visual_shader_nodes.cpp 226 KB

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  1. /*************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_nodes.h"
  31. ////////////// Vector Base
  32. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_type(int p_port) const {
  33. switch (op_type) {
  34. case OP_TYPE_VECTOR_2D:
  35. return PORT_TYPE_VECTOR_2D;
  36. case OP_TYPE_VECTOR_3D:
  37. return PORT_TYPE_VECTOR_3D;
  38. case OP_TYPE_VECTOR_4D:
  39. return PORT_TYPE_VECTOR_4D;
  40. default:
  41. break;
  42. }
  43. return PORT_TYPE_SCALAR;
  44. }
  45. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port_type(int p_port) const {
  46. switch (op_type) {
  47. case OP_TYPE_VECTOR_2D:
  48. return PORT_TYPE_VECTOR_2D;
  49. case OP_TYPE_VECTOR_3D:
  50. return PORT_TYPE_VECTOR_3D;
  51. case OP_TYPE_VECTOR_4D:
  52. return PORT_TYPE_VECTOR_4D;
  53. default:
  54. break;
  55. }
  56. return PORT_TYPE_SCALAR;
  57. }
  58. void VisualShaderNodeVectorBase::set_op_type(OpType p_op_type) {
  59. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  60. if (op_type == p_op_type) {
  61. return;
  62. }
  63. op_type = p_op_type;
  64. emit_changed();
  65. }
  66. VisualShaderNodeVectorBase::OpType VisualShaderNodeVectorBase::get_op_type() const {
  67. return op_type;
  68. }
  69. void VisualShaderNodeVectorBase::_bind_methods() {
  70. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeVectorBase::set_op_type);
  71. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeVectorBase::get_op_type);
  72. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  73. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  74. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  75. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  76. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  77. }
  78. Vector<StringName> VisualShaderNodeVectorBase::get_editable_properties() const {
  79. Vector<StringName> props;
  80. props.push_back("op_type");
  81. return props;
  82. }
  83. VisualShaderNodeVectorBase::VisualShaderNodeVectorBase() {
  84. }
  85. ////////////// Constants Base
  86. VisualShaderNodeConstant::VisualShaderNodeConstant() {
  87. }
  88. ////////////// Scalar(Float)
  89. String VisualShaderNodeFloatConstant::get_caption() const {
  90. return "FloatConstant";
  91. }
  92. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  93. return 0;
  94. }
  95. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  96. return PORT_TYPE_SCALAR;
  97. }
  98. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  99. return String();
  100. }
  101. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  102. return 1;
  103. }
  104. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  105. return PORT_TYPE_SCALAR;
  106. }
  107. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  108. return ""; //no output port means the editor will be used as port
  109. }
  110. String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  111. return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  112. }
  113. void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
  114. if (Math::is_equal_approx(constant, p_constant)) {
  115. return;
  116. }
  117. constant = p_constant;
  118. emit_changed();
  119. }
  120. float VisualShaderNodeFloatConstant::get_constant() const {
  121. return constant;
  122. }
  123. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  124. Vector<StringName> props;
  125. props.push_back("constant");
  126. return props;
  127. }
  128. void VisualShaderNodeFloatConstant::_bind_methods() {
  129. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
  130. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  131. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  132. }
  133. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  134. }
  135. ////////////// Scalar(Int)
  136. String VisualShaderNodeIntConstant::get_caption() const {
  137. return "IntConstant";
  138. }
  139. int VisualShaderNodeIntConstant::get_input_port_count() const {
  140. return 0;
  141. }
  142. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  143. return PORT_TYPE_SCALAR_INT;
  144. }
  145. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  146. return String();
  147. }
  148. int VisualShaderNodeIntConstant::get_output_port_count() const {
  149. return 1;
  150. }
  151. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  152. return PORT_TYPE_SCALAR_INT;
  153. }
  154. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  155. return ""; //no output port means the editor will be used as port
  156. }
  157. String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  158. return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
  159. }
  160. void VisualShaderNodeIntConstant::set_constant(int p_constant) {
  161. if (constant == p_constant) {
  162. return;
  163. }
  164. constant = p_constant;
  165. emit_changed();
  166. }
  167. int VisualShaderNodeIntConstant::get_constant() const {
  168. return constant;
  169. }
  170. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  171. Vector<StringName> props;
  172. props.push_back("constant");
  173. return props;
  174. }
  175. void VisualShaderNodeIntConstant::_bind_methods() {
  176. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
  177. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  178. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  179. }
  180. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  181. }
  182. ////////////// Boolean
  183. String VisualShaderNodeBooleanConstant::get_caption() const {
  184. return "BooleanConstant";
  185. }
  186. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  187. return 0;
  188. }
  189. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  190. return PORT_TYPE_BOOLEAN;
  191. }
  192. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  193. return String();
  194. }
  195. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  196. return 1;
  197. }
  198. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  199. return PORT_TYPE_BOOLEAN;
  200. }
  201. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  202. return ""; //no output port means the editor will be used as port
  203. }
  204. String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  205. return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  206. }
  207. void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
  208. if (constant == p_constant) {
  209. return;
  210. }
  211. constant = p_constant;
  212. emit_changed();
  213. }
  214. bool VisualShaderNodeBooleanConstant::get_constant() const {
  215. return constant;
  216. }
  217. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  218. Vector<StringName> props;
  219. props.push_back("constant");
  220. return props;
  221. }
  222. void VisualShaderNodeBooleanConstant::_bind_methods() {
  223. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
  224. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  225. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  226. }
  227. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  228. }
  229. ////////////// Color
  230. String VisualShaderNodeColorConstant::get_caption() const {
  231. return "ColorConstant";
  232. }
  233. int VisualShaderNodeColorConstant::get_input_port_count() const {
  234. return 0;
  235. }
  236. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  237. return PORT_TYPE_VECTOR_4D;
  238. }
  239. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  240. return String();
  241. }
  242. int VisualShaderNodeColorConstant::get_output_port_count() const {
  243. return 1;
  244. }
  245. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  246. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  247. }
  248. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  249. return "";
  250. }
  251. bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
  252. if (p_port == 0) {
  253. return true;
  254. }
  255. return false;
  256. }
  257. String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  258. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n";
  259. }
  260. void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
  261. if (constant.is_equal_approx(p_constant)) {
  262. return;
  263. }
  264. constant = p_constant;
  265. emit_changed();
  266. }
  267. Color VisualShaderNodeColorConstant::get_constant() const {
  268. return constant;
  269. }
  270. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  271. Vector<StringName> props;
  272. props.push_back("constant");
  273. return props;
  274. }
  275. void VisualShaderNodeColorConstant::_bind_methods() {
  276. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
  277. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  278. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  279. }
  280. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  281. }
  282. ////////////// Vector2
  283. String VisualShaderNodeVec2Constant::get_caption() const {
  284. return "Vector2Constant";
  285. }
  286. int VisualShaderNodeVec2Constant::get_input_port_count() const {
  287. return 0;
  288. }
  289. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_input_port_type(int p_port) const {
  290. return PORT_TYPE_VECTOR_2D;
  291. }
  292. String VisualShaderNodeVec2Constant::get_input_port_name(int p_port) const {
  293. return String();
  294. }
  295. int VisualShaderNodeVec2Constant::get_output_port_count() const {
  296. return 1;
  297. }
  298. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_output_port_type(int p_port) const {
  299. return PORT_TYPE_VECTOR_2D;
  300. }
  301. String VisualShaderNodeVec2Constant::get_output_port_name(int p_port) const {
  302. return ""; //no output port means the editor will be used as port
  303. }
  304. String VisualShaderNodeVec2Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  305. return " " + p_output_vars[0] + " = " + vformat("vec2(%.6f, %.6f)", constant.x, constant.y) + ";\n";
  306. }
  307. void VisualShaderNodeVec2Constant::set_constant(const Vector2 &p_constant) {
  308. if (constant.is_equal_approx(p_constant)) {
  309. return;
  310. }
  311. constant = p_constant;
  312. emit_changed();
  313. }
  314. Vector2 VisualShaderNodeVec2Constant::get_constant() const {
  315. return constant;
  316. }
  317. Vector<StringName> VisualShaderNodeVec2Constant::get_editable_properties() const {
  318. Vector<StringName> props;
  319. props.push_back("constant");
  320. return props;
  321. }
  322. void VisualShaderNodeVec2Constant::_bind_methods() {
  323. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec2Constant::set_constant);
  324. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec2Constant::get_constant);
  325. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant"), "set_constant", "get_constant");
  326. }
  327. VisualShaderNodeVec2Constant::VisualShaderNodeVec2Constant() {
  328. }
  329. ////////////// Vector3
  330. String VisualShaderNodeVec3Constant::get_caption() const {
  331. return "Vector3Constant";
  332. }
  333. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  334. return 0;
  335. }
  336. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  337. return PORT_TYPE_VECTOR_3D;
  338. }
  339. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  340. return String();
  341. }
  342. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  343. return 1;
  344. }
  345. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  346. return PORT_TYPE_VECTOR_3D;
  347. }
  348. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  349. return ""; //no output port means the editor will be used as port
  350. }
  351. String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  352. return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  353. }
  354. void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
  355. if (constant.is_equal_approx(p_constant)) {
  356. return;
  357. }
  358. constant = p_constant;
  359. emit_changed();
  360. }
  361. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  362. return constant;
  363. }
  364. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  365. Vector<StringName> props;
  366. props.push_back("constant");
  367. return props;
  368. }
  369. void VisualShaderNodeVec3Constant::_bind_methods() {
  370. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
  371. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  372. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  373. }
  374. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  375. }
  376. ////////////// Vector4
  377. String VisualShaderNodeVec4Constant::get_caption() const {
  378. return "Vector4Constant";
  379. }
  380. int VisualShaderNodeVec4Constant::get_input_port_count() const {
  381. return 0;
  382. }
  383. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_input_port_type(int p_port) const {
  384. return PORT_TYPE_VECTOR_4D;
  385. }
  386. String VisualShaderNodeVec4Constant::get_input_port_name(int p_port) const {
  387. return String();
  388. }
  389. int VisualShaderNodeVec4Constant::get_output_port_count() const {
  390. return 1;
  391. }
  392. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_output_port_type(int p_port) const {
  393. return PORT_TYPE_VECTOR_4D;
  394. }
  395. String VisualShaderNodeVec4Constant::get_output_port_name(int p_port) const {
  396. return ""; // No output port means the editor will be used as port.
