back("}");
  2621. post_symbols.push_back("[");
  2622. post_symbols.push_back("]");
  2623. post_symbols.push_back(")");
  2624. post_symbols.push_back(" ");
  2625. post_symbols.push_back(".");
  2626. post_symbols.push_back("-");
  2627. post_symbols.push_back("*");
  2628. post_symbols.push_back("/");
  2629. post_symbols.push_back("+");
  2630. post_symbols.push_back("=");
  2631. post_symbols.push_back("&");
  2632. post_symbols.push_back("|");
  2633. post_symbols.push_back("!");
  2634. }
  2635. for (int i = 0; i < get_input_port_count(); i++) {
  2636. for (int j = 0; j < pre_symbols.size(); j++) {
  2637. for (int k = 0; k < post_symbols.size(); k++) {
  2638. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  2639. }
  2640. }
  2641. }
  2642. for (int i = 0; i < get_output_port_count(); i++) {
  2643. for (int j = 0; j < pre_symbols.size(); j++) {
  2644. for (int k = 0; k < post_symbols.size(); k++) {
  2645. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  2646. }
  2647. }
  2648. }
  2649. String output_initializer;
  2650. for (int i = 0; i < get_output_port_count(); i++) {
  2651. int port_type = get_output_port_type(i);
  2652. String tk = "";
  2653. switch (port_type) {
  2654. case PORT_TYPE_SCALAR:
  2655. tk = "0.0";
  2656. break;
  2657. case PORT_TYPE_SCALAR_INT:
  2658. tk = "0";
  2659. break;
  2660. case PORT_TYPE_VECTOR:
  2661. tk = "vec3(0.0, 0.0, 0.0)";
  2662. break;
  2663. case PORT_TYPE_BOOLEAN:
  2664. tk = "false";
  2665. break;
  2666. case PORT_TYPE_TRANSFORM:
  2667. tk = "mat4(1.0)";
  2668. break;
  2669. default:
  2670. continue;
  2671. }
  2672. output_initializer += "\t" + p_output_vars[i] + " = " + tk + ";\n";
  2673. }
  2674. String code;
  2675. code += output_initializer;
  2676. code += "\t{";
  2677. code += _expression;
  2678. code += "\n\t}\n";
  2679. return code;
  2680. }
  2681. void VisualShaderNodeExpression::_bind_methods() {
  2682. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  2683. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  2684. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  2685. }
  2686. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  2687. set_editable(true);
  2688. }
  2689. ////////////// Global Expression
  2690. String VisualShaderNodeGlobalExpression::get_caption() const {
  2691. return "GlobalExpression";
  2692. }
  2693. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2694. return expression;
  2695. }
  2696. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  2697. set_editable(false);
  2698. }