  397. }
  398. String VisualShaderNodeVec4Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  399. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.x, constant.y, constant.z, constant.w) + ";\n";
  400. }
  401. void VisualShaderNodeVec4Constant::set_constant(const Quaternion &p_constant) {
  402. if (constant.is_equal_approx(p_constant)) {
  403. return;
  404. }
  405. constant = p_constant;
  406. emit_changed();
  407. }
  408. Quaternion VisualShaderNodeVec4Constant::get_constant() const {
  409. return constant;
  410. }
  411. Vector<StringName> VisualShaderNodeVec4Constant::get_editable_properties() const {
  412. Vector<StringName> props;
  413. props.push_back("constant");
  414. return props;
  415. }
  416. void VisualShaderNodeVec4Constant::_bind_methods() {
  417. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec4Constant::set_constant);
  418. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec4Constant::get_constant);
  419. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "constant"), "set_constant", "get_constant");
  420. }
  421. VisualShaderNodeVec4Constant::VisualShaderNodeVec4Constant() {
  422. }
  423. ////////////// Transform3D
  424. String VisualShaderNodeTransformConstant::get_caption() const {
  425. return "TransformConstant";
  426. }
  427. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  428. return 0;
  429. }
  430. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  431. return PORT_TYPE_VECTOR_3D;
  432. }
  433. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  434. return String();
  435. }
  436. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  437. return 1;
  438. }
  439. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  440. return PORT_TYPE_TRANSFORM;
  441. }
  442. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  443. return ""; //no output port means the editor will be used as port
  444. }
  445. String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  446. Transform3D t = constant;
  447. t.basis.transpose();
  448. String code = " " + p_output_vars[0] + " = mat4(";
  449. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  450. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  451. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  452. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  453. return code;
  454. }
  455. void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
  456. if (constant.is_equal_approx(p_constant)) {
  457. return;
  458. }
  459. constant = p_constant;
  460. emit_changed();
  461. }
  462. Transform3D VisualShaderNodeTransformConstant::get_constant() const {
  463. return constant;
  464. }
  465. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  466. Vector<StringName> props;
  467. props.push_back("constant");
  468. return props;
  469. }
  470. void VisualShaderNodeTransformConstant::_bind_methods() {
  471. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
  472. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  473. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
  474. }
  475. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  476. }
  477. ////////////// Texture
  478. String VisualShaderNodeTexture::get_caption() const {
  479. return "Texture2D";
  480. }
  481. int VisualShaderNodeTexture::get_input_port_count() const {
  482. return 3;
  483. }
  484. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  485. switch (p_port) {
  486. case 0:
  487. return PORT_TYPE_VECTOR_2D;
  488. case 1:
  489. return PORT_TYPE_SCALAR;
  490. case 2:
  491. return PORT_TYPE_SAMPLER;
  492. default:
  493. return PORT_TYPE_SCALAR;
  494. }
  495. }
  496. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  497. switch (p_port) {
  498. case 0:
  499. return "uv";
  500. case 1:
  501. return "lod";
  502. case 2:
  503. return "sampler2D";
  504. default:
  505. return "";
  506. }
  507. }
  508. int VisualShaderNodeTexture::get_output_port_count() const {
  509. return 1;
  510. }
  511. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  512. switch (p_port) {
  513. case 0:
  514. return PORT_TYPE_VECTOR_4D;
  515. default:
  516. return PORT_TYPE_SCALAR;
  517. }
  518. }
  519. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  520. switch (p_port) {
  521. case 0:
  522. return "color";
  523. default:
  524. return "";
  525. }
  526. }
  527. bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
  528. if (p_port == 0) {
  529. return true;
  530. }
  531. return false;
  532. }
  533. bool VisualShaderNodeTexture::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  534. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  535. if (p_port == 0) {
  536. return true;
  537. }
  538. }
  539. return false;
  540. }
  541. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  542. VisualShader::DefaultTextureParam dtp;
  543. dtp.name = make_unique_id(p_type, p_id, "tex");
  544. dtp.params.push_back(texture);
  545. Vector<VisualShader::DefaultTextureParam> ret;
  546. ret.push_back(dtp);
  547. return ret;
  548. }
  549. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  550. if (source == SOURCE_TEXTURE) {
  551. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  552. switch (texture_type) {
  553. case TYPE_DATA:
  554. break;
  555. case TYPE_COLOR:
  556. u += " : source_color";
  557. break;
  558. case TYPE_NORMAL_MAP:
  559. u += " : hint_normal";
  560. break;
  561. default:
  562. break;
  563. }
  564. return u + ";\n";
  565. }
  566. return String();
  567. }
  568. String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  569. String default_uv;
  570. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  571. default_uv = "UV";
  572. } else {
  573. default_uv = "vec2(0.0)";
  574. }
  575. String code;
  576. if (source == SOURCE_TEXTURE) {
  577. String id = make_unique_id(p_type, p_id, "tex");
  578. if (p_input_vars[0].is_empty()) { // Use UV by default.
  579. if (p_input_vars[1].is_empty()) {
  580. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  581. } else {
  582. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  583. }
  584. } else if (p_input_vars[1].is_empty()) {
  585. //no lod
  586. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  587. } else {
  588. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  589. }
  590. return code;
  591. }
  592. if (source == SOURCE_PORT) {
  593. String id = p_input_vars[2];
  594. if (id.is_empty()) {
  595. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  596. } else {
  597. if (p_input_vars[0].is_empty()) { // Use UV by default.
  598. if (p_input_vars[1].is_empty()) {
  599. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  600. } else {
  601. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  602. }
  603. } else if (p_input_vars[1].is_empty()) {
  604. //no lod
  605. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  606. } else {
  607. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  608. }
  609. }
  610. return code;
  611. }
  612. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  613. if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
  614. if (p_input_vars[1].is_empty()) {
  615. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0);\n";
  616. } else {
  617. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  618. }
  619. } else if (p_input_vars[1].is_empty()) {
  620. //no lod
  621. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
  622. } else {
  623. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  624. }
  625. return code;
  626. }
  627. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  628. if (p_input_vars[0].is_empty()) { // Use UV by default.
  629. if (p_input_vars[1].is_empty()) {
  630. code += " " + p_output_vars[0] + " = texture(TEXTURE, " + default_uv + ");\n";
  631. } else {
  632. code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  633. }
  634. } else if (p_input_vars[1].is_empty()) {
  635. //no lod
  636. code += " " + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n";
  637. } else {
  638. code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  639. }
  640. return code;
  641. }
  642. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  643. if (p_input_vars[0].is_empty()) { // Use UV by default.
  644. if (p_input_vars[1].is_empty()) {
  645. code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
  646. } else {
  647. code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  648. }
  649. } else if (p_input_vars[1].is_empty()) {
  650. //no lod
  651. code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
  652. } else {
  653. code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  654. }
  655. return code;
  656. }
  657. if (source == SOURCE_DEPTH) {
  658. if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  659. code += " {\n";
  660. if (p_input_vars[0].is_empty()) { // Use UV by default.
  661. if (p_input_vars[1].is_empty()) {
  662. code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
  663. } else {
  664. code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
  665. }
  666. } else if (p_input_vars[1].is_empty()) {
  667. //no lod
  668. code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
  669. } else {
  670. code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
  671. }
  672. code += " " + p_output_vars[0] + " = vec4(_depth, _depth, _depth, 1.0);\n";
  673. code += " }\n";
  674. return code;
  675. }
  676. }
  677. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  678. return code;
  679. }
  680. void VisualShaderNodeTexture::set_source(Source p_source) {
  681. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  682. if (source == p_source) {
  683. return;
  684. }
  685. switch (p_source) {
  686. case SOURCE_TEXTURE:
  687. simple_decl = true;
  688. break;
  689. case SOURCE_SCREEN:
  690. simple_decl = false;
  691. break;
  692. case SOURCE_2D_TEXTURE:
  693. simple_decl = false;
  694. break;
  695. case SOURCE_2D_NORMAL:
  696. simple_decl = false;
  697. break;
  698. case SOURCE_DEPTH:
  699. simple_decl = false;
  700. break;
  701. case SOURCE_PORT:
  702. simple_decl = false;
  703. break;
  704. default:
  705. break;
  706. }
  707. source = p_source;
  708. emit_changed();
  709. emit_signal(SNAME("editor_refresh_request"));
  710. }
  711. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  712. return source;
  713. }
  714. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
  715. texture = p_texture;
  716. emit_changed();
  717. }
  718. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  719. return texture;
  720. }
  721. void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
  722. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  723. if (texture_type == p_texture_type) {
  724. return;
  725. }
  726. texture_type = p_texture_type;
  727. emit_changed();
  728. }
  729. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  730. return texture_type;
  731. }
  732. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  733. Vector<StringName> props;
  734. props.push_back("source");
  735. if (source == SOURCE_TEXTURE) {
  736. props.push_back("texture");
  737. props.push_back("texture_type");
  738. }
  739. return props;
  740. }
  741. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  742. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  743. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  744. }
  745. if (source == SOURCE_TEXTURE) {
  746. return String(); // all good
  747. }
  748. if (source == SOURCE_PORT) {
  749. return String(); // all good
  750. }
  751. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  752. return String(); // all good
  753. }
  754. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  755. return String(); // all good
  756. }
  757. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  758. return String(); // all good
  759. }
  760. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  761. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  762. return RTR("Invalid source for preview.");
  763. }
  764. return String(); // all good
  765. }
  766. return RTR("Invalid source for shader.");
  767. }
  768. void VisualShaderNodeTexture::_bind_methods() {
  769. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  770. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  771. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  772. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  773. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  774. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  775. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  776. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  777. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  778. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  779. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  780. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  781. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  782. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  783. BIND_ENUM_CONSTANT(SOURCE_PORT);
  784. BIND_ENUM_CONSTANT(SOURCE_MAX);
  785. BIND_ENUM_CONSTANT(TYPE_DATA);
  786. BIND_ENUM_CONSTANT(TYPE_COLOR);
  787. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  788. BIND_ENUM_CONSTANT(TYPE_MAX);
  789. }
  790. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  791. }
  792. ////////////// CurveTexture
  793. String VisualShaderNodeCurveTexture::get_caption() const {
  794. return "CurveTexture";
  795. }
  796. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  797. return 1;
  798. }
  799. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  800. return PORT_TYPE_SCALAR;
  801. }
  802. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  803. return String();
  804. }
  805. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  806. return 1;
  807. }
  808. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  809. return PORT_TYPE_SCALAR;
  810. }
  811. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  812. return String();
  813. }
  814. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  815. texture = p_texture;
  816. emit_changed();
  817. }
  818. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  819. return texture;
  820. }
  821. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  822. Vector<StringName> props;
  823. props.push_back("texture");
  824. return props;
  825. }
  826. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  827. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + " : repeat_disable;\n";
  828. }
  829. String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  830. if (p_input_vars[0].is_empty()) {
  831. return " " + p_output_vars[0] + " = 0.0;\n";
  832. }
  833. String id = make_unique_id(p_type, p_id, "curve");
  834. String code;
  835. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
  836. return code;
  837. }
  838. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  839. VisualShader::DefaultTextureParam dtp;
  840. dtp.name = make_unique_id(p_type, p_id, "curve");
  841. dtp.params.push_back(texture);
  842. Vector<VisualShader::DefaultTextureParam> ret;
  843. ret.push_back(dtp);
  844. return ret;
  845. }
  846. void VisualShaderNodeCurveTexture::_bind_methods() {
  847. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  848. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  849. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  850. }
  851. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  852. return true;
  853. }
  854. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  855. set_input_port_default_value(0, 0.0);
  856. simple_decl = true;
  857. allow_v_resize = false;
  858. }
  859. ////////////// CurveXYZTexture
  860. String VisualShaderNodeCurveXYZTexture::get_caption() const {
  861. return "CurveXYZTexture";
  862. }
  863. int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
  864. return 1;
  865. }
  866. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
  867. return PORT_TYPE_SCALAR;
  868. }
  869. String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
  870. return String();
  871. }
  872. int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
  873. return 1;
  874. }
  875. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
  876. return PORT_TYPE_VECTOR_3D;
  877. }
  878. String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
  879. return String();
  880. }
  881. void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
  882. texture = p_texture;
  883. emit_changed();
  884. }
  885. Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
  886. return texture;
  887. }
  888. Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
  889. Vector<StringName> props;
  890. props.push_back("texture");
  891. return props;
  892. }
  893. String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  894. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
  895. }
  896. String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  897. if (p_input_vars[0].is_empty()) {
  898. return " " + p_output_vars[0] + " = vec3(0.0);\n";
  899. }
  900. String id = make_unique_id(p_type, p_id, "curve3d");
  901. String code;
  902. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
  903. return code;
  904. }
  905. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  906. VisualShader::DefaultTextureParam dtp;
  907. dtp.name = make_unique_id(p_type, p_id, "curve3d");
  908. dtp.params.push_back(texture);
  909. Vector<VisualShader::DefaultTextureParam> ret;
  910. ret.push_back(dtp);
  911. return ret;
  912. }
  913. void VisualShaderNodeCurveXYZTexture::_bind_methods() {
  914. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
  915. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
  916. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
  917. }
  918. bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
  919. return true;
  920. }
  921. VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
  922. set_input_port_default_value(0, 0.0);
  923. simple_decl = true;
  924. allow_v_resize = false;
  925. }
  926. ////////////// Sample3D
  927. int VisualShaderNodeSample3D::get_input_port_count() const {
  928. return 3;
  929. }
  930. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  931. switch (p_port) {
  932. case 0:
  933. return PORT_TYPE_VECTOR_3D;
  934. case 1:
  935. return PORT_TYPE_SCALAR;
  936. case 2:
  937. return PORT_TYPE_SAMPLER;
  938. default:
  939. return PORT_TYPE_SCALAR;
  940. }
  941. }
  942. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  943. switch (p_port) {
  944. case 0:
  945. return "uvw";
  946. case 1:
  947. return "lod";
  948. default:
  949. return "";
  950. }
  951. }
  952. int VisualShaderNodeSample3D::get_output_port_count() const {
  953. return 1;
  954. }
  955. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  956. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  957. }
  958. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  959. return "color";
  960. }
  961. bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
  962. if (p_port == 0) {
  963. return true;
  964. }
  965. return false;
  966. }
  967. bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  968. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  969. if (p_port == 0) {
  970. return true;
  971. }
  972. }
  973. return false;
  974. }
  975. String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  976. String default_uv;
  977. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  978. default_uv = "vec3(UV, 0.0)";
  979. } else {
  980. default_uv = "vec3(0.0)";
  981. }
  982. String code;
  983. if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
  984. String id;
  985. if (source == SOURCE_TEXTURE) {
  986. id = make_unique_id(p_type, p_id, "tex3d");
  987. } else {
  988. id = p_input_vars[2];
  989. }
  990. if (!id.is_empty()) {
  991. if (p_input_vars[0].is_empty()) { // Use UV by default.
  992. if (p_input_vars[1].is_empty()) {
  993. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  994. } else {
  995. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  996. }
  997. } else if (p_input_vars[1].is_empty()) {
  998. //no lod
  999. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1000. } else {
  1001. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1002. }
  1003. } else {
  1004. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1005. }
  1006. return code;
  1007. }
  1008. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1009. return code;
  1010. }
  1011. void VisualShaderNodeSample3D::set_source(Source p_source) {
  1012. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1013. if (source == p_source) {
  1014. return;
  1015. }
  1016. source = p_source;
  1017. emit_changed();
  1018. emit_signal(SNAME("editor_refresh_request"));
  1019. }
  1020. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  1021. return source;
  1022. }
  1023. void VisualShaderNodeSample3D::_bind_methods() {
  1024. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  1025. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  1026. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1027. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1028. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1029. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1030. }
  1031. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1032. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1033. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1034. }
  1035. if (source == SOURCE_TEXTURE) {
  1036. return String(); // all good
  1037. }
  1038. if (source == SOURCE_PORT) {
  1039. return String(); // all good
  1040. }
  1041. return RTR("Invalid source for shader.");
  1042. }
  1043. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  1044. simple_decl = false;
  1045. }
  1046. ////////////// Texture2DArray
  1047. String VisualShaderNodeTexture2DArray::get_caption() const {
  1048. return "Texture2DArray";
  1049. }
  1050. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  1051. if (p_port == 2) {
  1052. return "sampler2DArray";
  1053. }
  1054. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1055. }
  1056. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1057. VisualShader::DefaultTextureParam dtp;
  1058. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1059. dtp.params.push_back(texture_array);
  1060. Vector<VisualShader::DefaultTextureParam> ret;
  1061. ret.push_back(dtp);
  1062. return ret;
  1063. }
  1064. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1065. if (source == SOURCE_TEXTURE) {
  1066. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1067. }
  1068. return String();
  1069. }
  1070. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
  1071. texture_array = p_texture_array;
  1072. emit_changed();
  1073. }
  1074. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
  1075. return texture_array;
  1076. }
  1077. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  1078. Vector<StringName> props;
  1079. props.push_back("source");
  1080. if (source == SOURCE_TEXTURE) {
  1081. props.push_back("texture_array");
  1082. }
  1083. return props;
  1084. }
  1085. void VisualShaderNodeTexture2DArray::_bind_methods() {
  1086. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  1087. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  1088. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
  1089. }
  1090. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  1091. }
  1092. ////////////// Texture3D
  1093. String VisualShaderNodeTexture3D::get_caption() const {
  1094. return "Texture3D";
  1095. }
  1096. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  1097. if (p_port == 2) {
  1098. return "sampler3D";
  1099. }
  1100. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1101. }
  1102. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1103. VisualShader::DefaultTextureParam dtp;
  1104. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1105. dtp.params.push_back(texture);
  1106. Vector<VisualShader::DefaultTextureParam> ret;
  1107. ret.push_back(dtp);
  1108. return ret;
  1109. }
  1110. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1111. if (source == SOURCE_TEXTURE) {
  1112. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1113. }
  1114. return String();
  1115. }
  1116. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
  1117. texture = p_texture;
  1118. emit_changed();
  1119. }
  1120. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  1121. return texture;
  1122. }
  1123. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  1124. Vector<StringName> props;
  1125. props.push_back("source");
  1126. if (source == SOURCE_TEXTURE) {
  1127. props.push_back("texture");
  1128. }
  1129. return props;
  1130. }
  1131. void VisualShaderNodeTexture3D::_bind_methods() {
  1132. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  1133. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  1134. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  1135. }
  1136. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  1137. }
  1138. ////////////// Cubemap
  1139. String VisualShaderNodeCubemap::get_caption() const {
  1140. return "Cubemap";
  1141. }
  1142. int VisualShaderNodeCubemap::get_input_port_count() const {
  1143. return 3;
  1144. }
  1145. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  1146. switch (p_port) {
  1147. case 0:
  1148. return PORT_TYPE_VECTOR_3D;
  1149. case 1:
  1150. return PORT_TYPE_SCALAR;
  1151. case 2:
  1152. return PORT_TYPE_SAMPLER;
  1153. default:
  1154. return PORT_TYPE_SCALAR;
  1155. }
  1156. }
  1157. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  1158. switch (p_port) {
  1159. case 0:
  1160. return "uv";
  1161. case 1:
  1162. return "lod";
  1163. case 2:
  1164. return "samplerCube";
  1165. default:
  1166. return "";
  1167. }
  1168. }
  1169. int VisualShaderNodeCubemap::get_output_port_count() const {
  1170. return 1;
  1171. }
  1172. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  1173. return PORT_TYPE_VECTOR_4D;
  1174. }
  1175. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  1176. return "color";
  1177. }
  1178. bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
  1179. if (p_port == 0) {
  1180. return true;
  1181. }
  1182. return false;
  1183. }
  1184. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1185. VisualShader::DefaultTextureParam dtp;
  1186. dtp.name = make_unique_id(p_type, p_id, "cube");
  1187. dtp.params.push_back(cube_map);
  1188. Vector<VisualShader::DefaultTextureParam> ret;
  1189. ret.push_back(dtp);
  1190. return ret;
  1191. }
  1192. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1193. if (source == SOURCE_TEXTURE) {
  1194. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  1195. switch (texture_type) {
  1196. case TYPE_DATA:
  1197. break;
  1198. case TYPE_COLOR:
  1199. u += " : source_color";
  1200. break;
  1201. case TYPE_NORMAL_MAP:
  1202. u += " : hint_normal";
  1203. break;
  1204. default:
  1205. break;
  1206. }
  1207. return u + ";\n";
  1208. }
  1209. return String();
  1210. }
  1211. String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1212. String default_uv;
  1213. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1214. default_uv = "vec3(UV, 0.0)";
  1215. } else {
  1216. default_uv = "vec3(0.0)";
  1217. }
  1218. String code;
  1219. String id;
  1220. if (source == SOURCE_TEXTURE) {
  1221. id = make_unique_id(p_type, p_id, "cube");
  1222. } else if (source == SOURCE_PORT) {
  1223. id = p_input_vars[2];
  1224. } else {
  1225. return code;
  1226. }
  1227. if (id.is_empty()) {
  1228. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1229. return code;
  1230. }
  1231. if (p_input_vars[0].is_empty()) { // Use UV by default.
  1232. if (p_input_vars[1].is_empty()) {
  1233. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  1234. } else {
  1235. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  1236. }
  1237. } else if (p_input_vars[1].is_empty()) {
  1238. //no lod
  1239. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1240. } else {
  1241. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1242. }
  1243. return code;
  1244. }
  1245. bool VisualShaderNodeCubemap::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1246. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1247. if (p_port == 0) {
  1248. return true;
  1249. }
  1250. }
  1251. return false;
  1252. }
  1253. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1254. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1255. if (source == p_source) {
  1256. return;
  1257. }
  1258. source = p_source;
  1259. emit_changed();
  1260. emit_signal(SNAME("editor_refresh_request"));
  1261. }
  1262. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1263. return source;
  1264. }
  1265. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
  1266. cube_map = p_cube_map;
  1267. emit_changed();
  1268. }
  1269. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  1270. return cube_map;
  1271. }
  1272. void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
  1273. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  1274. if (texture_type == p_texture_type) {
  1275. return;
  1276. }
  1277. texture_type = p_texture_type;
  1278. emit_changed();
  1279. }
  1280. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1281. return texture_type;
  1282. }
  1283. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1284. Vector<StringName> props;
  1285. props.push_back("source");
  1286. if (source == SOURCE_TEXTURE) {
  1287. props.push_back("cube_map");
  1288. props.push_back("texture_type");
  1289. }
  1290. return props;
  1291. }
  1292. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1293. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1294. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1295. }
  1296. return String();
  1297. }
  1298. void VisualShaderNodeCubemap::_bind_methods() {
  1299. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1300. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1301. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1302. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1303. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1304. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1305. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1306. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  1307. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  1308. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1309. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1310. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1311. BIND_ENUM_CONSTANT(TYPE_DATA);
  1312. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1313. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  1314. BIND_ENUM_CONSTANT(TYPE_MAX);
  1315. }
  1316. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1317. simple_decl = false;
  1318. }
  1319. ////////////// Linear Depth
  1320. String VisualShaderNodeLinearSceneDepth::get_caption() const {
  1321. return "LinearSceneDepth";
  1322. }
  1323. int VisualShaderNodeLinearSceneDepth::get_input_port_count() const {
  1324. return 0;
  1325. }
  1326. VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_input_port_type(int p_port) const {
  1327. return PORT_TYPE_SCALAR;
  1328. }
  1329. String VisualShaderNodeLinearSceneDepth::get_input_port_name(int p_port) const {
  1330. return "";
  1331. }
  1332. int VisualShaderNodeLinearSceneDepth::get_output_port_count() const {
  1333. return 1;
  1334. }
  1335. VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_output_port_type(int p_port) const {
  1336. return PORT_TYPE_SCALAR;
  1337. }
  1338. String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const {
  1339. return "linear depth";
  1340. }
  1341. String VisualShaderNodeLinearSceneDepth::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1342. String code;
  1343. code += " float _log_depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;\n";
  1344. code += " vec3 _depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, _log_depth);\n";
  1345. code += " vec4 _depth_view = INV_PROJECTION_MATRIX * vec4(_depth_ndc, 1.0);\n";
  1346. code += " _depth_view.xyz /= _depth_view.w;";
  1347. code += vformat(" %s = -_depth_view.z;", p_output_vars[0]);
  1348. return code;
  1349. }
  1350. VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {
  1351. }
  1352. ////////////// Float Op
  1353. String VisualShaderNodeFloatOp::get_caption() const {
  1354. return "FloatOp";
  1355. }
  1356. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1357. return 2;
  1358. }
  1359. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1360. return PORT_TYPE_SCALAR;
  1361. }
  1362. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1363. return p_port == 0 ? "a" : "b";
  1364. }
  1365. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1366. return 1;
  1367. }
  1368. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1369. return PORT_TYPE_SCALAR;
  1370. }
  1371. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1372. return "op"; //no output port means the editor will be used as port
  1373. }
  1374. String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1375. String code = " " + p_output_vars[0] + " = ";
  1376. switch (op) {
  1377. case OP_ADD:
  1378. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1379. break;
  1380. case OP_SUB:
  1381. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1382. break;
  1383. case OP_MUL:
  1384. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1385. break;
  1386. case OP_DIV:
  1387. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1388. break;
  1389. case OP_MOD:
  1390. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1391. break;
  1392. case OP_POW:
  1393. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1394. break;
  1395. case OP_MAX:
  1396. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1397. break;
  1398. case OP_MIN:
  1399. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1400. break;
  1401. case OP_ATAN2:
  1402. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1403. break;
  1404. case OP_STEP:
  1405. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1406. break;
  1407. default:
  1408. break;
  1409. }
  1410. return code;
  1411. }
  1412. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1413. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1414. if (op == p_op) {
  1415. return;
  1416. }
  1417. op = p_op;
  1418. emit_changed();
  1419. }
  1420. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1421. return op;
  1422. }
  1423. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1424. Vector<StringName> props;
  1425. props.push_back("operator");
  1426. return props;
  1427. }
  1428. void VisualShaderNodeFloatOp::_bind_methods() {
  1429. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1430. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1431. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
  1432. BIND_ENUM_CONSTANT(OP_ADD);
  1433. BIND_ENUM_CONSTANT(OP_SUB);
  1434. BIND_ENUM_CONSTANT(OP_MUL);
  1435. BIND_ENUM_CONSTANT(OP_DIV);
  1436. BIND_ENUM_CONSTANT(OP_MOD);
  1437. BIND_ENUM_CONSTANT(OP_POW);
  1438. BIND_ENUM_CONSTANT(OP_MAX);
  1439. BIND_ENUM_CONSTANT(OP_MIN);
  1440. BIND_ENUM_CONSTANT(OP_ATAN2);
  1441. BIND_ENUM_CONSTANT(OP_STEP);
  1442. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1443. }
  1444. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1445. set_input_port_default_value(0, 0.0);
  1446. set_input_port_default_value(1, 0.0);
  1447. }
  1448. ////////////// Integer Op
  1449. String VisualShaderNodeIntOp::get_caption() const {
  1450. return "IntOp";
  1451. }
  1452. int VisualShaderNodeIntOp::get_input_port_count() const {
  1453. return 2;
  1454. }
  1455. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1456. return PORT_TYPE_SCALAR_INT;
  1457. }
  1458. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1459. return p_port == 0 ? "a" : "b";
  1460. }
  1461. int VisualShaderNodeIntOp::get_output_port_count() const {
  1462. return 1;
  1463. }
  1464. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1465. return PORT_TYPE_SCALAR_INT;
  1466. }
  1467. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1468. return "op"; //no output port means the editor will be used as port
  1469. }
  1470. String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1471. String code = " " + p_output_vars[0] + " = ";
  1472. switch (op) {
  1473. case OP_ADD:
  1474. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1475. break;
  1476. case OP_SUB:
  1477. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1478. break;
  1479. case OP_MUL:
  1480. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1481. break;
  1482. case OP_DIV:
  1483. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1484. break;
  1485. case OP_MOD:
  1486. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1487. break;
  1488. case OP_MAX:
  1489. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1490. break;
  1491. case OP_MIN:
  1492. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1493. break;
  1494. case OP_BITWISE_AND:
  1495. code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
  1496. break;
  1497. case OP_BITWISE_OR:
  1498. code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
  1499. break;
  1500. case OP_BITWISE_XOR:
  1501. code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
  1502. break;
  1503. case OP_BITWISE_LEFT_SHIFT:
  1504. code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
  1505. break;
  1506. case OP_BITWISE_RIGHT_SHIFT:
  1507. code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
  1508. break;
  1509. default:
  1510. break;
  1511. }
  1512. return code;
  1513. }
  1514. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1515. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1516. if (op == p_op) {
  1517. return;
  1518. }
  1519. op = p_op;
  1520. emit_changed();
  1521. }
  1522. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1523. return op;
  1524. }
  1525. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1526. Vector<StringName> props;
  1527. props.push_back("operator");
  1528. return props;
  1529. }
  1530. void VisualShaderNodeIntOp::_bind_methods() {
  1531. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1532. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1533. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min,Bitwise AND,Bitwise OR,Bitwise XOR,Bitwise Left Shift,Bitwise Right Shift"), "set_operator", "get_operator");
  1534. BIND_ENUM_CONSTANT(OP_ADD);
  1535. BIND_ENUM_CONSTANT(OP_SUB);
  1536. BIND_ENUM_CONSTANT(OP_MUL);
  1537. BIND_ENUM_CONSTANT(OP_DIV);
  1538. BIND_ENUM_CONSTANT(OP_MOD);
  1539. BIND_ENUM_CONSTANT(OP_MAX);
  1540. BIND_ENUM_CONSTANT(OP_MIN);
  1541. BIND_ENUM_CONSTANT(OP_BITWISE_AND);
  1542. BIND_ENUM_CONSTANT(OP_BITWISE_OR);
  1543. BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
  1544. BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
  1545. BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
  1546. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1547. }
  1548. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1549. set_input_port_default_value(0, 0);
  1550. set_input_port_default_value(1, 0);
  1551. }
  1552. ////////////// Vector Op
  1553. String VisualShaderNodeVectorOp::get_caption() const {
  1554. return "VectorOp";
  1555. }
  1556. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1557. return 2;
  1558. }
  1559. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1560. return p_port == 0 ? "a" : "b";
  1561. }
  1562. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1563. return 1;
  1564. }
  1565. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1566. return "op";
  1567. }
  1568. String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1569. String code = " " + p_output_vars[0] + " = ";
  1570. switch (op) {
  1571. case OP_ADD:
  1572. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1573. break;
  1574. case OP_SUB:
  1575. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1576. break;
  1577. case OP_MUL:
  1578. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1579. break;
  1580. case OP_DIV:
  1581. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1582. break;
  1583. case OP_MOD:
  1584. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1585. break;
  1586. case OP_POW:
  1587. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1588. break;
  1589. case OP_MAX:
  1590. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1591. break;
  1592. case OP_MIN:
  1593. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1594. break;
  1595. case OP_CROSS:
  1596. if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
  1597. code += "vec2(0.0);\n";
  1598. } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
  1599. code += "vec4(0.0);\n";
  1600. } else {
  1601. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1602. }
  1603. break;
  1604. case OP_ATAN2:
  1605. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1606. break;
  1607. case OP_REFLECT:
  1608. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1609. break;
  1610. case OP_STEP:
  1611. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1612. break;
  1613. default:
  1614. break;
  1615. }
  1616. return code;
  1617. }
  1618. void VisualShaderNodeVectorOp::set_op_type(OpType p_op_type) {
  1619. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  1620. if (op_type == p_op_type) {
  1621. return;
  1622. }
  1623. switch (p_op_type) {
  1624. case OP_TYPE_VECTOR_2D: {
  1625. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  1626. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  1627. } break;
  1628. case OP_TYPE_VECTOR_3D: {
  1629. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  1630. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  1631. } break;
  1632. case OP_TYPE_VECTOR_4D: {
  1633. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  1634. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  1635. } break;
  1636. default:
  1637. break;
  1638. }
  1639. op_type = p_op_type;
  1640. emit_changed();
  1641. }
  1642. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1643. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1644. if (op == p_op) {
  1645. return;
  1646. }
  1647. op = p_op;
  1648. emit_changed();
  1649. }
  1650. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1651. return op;
  1652. }
  1653. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1654. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  1655. props.push_back("operator");
  1656. return props;
  1657. }
  1658. String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1659. bool invalid_type = false;
  1660. if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
  1661. if (op == OP_CROSS) {
  1662. invalid_type = true;
  1663. }
  1664. }
  1665. if (invalid_type) {
  1666. return RTR("Invalid operator for that type.");
  1667. }
  1668. return String();
  1669. }
  1670. void VisualShaderNodeVectorOp::_bind_methods() {
  1671. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1672. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1673. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,Cross,ATan2,Reflect,Step"), "set_operator", "get_operator");
  1674. BIND_ENUM_CONSTANT(OP_ADD);
  1675. BIND_ENUM_CONSTANT(OP_SUB);
  1676. BIND_ENUM_CONSTANT(OP_MUL);
  1677. BIND_ENUM_CONSTANT(OP_DIV);
  1678. BIND_ENUM_CONSTANT(OP_MOD);
  1679. BIND_ENUM_CONSTANT(OP_POW);
  1680. BIND_ENUM_CONSTANT(OP_MAX);
  1681. BIND_ENUM_CONSTANT(OP_MIN);
  1682. BIND_ENUM_CONSTANT(OP_CROSS);
  1683. BIND_ENUM_CONSTANT(OP_ATAN2);
  1684. BIND_ENUM_CONSTANT(OP_REFLECT);
  1685. BIND_ENUM_CONSTANT(OP_STEP);
  1686. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1687. }
  1688. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1689. switch (op_type) {
  1690. case OP_TYPE_VECTOR_2D: {
  1691. set_input_port_default_value(0, Vector2());
  1692. set_input_port_default_value(1, Vector2());
  1693. } break;
  1694. case OP_TYPE_VECTOR_3D: {
  1695. set_input_port_default_value(0, Vector3());
  1696. set_input_port_default_value(1, Vector3());
  1697. } break;
  1698. case OP_TYPE_VECTOR_4D: {
  1699. set_input_port_default_value(0, Quaternion());
  1700. set_input_port_default_value(1, Quaternion());
  1701. } break;
  1702. default:
  1703. break;
  1704. }
  1705. }
  1706. ////////////// Color Op
  1707. String VisualShaderNodeColorOp::get_caption() const {
  1708. return "ColorOp";
  1709. }
  1710. int VisualShaderNodeColorOp::get_input_port_count() const {
  1711. return 2;
  1712. }
  1713. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1714. return PORT_TYPE_VECTOR_3D;
  1715. }
  1716. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1717. return p_port == 0 ? "a" : "b";
  1718. }
  1719. int VisualShaderNodeColorOp::get_output_port_count() const {
  1720. return 1;
  1721. }
  1722. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1723. return PORT_TYPE_VECTOR_3D;
  1724. }
  1725. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1726. return "op"; //no output port means the editor will be used as port
  1727. }
  1728. String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1729. String code;
  1730. static const char *axisn[3] = { "x", "y", "z" };
  1731. switch (op) {
  1732. case OP_SCREEN: {
  1733. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1734. } break;
  1735. case OP_DIFFERENCE: {
  1736. code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1737. } break;
  1738. case OP_DARKEN: {
  1739. code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1740. } break;
  1741. case OP_LIGHTEN: {
  1742. code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1743. } break;
  1744. case OP_OVERLAY: {
  1745. for (int i = 0; i < 3; i++) {
  1746. code += " {\n";
  1747. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1748. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1749. code += " if (base < 0.5) {\n";
  1750. code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1751. code += " } else {\n";
  1752. code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1753. code += " }\n";
  1754. code += " }\n";
  1755. }
  1756. } break;
  1757. case OP_DODGE: {
  1758. code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1759. } break;
  1760. case OP_BURN: {
  1761. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1762. } break;
  1763. case OP_SOFT_LIGHT: {
  1764. for (int i = 0; i < 3; i++) {
  1765. code += " {\n";
  1766. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1767. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1768. code += " if (base < 0.5) {\n";
  1769. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1770. code += " } else {\n";
  1771. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1772. code += " }\n";
  1773. code += " }\n";
  1774. }
  1775. } break;
  1776. case OP_HARD_LIGHT: {
  1777. for (int i = 0; i < 3; i++) {
  1778. code += " {\n";
  1779. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1780. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1781. code += " if (base < 0.5) {\n";
  1782. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1783. code += " } else {\n";
  1784. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1785. code += " }\n";
  1786. code += " }\n";
  1787. }
  1788. } break;
  1789. default:
  1790. break;
  1791. }
  1792. return code;
  1793. }
  1794. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1795. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1796. if (op == p_op) {
  1797. return;
  1798. }
  1799. switch (p_op) {
  1800. case OP_SCREEN:
  1801. simple_decl = true;
  1802. break;
  1803. case OP_DIFFERENCE:
  1804. simple_decl = true;
  1805. break;
  1806. case OP_DARKEN:
  1807. simple_decl = true;
  1808. break;
  1809. case OP_LIGHTEN:
  1810. simple_decl = true;
  1811. break;
  1812. case OP_OVERLAY:
  1813. simple_decl = false;
  1814. break;
  1815. case OP_DODGE:
  1816. simple_decl = true;
  1817. break;
  1818. case OP_BURN:
  1819. simple_decl = true;
  1820. break;
  1821. case OP_SOFT_LIGHT:
  1822. simple_decl = false;
  1823. break;
  1824. case OP_HARD_LIGHT:
  1825. simple_decl = false;
  1826. break;
  1827. default:
  1828. break;
  1829. }
  1830. op = p_op;
  1831. emit_changed();
  1832. }
  1833. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1834. return op;
  1835. }
  1836. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  1837. Vector<StringName> props;
  1838. props.push_back("operator");
  1839. return props;
  1840. }
  1841. void VisualShaderNodeColorOp::_bind_methods() {
  1842. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  1843. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  1844. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
  1845. BIND_ENUM_CONSTANT(OP_SCREEN);
  1846. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  1847. BIND_ENUM_CONSTANT(OP_DARKEN);
  1848. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  1849. BIND_ENUM_CONSTANT(OP_OVERLAY);
  1850. BIND_ENUM_CONSTANT(OP_DODGE);
  1851. BIND_ENUM_CONSTANT(OP_BURN);
  1852. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  1853. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  1854. BIND_ENUM_CONSTANT(OP_MAX);
  1855. }
  1856. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  1857. set_input_port_default_value(0, Vector3());
  1858. set_input_port_default_value(1, Vector3());
  1859. }
  1860. ////////////// Transform Op
  1861. String VisualShaderNodeTransformOp::get_caption() const {
  1862. return "TransformOp";
  1863. }
  1864. int VisualShaderNodeTransformOp::get_input_port_count() const {
  1865. return 2;
  1866. }
  1867. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
  1868. return PORT_TYPE_TRANSFORM;
  1869. }
  1870. String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
  1871. return p_port == 0 ? "a" : "b";
  1872. }
  1873. int VisualShaderNodeTransformOp::get_output_port_count() const {
  1874. return 1;
  1875. }
  1876. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
  1877. return PORT_TYPE_TRANSFORM;
  1878. }
  1879. String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
  1880. return "mult"; //no output port means the editor will be used as port
  1881. }
  1882. String VisualShaderNodeTransformOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1883. switch (op) {
  1884. case OP_AxB:
  1885. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1886. case OP_BxA:
  1887. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  1888. case OP_AxB_COMP:
  1889. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1890. case OP_BxA_COMP:
  1891. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  1892. case OP_ADD:
  1893. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1894. case OP_A_MINUS_B:
  1895. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1896. case OP_B_MINUS_A:
  1897. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
  1898. case OP_A_DIV_B:
  1899. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1900. case OP_B_DIV_A:
  1901. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
  1902. default:
  1903. return "";
  1904. }
  1905. }
  1906. void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
  1907. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1908. if (op == p_op) {
  1909. return;
  1910. }
  1911. op = p_op;
  1912. emit_changed();
  1913. }
  1914. VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
  1915. return op;
  1916. }
  1917. Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
  1918. Vector<StringName> props;
  1919. props.push_back("operator");
  1920. return props;
  1921. }
  1922. void VisualShaderNodeTransformOp::_bind_methods() {
  1923. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
  1924. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
  1925. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component),A + B,A - B,B - A,A / B,B / A"), "set_operator", "get_operator");
  1926. BIND_ENUM_CONSTANT(OP_AxB);
  1927. BIND_ENUM_CONSTANT(OP_BxA);
  1928. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1929. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1930. BIND_ENUM_CONSTANT(OP_ADD);
  1931. BIND_ENUM_CONSTANT(OP_A_MINUS_B);
  1932. BIND_ENUM_CONSTANT(OP_B_MINUS_A);
  1933. BIND_ENUM_CONSTANT(OP_A_DIV_B);
  1934. BIND_ENUM_CONSTANT(OP_B_DIV_A);
  1935. BIND_ENUM_CONSTANT(OP_MAX);
  1936. }
  1937. VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
  1938. set_input_port_default_value(0, Transform3D());
  1939. set_input_port_default_value(1, Transform3D());
  1940. }
  1941. ////////////// TransformVec Mult
  1942. String VisualShaderNodeTransformVecMult::get_caption() const {
  1943. return "TransformVectorMult";
  1944. }
  1945. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1946. return 2;
  1947. }
  1948. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1949. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
  1950. }
  1951. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1952. return p_port == 0 ? "a" : "b";
  1953. }
  1954. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1955. return 1;
  1956. }
  1957. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1958. return PORT_TYPE_VECTOR_3D;
  1959. }
  1960. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1961. return ""; //no output port means the editor will be used as port
  1962. }
  1963. String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1964. if (op == OP_AxB) {
  1965. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  1966. } else if (op == OP_BxA) {
  1967. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  1968. } else if (op == OP_3x3_AxB) {
  1969. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  1970. } else {
  1971. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  1972. }
  1973. }
  1974. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1975. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1976. if (op == p_op) {
  1977. return;
  1978. }
  1979. op = p_op;
  1980. emit_changed();
  1981. }
  1982. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1983. return op;
  1984. }
  1985. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1986. Vector<StringName> props;
  1987. props.push_back("operator");
  1988. return props;
  1989. }
  1990. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1991. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1992. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1993. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator");
  1994. BIND_ENUM_CONSTANT(OP_AxB);
  1995. BIND_ENUM_CONSTANT(OP_BxA);
  1996. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1997. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1998. BIND_ENUM_CONSTANT(OP_MAX);
  1999. }
  2000. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  2001. set_input_port_default_value(0, Transform3D());
  2002. set_input_port_default_value(1, Vector3());
  2003. }
  2004. ////////////// Float Func
  2005. String VisualShaderNodeFloatFunc::get_caption() const {
  2006. return "FloatFunc";
  2007. }
  2008. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  2009. return 1;
  2010. }
  2011. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  2012. return PORT_TYPE_SCALAR;
  2013. }
  2014. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  2015. return "";
  2016. }
  2017. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  2018. return 1;
  2019. }
  2020. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  2021. return PORT_TYPE_SCALAR;
  2022. }
  2023. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  2024. return ""; //no output port means the editor will be used as port
  2025. }
  2026. String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2027. static const char *functions[FUNC_MAX] = {
  2028. "sin($)",
  2029. "cos($)",
  2030. "tan($)",
  2031. "asin($)",
  2032. "acos($)",
  2033. "atan($)",
  2034. "sinh($)",
  2035. "cosh($)",
  2036. "tanh($)",
  2037. "log($)",
  2038. "exp($)",
  2039. "sqrt($)",
  2040. "abs($)",
  2041. "sign($)",
  2042. "floor($)",
  2043. "round($)",
  2044. "ceil($)",
  2045. "fract($)",
  2046. "min(max($, 0.0), 1.0)",
  2047. "-($)",
  2048. "acosh($)",
  2049. "asinh($)",
  2050. "atanh($)",
  2051. "degrees($)",
  2052. "exp2($)",
  2053. "inversesqrt($)",
  2054. "log2($)",
  2055. "radians($)",
  2056. "1.0 / ($)",
  2057. "roundEven($)",
  2058. "trunc($)",
  2059. "1.0 - $"
  2060. };
  2061. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2062. }
  2063. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  2064. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2065. if (func == p_func) {
  2066. return;
  2067. }
  2068. func = p_func;
  2069. emit_changed();
  2070. }
  2071. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  2072. return func;
  2073. }
  2074. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  2075. Vector<StringName> props;
  2076. props.push_back("function");
  2077. return props;
  2078. }
  2079. void VisualShaderNodeFloatFunc::_bind_methods() {
  2080. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  2081. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  2082. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Fract,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  2083. BIND_ENUM_CONSTANT(FUNC_SIN);
  2084. BIND_ENUM_CONSTANT(FUNC_COS);
  2085. BIND_ENUM_CONSTANT(FUNC_TAN);
  2086. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2087. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2088. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2089. BIND_ENUM_CONSTANT(FUNC_SINH);
  2090. BIND_ENUM_CONSTANT(FUNC_COSH);
  2091. BIND_ENUM_CONSTANT(FUNC_TANH);
  2092. BIND_ENUM_CONSTANT(FUNC_LOG);
  2093. BIND_ENUM_CONSTANT(FUNC_EXP);
  2094. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2095. BIND_ENUM_CONSTANT(FUNC_ABS);
  2096. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2097. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2098. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2099. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2100. BIND_ENUM_CONSTANT(FUNC_FRACT);
  2101. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2102. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2103. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2104. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2105. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2106. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2107. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2108. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2109. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2110. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2111. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2112. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2113. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2114. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2115. BIND_ENUM_CONSTANT(FUNC_MAX);
  2116. }
  2117. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  2118. set_input_port_default_value(0, 0.0);
  2119. }
  2120. ////////////// Int Func
  2121. String VisualShaderNodeIntFunc::get_caption() const {
  2122. return "IntFunc";
  2123. }
  2124. int VisualShaderNodeIntFunc::get_input_port_count() const {
  2125. return 1;
  2126. }
  2127. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  2128. return PORT_TYPE_SCALAR_INT;
  2129. }
  2130. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  2131. return "";
  2132. }
  2133. int VisualShaderNodeIntFunc::get_output_port_count() const {
  2134. return 1;
  2135. }
  2136. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  2137. return PORT_TYPE_SCALAR_INT;
  2138. }
  2139. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  2140. return ""; //no output port means the editor will be used as port
  2141. }
  2142. String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2143. static const char *functions[FUNC_MAX] = {
  2144. "abs($)",
  2145. "-($)",
  2146. "sign($)",
  2147. "~($)"
  2148. };
  2149. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2150. }
  2151. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  2152. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2153. if (func == p_func) {
  2154. return;
  2155. }
  2156. func = p_func;
  2157. emit_changed();
  2158. }
  2159. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  2160. return func;
  2161. }
  2162. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  2163. Vector<StringName> props;
  2164. props.push_back("function");
  2165. return props;
  2166. }
  2167. void VisualShaderNodeIntFunc::_bind_methods() {
  2168. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  2169. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  2170. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign,Bitwise NOT"), "set_function", "get_function");
  2171. BIND_ENUM_CONSTANT(FUNC_ABS);
  2172. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2173. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2174. BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
  2175. BIND_ENUM_CONSTANT(FUNC_MAX);
  2176. }
  2177. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  2178. set_input_port_default_value(0, 0);
  2179. }
  2180. ////////////// Vector Func
  2181. String VisualShaderNodeVectorFunc::get_caption() const {
  2182. return "VectorFunc";
  2183. }
  2184. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  2185. return 1;
  2186. }
  2187. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  2188. return "";
  2189. }
  2190. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  2191. return 1;
  2192. }
  2193. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  2194. return "result";
  2195. }
  2196. String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2197. static const char *funcs[FUNC_MAX] = {
  2198. "normalize($)",
  2199. "", // FUNC_SATURATE
  2200. "-($)",
  2201. "1.0 / ($)",
  2202. "abs($)",
  2203. "acos($)",
  2204. "acosh($)",
  2205. "asin($)",
  2206. "asinh($)",
  2207. "atan($)",
  2208. "atanh($)",
  2209. "ceil($)",
  2210. "cos($)",
  2211. "cosh($)",
  2212. "degrees($)",
  2213. "exp($)",
  2214. "exp2($)",
  2215. "floor($)",
  2216. "fract($)",
  2217. "inversesqrt($)",
  2218. "log($)",
  2219. "log2($)",
  2220. "radians($)",
  2221. "round($)",
  2222. "roundEven($)",
  2223. "sign($)",
  2224. "sin($)",
  2225. "sinh($)",
  2226. "sqrt($)",
  2227. "tan($)",
  2228. "tanh($)",
  2229. "trunc($)",
  2230. "" // FUNC_ONEMINUS
  2231. };
  2232. if (func == FUNC_SATURATE) {
  2233. String code;
  2234. if (op_type == OP_TYPE_VECTOR_2D) {
  2235. code = "max(min($, vec2(1.0)), vec2(0.0))";
  2236. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2237. code = "max(min($, vec3(1.0)), vec3(0.0))";
  2238. } else {
  2239. code = "max(min($, vec4(1.0)), vec4(0.0))";
  2240. }
  2241. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2242. }
  2243. if (func == FUNC_ONEMINUS) {
  2244. String code;
  2245. if (op_type == OP_TYPE_VECTOR_2D) {
  2246. code = "vec2(1.0) - $";
  2247. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2248. code = "vec3(1.0) - $";
  2249. } else {
  2250. code = "vec4(1.0) - $";
  2251. }
  2252. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2253. }
  2254. return " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2255. }
  2256. void VisualShaderNodeVectorFunc::set_op_type(OpType p_op_type) {
  2257. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2258. if (op_type == p_op_type) {
  2259. return;
  2260. }
  2261. switch (p_op_type) {
  2262. case OP_TYPE_VECTOR_2D: {
  2263. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2264. } break;
  2265. case OP_TYPE_VECTOR_3D: {
  2266. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2267. } break;
  2268. case OP_TYPE_VECTOR_4D: {
  2269. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2270. } break;
  2271. default:
  2272. break;
  2273. }
  2274. op_type = p_op_type;
  2275. emit_changed();
  2276. }
  2277. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  2278. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2279. if (func == p_func) {
  2280. return;
  2281. }
  2282. func = p_func;
  2283. emit_changed();
  2284. }
  2285. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  2286. return func;
  2287. }
  2288. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  2289. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  2290. props.push_back("function");
  2291. return props;
  2292. }
  2293. void VisualShaderNodeVectorFunc::_bind_methods() {
  2294. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  2295. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  2296. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Fract,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  2297. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  2298. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2299. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2300. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2301. BIND_ENUM_CONSTANT(FUNC_ABS);
  2302. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2303. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2304. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2305. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2306. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2307. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2308. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2309. BIND_ENUM_CONSTANT(FUNC_COS);
  2310. BIND_ENUM_CONSTANT(FUNC_COSH);
  2311. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2312. BIND_ENUM_CONSTANT(FUNC_EXP);
  2313. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2314. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2315. BIND_ENUM_CONSTANT(FUNC_FRACT);
  2316. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2317. BIND_ENUM_CONSTANT(FUNC_LOG);
  2318. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2319. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2320. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2321. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2322. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2323. BIND_ENUM_CONSTANT(FUNC_SIN);
  2324. BIND_ENUM_CONSTANT(FUNC_SINH);
  2325. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2326. BIND_ENUM_CONSTANT(FUNC_TAN);
  2327. BIND_ENUM_CONSTANT(FUNC_TANH);
  2328. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2329. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2330. BIND_ENUM_CONSTANT(FUNC_MAX);
  2331. }
  2332. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  2333. switch (op_type) {
  2334. case OP_TYPE_VECTOR_2D: {
  2335. set_input_port_default_value(0, Vector2());
  2336. } break;
  2337. case OP_TYPE_VECTOR_3D: {
  2338. set_input_port_default_value(0, Vector3());
  2339. } break;
  2340. case OP_TYPE_VECTOR_4D: {
  2341. set_input_port_default_value(0, Quaternion());
  2342. } break;
  2343. default:
  2344. break;
  2345. }
  2346. }
  2347. ////////////// ColorFunc
  2348. String VisualShaderNodeColorFunc::get_caption() const {
  2349. return "ColorFunc";
  2350. }
  2351. int VisualShaderNodeColorFunc::get_input_port_count() const {
  2352. return 1;
  2353. }
  2354. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  2355. return PORT_TYPE_VECTOR_3D;
  2356. }
  2357. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  2358. return "";
  2359. }
  2360. int VisualShaderNodeColorFunc::get_output_port_count() const {
  2361. return 1;
  2362. }
  2363. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  2364. return PORT_TYPE_VECTOR_3D;
  2365. }
  2366. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  2367. return "";
  2368. }
  2369. String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2370. String code;
  2371. switch (func) {
  2372. case FUNC_GRAYSCALE:
  2373. code += " {\n";
  2374. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2375. code += " float max1 = max(c.r, c.g);\n";
  2376. code += " float max2 = max(max1, c.b);\n";
  2377. code += " " + p_output_vars[0] + " = vec3(max2, max2, max2);\n";
  2378. code += " }\n";
  2379. break;
  2380. case FUNC_HSV2RGB:
  2381. code += " {\n";
  2382. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2383. code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  2384. code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  2385. code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  2386. code += " }\n";
  2387. break;
  2388. case FUNC_RGB2HSV:
  2389. code += " {\n";
  2390. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2391. code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  2392. code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  2393. code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  2394. code += " float d = q.x - min(q.w, q.y);\n";
  2395. code += " float e = 1.0e-10;\n";
  2396. code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  2397. code += " }\n";
  2398. break;
  2399. case FUNC_SEPIA:
  2400. code += " {\n";
  2401. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2402. code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  2403. code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  2404. code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  2405. code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
  2406. code += " }\n";
  2407. break;
  2408. default:
  2409. break;
  2410. }
  2411. return code;
  2412. }
  2413. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  2414. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2415. if (func == p_func) {
  2416. return;
  2417. }
  2418. func = p_func;
  2419. emit_changed();
  2420. }
  2421. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  2422. return func;
  2423. }
  2424. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  2425. Vector<StringName> props;
  2426. props.push_back("function");
  2427. return props;
  2428. }
  2429. void VisualShaderNodeColorFunc::_bind_methods() {
  2430. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  2431. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  2432. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,HSV2RGB,RGB2HSV,Sepia"), "set_function", "get_function");
  2433. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  2434. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  2435. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  2436. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  2437. BIND_ENUM_CONSTANT(FUNC_MAX);
  2438. }
  2439. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  2440. simple_decl = false;
  2441. set_input_port_default_value(0, Vector3());
  2442. }
  2443. ////////////// Transform Func
  2444. String VisualShaderNodeTransformFunc::get_caption() const {
  2445. return "TransformFunc";
  2446. }
  2447. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2448. return 1;
  2449. }
  2450. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2451. return PORT_TYPE_TRANSFORM;
  2452. }
  2453. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2454. return "";
  2455. }
  2456. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2457. return 1;
  2458. }
  2459. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2460. return PORT_TYPE_TRANSFORM;
  2461. }
  2462. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2463. return "";
  2464. }
  2465. String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2466. static const char *functions[FUNC_MAX] = {
  2467. "inverse($)",
  2468. "transpose($)"
  2469. };
  2470. String code;
  2471. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2472. return code;
  2473. }
  2474. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2475. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2476. if (func == p_func) {
  2477. return;
  2478. }
  2479. func = p_func;
  2480. emit_changed();
  2481. }
  2482. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2483. return func;
  2484. }
  2485. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2486. Vector<StringName> props;
  2487. props.push_back("function");
  2488. return props;
  2489. }
  2490. void VisualShaderNodeTransformFunc::_bind_methods() {
  2491. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2492. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2493. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2494. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2495. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2496. BIND_ENUM_CONSTANT(FUNC_MAX);
  2497. }
  2498. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2499. set_input_port_default_value(0, Transform3D());
  2500. }
  2501. ////////////// UV Func
  2502. String VisualShaderNodeUVFunc::get_caption() const {
  2503. return "UVFunc";
  2504. }
  2505. int VisualShaderNodeUVFunc::get_input_port_count() const {
  2506. return 3;
  2507. }
  2508. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
  2509. switch (p_port) {
  2510. case 0:
  2511. return PORT_TYPE_VECTOR_2D; // uv
  2512. case 1:
  2513. return PORT_TYPE_VECTOR_2D; // scale
  2514. case 2:
  2515. return PORT_TYPE_VECTOR_2D; // offset & pivot
  2516. default:
  2517. break;
  2518. }
  2519. return PORT_TYPE_SCALAR;
  2520. }
  2521. String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
  2522. switch (p_port) {
  2523. case 0:
  2524. return "uv";
  2525. case 1:
  2526. return "scale";
  2527. case 2:
  2528. switch (func) {
  2529. case FUNC_PANNING:
  2530. return "offset";
  2531. case FUNC_SCALING:
  2532. return "pivot";
  2533. default:
  2534. break;
  2535. }
  2536. break;
  2537. default:
  2538. break;
  2539. }
  2540. return "";
  2541. }
  2542. bool VisualShaderNodeUVFunc::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2543. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2544. if (p_port == 0) {
  2545. return true;
  2546. }
  2547. }
  2548. return false;
  2549. }
  2550. int VisualShaderNodeUVFunc::get_output_port_count() const {
  2551. return 1;
  2552. }
  2553. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
  2554. return PORT_TYPE_VECTOR_2D;
  2555. }
  2556. String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
  2557. return "uv";
  2558. }
  2559. bool VisualShaderNodeUVFunc::is_show_prop_names() const {
  2560. return true;
  2561. }
  2562. String VisualShaderNodeUVFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2563. String code;
  2564. String uv;
  2565. if (p_input_vars[0].is_empty()) {
  2566. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2567. uv = "UV";
  2568. } else {
  2569. uv = "vec2(0.0)";
  2570. }
  2571. } else {
  2572. uv = vformat("%s", p_input_vars[0]);
  2573. }
  2574. String scale = vformat("%s", p_input_vars[1]);
  2575. String offset_pivot = vformat("%s", p_input_vars[2]);
  2576. switch (func) {
  2577. case FUNC_PANNING: {
  2578. code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
  2579. } break;
  2580. case FUNC_SCALING: {
  2581. code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
  2582. } break;
  2583. default:
  2584. break;
  2585. }
  2586. return code;
  2587. }
  2588. void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
  2589. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2590. if (func == p_func) {
  2591. return;
  2592. }
  2593. if (p_func == FUNC_PANNING) {
  2594. set_input_port_default_value(2, Vector2()); // offset
  2595. } else { // FUNC_SCALING
  2596. set_input_port_default_value(2, Vector2(0.5, 0.5)); // pivot
  2597. }
  2598. func = p_func;
  2599. emit_changed();
  2600. }
  2601. VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
  2602. return func;
  2603. }
  2604. Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
  2605. Vector<StringName> props;
  2606. props.push_back("function");
  2607. return props;
  2608. }
  2609. void VisualShaderNodeUVFunc::_bind_methods() {
  2610. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
  2611. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
  2612. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
  2613. BIND_ENUM_CONSTANT(FUNC_PANNING);
  2614. BIND_ENUM_CONSTANT(FUNC_SCALING);
  2615. BIND_ENUM_CONSTANT(FUNC_MAX);
  2616. }
  2617. VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
  2618. set_input_port_default_value(1, Vector2(1.0, 1.0)); // scale
  2619. set_input_port_default_value(2, Vector2()); // offset
  2620. }
  2621. ////////////// UV PolarCoord
  2622. String VisualShaderNodeUVPolarCoord::get_caption() const {
  2623. return "UVPolarCoord";
  2624. }
  2625. int VisualShaderNodeUVPolarCoord::get_input_port_count() const {
  2626. return 4;
  2627. }
  2628. VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_input_port_type(int p_port) const {
  2629. switch (p_port) {
  2630. case 0:
  2631. return PORT_TYPE_VECTOR_2D; // uv
  2632. case 1:
  2633. return PORT_TYPE_VECTOR_2D; // center
  2634. case 2:
  2635. return PORT_TYPE_SCALAR; // zoom
  2636. case 3:
  2637. return PORT_TYPE_SCALAR; // repeat
  2638. default:
  2639. break;
  2640. }
  2641. return PORT_TYPE_SCALAR;
  2642. }
  2643. String VisualShaderNodeUVPolarCoord::get_input_port_name(int p_port) const {
  2644. switch (p_port) {
  2645. case 0:
  2646. return "uv";
  2647. case 1:
  2648. return "scale";
  2649. case 2:
  2650. return "zoom strength";
  2651. case 3:
  2652. return "repeat";
  2653. default:
  2654. break;
  2655. }
  2656. return "";
  2657. }
  2658. bool VisualShaderNodeUVPolarCoord::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2659. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2660. if (p_port == 0) {
  2661. return true;
  2662. }
  2663. }
  2664. return false;
  2665. }
  2666. int VisualShaderNodeUVPolarCoord::get_output_port_count() const {
  2667. return 1;
  2668. }
  2669. VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_output_port_type(int p_port) const {
  2670. return PORT_TYPE_VECTOR_2D;
  2671. }
  2672. String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const {
  2673. return "uv";
  2674. }
  2675. String VisualShaderNodeUVPolarCoord::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2676. String code;
  2677. String uv;
  2678. if (p_input_vars[0].is_empty()) {
  2679. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2680. uv = "UV";
  2681. } else {
  2682. uv = "vec2(0.0)";
  2683. }
  2684. } else {
  2685. uv = vformat("%s", p_input_vars[0]);
  2686. }
  2687. String center = vformat("%s", p_input_vars[1]);
  2688. String zoom = vformat("%s", p_input_vars[2]);
  2689. String repeat = vformat("%s", p_input_vars[3]);
  2690. if (p_mode == Shader::MODE_CANVAS_ITEM) {
  2691. code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
  2692. code += " float __radius = length(__dir) * 2.0;\n";
  2693. code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
  2694. code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
  2695. } else {
  2696. code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
  2697. code += " float __radius = length(__dir) * 2.0;\n";
  2698. code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
  2699. code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
  2700. }
  2701. return code;
  2702. }
  2703. VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() {
  2704. set_input_port_default_value(1, Vector2(0.5, 0.5)); // center
  2705. set_input_port_default_value(2, 1.0); // zoom
  2706. set_input_port_default_value(3, 1.0); // repeat
  2707. }
  2708. ////////////// Dot Product
  2709. String VisualShaderNodeDotProduct::get_caption() const {
  2710. return "DotProduct";
  2711. }
  2712. int VisualShaderNodeDotProduct::get_input_port_count() const {
  2713. return 2;
  2714. }
  2715. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  2716. return PORT_TYPE_VECTOR_3D;
  2717. }
  2718. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  2719. return p_port == 0 ? "a" : "b";
  2720. }
  2721. int VisualShaderNodeDotProduct::get_output_port_count() const {
  2722. return 1;
  2723. }
  2724. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  2725. return PORT_TYPE_SCALAR;
  2726. }
  2727. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  2728. return "dot";
  2729. }
  2730. String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2731. return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2732. }
  2733. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  2734. set_input_port_default_value(0, Vector3());
  2735. set_input_port_default_value(1, Vector3());
  2736. }
  2737. ////////////// Vector Len
  2738. String VisualShaderNodeVectorLen::get_caption() const {
  2739. return "VectorLen";
  2740. }
  2741. int VisualShaderNodeVectorLen::get_input_port_count() const {
  2742. return 1;
  2743. }
  2744. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  2745. return "";
  2746. }
  2747. int VisualShaderNodeVectorLen::get_output_port_count() const {
  2748. return 1;
  2749. }
  2750. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  2751. return PORT_TYPE_SCALAR;
  2752. }
  2753. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  2754. return "length";
  2755. }
  2756. void VisualShaderNodeVectorLen::set_op_type(OpType p_op_type) {
  2757. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2758. if (op_type == p_op_type) {
  2759. return;
  2760. }
  2761. switch (p_op_type) {
  2762. case OP_TYPE_VECTOR_2D: {
  2763. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2764. } break;
  2765. case OP_TYPE_VECTOR_3D: {
  2766. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2767. } break;
  2768. case OP_TYPE_VECTOR_4D: {
  2769. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2770. } break;
  2771. default:
  2772. break;
  2773. }
  2774. op_type = p_op_type;
  2775. emit_changed();
  2776. }
  2777. String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2778. return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  2779. }
  2780. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  2781. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2782. }
  2783. ////////////// Determinant
  2784. String VisualShaderNodeDeterminant::get_caption() const {
  2785. return "Determinant";
  2786. }
  2787. int VisualShaderNodeDeterminant::get_input_port_count() const {
  2788. return 1;
  2789. }
  2790. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  2791. return PORT_TYPE_TRANSFORM;
  2792. }
  2793. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  2794. return "";
  2795. }
  2796. int VisualShaderNodeDeterminant::get_output_port_count() const {
  2797. return 1;
  2798. }
  2799. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  2800. return PORT_TYPE_SCALAR;
  2801. }
  2802. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  2803. return "";
  2804. }
  2805. String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2806. return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  2807. }
  2808. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  2809. set_input_port_default_value(0, Transform3D());
  2810. }
  2811. ////////////// Derivative Function
  2812. String VisualShaderNodeDerivativeFunc::get_caption() const {
  2813. return "DerivativeFunc";
  2814. }
  2815. int VisualShaderNodeDerivativeFunc::get_input_port_count() const {
  2816. return 1;
  2817. }
  2818. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_input_port_type(int p_port) const {
  2819. switch (op_type) {
  2820. case OP_TYPE_VECTOR_2D:
  2821. return PORT_TYPE_VECTOR_2D;
  2822. case OP_TYPE_VECTOR_3D:
  2823. return PORT_TYPE_VECTOR_3D;
  2824. case OP_TYPE_VECTOR_4D:
  2825. return PORT_TYPE_VECTOR_4D;
  2826. default:
  2827. break;
  2828. }
  2829. return PORT_TYPE_SCALAR;
  2830. }
  2831. String VisualShaderNodeDerivativeFunc::get_input_port_name(int p_port) const {
  2832. return "p";
  2833. }
  2834. int VisualShaderNodeDerivativeFunc::get_output_port_count() const {
  2835. return 1;
  2836. }
  2837. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_output_port_type(int p_port) const {
  2838. switch (op_type) {
  2839. case OP_TYPE_VECTOR_2D:
  2840. return PORT_TYPE_VECTOR_2D;
  2841. case OP_TYPE_VECTOR_3D:
  2842. return PORT_TYPE_VECTOR_3D;
  2843. case OP_TYPE_VECTOR_4D:
  2844. return PORT_TYPE_VECTOR_4D;
  2845. default:
  2846. break;
  2847. }
  2848. return PORT_TYPE_SCALAR;
  2849. }
  2850. String VisualShaderNodeDerivativeFunc::get_output_port_name(int p_port) const {
  2851. return "result";
  2852. }
  2853. String VisualShaderNodeDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2854. static const char *functions[FUNC_MAX] = {
  2855. "fwidth($)",
  2856. "dFdx($)",
  2857. "dFdy($)"
  2858. };
  2859. String code;
  2860. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2861. return code;
  2862. }
  2863. void VisualShaderNodeDerivativeFunc::set_op_type(OpType p_op_type) {
  2864. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2865. if (op_type == p_op_type) {
  2866. return;
  2867. }
  2868. switch (p_op_type) {
  2869. case OP_TYPE_SCALAR: {
  2870. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  2871. } break;
  2872. case OP_TYPE_VECTOR_2D: {
  2873. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2874. } break;
  2875. case OP_TYPE_VECTOR_3D: {
  2876. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2877. } break;
  2878. case OP_TYPE_VECTOR_4D: {
  2879. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2880. } break;
  2881. default:
  2882. break;
  2883. }
  2884. op_type = p_op_type;
  2885. emit_changed();
  2886. }
  2887. VisualShaderNodeDerivativeFunc::OpType VisualShaderNodeDerivativeFunc::get_op_type() const {
  2888. return op_type;
  2889. }
  2890. void VisualShaderNodeDerivativeFunc::set_function(Function p_func) {
  2891. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2892. if (func == p_func) {
  2893. return;
  2894. }
  2895. func = p_func;
  2896. emit_changed();
  2897. }
  2898. VisualShaderNodeDerivativeFunc::Function VisualShaderNodeDerivativeFunc::get_function() const {
  2899. return func;
  2900. }
  2901. Vector<StringName> VisualShaderNodeDerivativeFunc::get_editable_properties() const {
  2902. Vector<StringName> props;
  2903. props.push_back("op_type");
  2904. props.push_back("function");
  2905. return props;
  2906. }
  2907. void VisualShaderNodeDerivativeFunc::_bind_methods() {
  2908. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeDerivativeFunc::set_op_type);
  2909. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeDerivativeFunc::get_op_type);
  2910. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeDerivativeFunc::set_function);
  2911. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeDerivativeFunc::get_function);
  2912. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  2913. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2914. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2915. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  2916. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  2917. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  2918. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2919. BIND_ENUM_CONSTANT(FUNC_SUM);
  2920. BIND_ENUM_CONSTANT(FUNC_X);
  2921. BIND_ENUM_CONSTANT(FUNC_Y);
  2922. BIND_ENUM_CONSTANT(FUNC_MAX);
  2923. }
  2924. VisualShaderNodeDerivativeFunc::VisualShaderNodeDerivativeFunc() {
  2925. set_input_port_default_value(0, 0.0);
  2926. }
  2927. ////////////// Clamp
  2928. String VisualShaderNodeClamp::get_caption() const {
  2929. return "Clamp";
  2930. }
  2931. int VisualShaderNodeClamp::get_input_port_count() const {
  2932. return 3;
  2933. }
  2934. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
  2935. switch (op_type) {
  2936. case OP_TYPE_INT:
  2937. return PORT_TYPE_SCALAR_INT;
  2938. case OP_TYPE_VECTOR_2D:
  2939. return PORT_TYPE_VECTOR_2D;
  2940. case OP_TYPE_VECTOR_3D:
  2941. return PORT_TYPE_VECTOR_3D;
  2942. case OP_TYPE_VECTOR_4D:
  2943. return PORT_TYPE_VECTOR_4D;
  2944. default:
  2945. break;
  2946. }
  2947. return PORT_TYPE_SCALAR;
  2948. }
  2949. String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
  2950. if (p_port == 0) {
  2951. return "";
  2952. } else if (p_port == 1) {
  2953. return "min";
  2954. } else if (p_port == 2) {
  2955. return "max";
  2956. }
  2957. return "";
  2958. }
  2959. int VisualShaderNodeClamp::get_output_port_count() const {
  2960. return 1;
  2961. }
  2962. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
  2963. switch (op_type) {
  2964. case OP_TYPE_INT:
  2965. return PORT_TYPE_SCALAR_INT;
  2966. case OP_TYPE_VECTOR_2D:
  2967. return PORT_TYPE_VECTOR_2D;
  2968. case OP_TYPE_VECTOR_3D:
  2969. return PORT_TYPE_VECTOR_3D;
  2970. case OP_TYPE_VECTOR_4D:
  2971. return PORT_TYPE_VECTOR_4D;
  2972. default:
  2973. break;
  2974. }
  2975. return PORT_TYPE_SCALAR;
  2976. }
  2977. String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
  2978. return "";
  2979. }
  2980. String VisualShaderNodeClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2981. return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2982. }
  2983. void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
  2984. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2985. if (op_type == p_op_type) {
  2986. return;
  2987. }
  2988. switch (p_op_type) {
  2989. case OP_TYPE_FLOAT:
  2990. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  2991. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  2992. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  2993. break;
  2994. case OP_TYPE_INT:
  2995. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  2996. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  2997. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  2998. break;
  2999. case OP_TYPE_VECTOR_2D:
  3000. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3001. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3002. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  3003. break;
  3004. case OP_TYPE_VECTOR_3D:
  3005. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3006. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3007. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  3008. break;
  3009. case OP_TYPE_VECTOR_4D:
  3010. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3011. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3012. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  3013. break;
  3014. default:
  3015. break;
  3016. }
  3017. op_type = p_op_type;
  3018. emit_changed();
  3019. }
  3020. VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
  3021. return op_type;
  3022. }
  3023. Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
  3024. Vector<StringName> props;
  3025. props.push_back("op_type");
  3026. return props;
  3027. }
  3028. void VisualShaderNodeClamp::_bind_methods() {
  3029. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
  3030. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
  3031. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  3032. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  3033. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  3034. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3035. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3036. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3037. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3038. }
  3039. VisualShaderNodeClamp::VisualShaderNodeClamp() {
  3040. set_input_port_default_value(0, 0.0);
  3041. set_input_port_default_value(1, 0.0);
  3042. set_input_port_default_value(2, 1.0);
  3043. }
  3044. ////////////// FaceForward
  3045. String VisualShaderNodeFaceForward::get_caption() const {
  3046. return "FaceForward";
  3047. }
  3048. int VisualShaderNodeFaceForward::get_input_port_count() const {
  3049. return 3;
  3050. }
  3051. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  3052. switch (p_port) {
  3053. case 0:
  3054. return "N";
  3055. case 1:
  3056. return "I";
  3057. case 2:
  3058. return "Nref";
  3059. default:
  3060. return "";
  3061. }
  3062. }
  3063. int VisualShaderNodeFaceForward::get_output_port_count() const {
  3064. return 1;
  3065. }
  3066. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  3067. return "";
  3068. }
  3069. void VisualShaderNodeFaceForward::set_op_type(OpType p_op_type) {
  3070. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3071. if (op_type == p_op_type) {
  3072. return;
  3073. }
  3074. switch (p_op_type) {
  3075. case OP_TYPE_VECTOR_2D: {
  3076. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3077. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3078. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  3079. } break;
  3080. case OP_TYPE_VECTOR_3D: {
  3081. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3082. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3083. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  3084. } break;
  3085. case OP_TYPE_VECTOR_4D: {
  3086. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3087. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3088. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  3089. } break;
  3090. default:
  3091. break;
  3092. }
  3093. op_type = p_op_type;
  3094. emit_changed();
  3095. }
  3096. String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3097. return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3098. }
  3099. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  3100. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3101. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3102. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  3103. }
  3104. ////////////// Outer Product
  3105. String VisualShaderNodeOuterProduct::get_caption() const {
  3106. return "OuterProduct";
  3107. }
  3108. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  3109. return 2;
  3110. }
  3111. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  3112. return PORT_TYPE_VECTOR_3D;
  3113. }
  3114. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  3115. switch (p_port) {
  3116. case 0:
  3117. return "c";
  3118. case 1:
  3119. return "r";
  3120. default:
  3121. return "";
  3122. }
  3123. }
  3124. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  3125. return 1;
  3126. }
  3127. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  3128. return PORT_TYPE_TRANSFORM;
  3129. }
  3130. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  3131. return "";
  3132. }
  3133. String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3134. return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  3135. }
  3136. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  3137. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3138. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3139. }
  3140. ////////////// Step
  3141. String VisualShaderNodeStep::get_caption() const {
  3142. return "Step";
  3143. }
  3144. int VisualShaderNodeStep::get_input_port_count() const {
  3145. return 2;
  3146. }
  3147. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
  3148. switch (op_type) {
  3149. case OP_TYPE_VECTOR_2D:
  3150. return PORT_TYPE_VECTOR_2D;
  3151. case OP_TYPE_VECTOR_2D_SCALAR:
  3152. if (p_port == 1) {
  3153. return PORT_TYPE_VECTOR_2D;
  3154. }
  3155. break;
  3156. case OP_TYPE_VECTOR_3D:
  3157. return PORT_TYPE_VECTOR_3D;
  3158. case OP_TYPE_VECTOR_3D_SCALAR:
  3159. if (p_port == 1) {
  3160. return PORT_TYPE_VECTOR_3D;
  3161. }
  3162. break;
  3163. case OP_TYPE_VECTOR_4D:
  3164. return PORT_TYPE_VECTOR_4D;
  3165. case OP_TYPE_VECTOR_4D_SCALAR:
  3166. if (p_port == 1) {
  3167. return PORT_TYPE_VECTOR_4D;
  3168. }
  3169. break;
  3170. default:
  3171. break;
  3172. }
  3173. return PORT_TYPE_SCALAR;
  3174. }
  3175. String VisualShaderNodeStep::get_input_port_name(int p_port) const {
  3176. switch (p_port) {
  3177. case 0:
  3178. return "edge";
  3179. case 1:
  3180. return "x";
  3181. }
  3182. return String();
  3183. }
  3184. int VisualShaderNodeStep::get_output_port_count() const {
  3185. return 1;
  3186. }
  3187. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
  3188. switch (op_type) {
  3189. case OP_TYPE_VECTOR_2D:
  3190. return PORT_TYPE_VECTOR_2D;
  3191. case OP_TYPE_VECTOR_2D_SCALAR:
  3192. return PORT_TYPE_VECTOR_2D;
  3193. case OP_TYPE_VECTOR_3D:
  3194. return PORT_TYPE_VECTOR_3D;
  3195. case OP_TYPE_VECTOR_3D_SCALAR:
  3196. return PORT_TYPE_VECTOR_3D;
  3197. case OP_TYPE_VECTOR_4D:
  3198. return PORT_TYPE_VECTOR_4D;
  3199. case OP_TYPE_VECTOR_4D_SCALAR:
  3200. return PORT_TYPE_VECTOR_4D;
  3201. default:
  3202. break;
  3203. }
  3204. return PORT_TYPE_SCALAR;
  3205. }
  3206. String VisualShaderNodeStep::get_output_port_name(int p_port) const {
  3207. return "";
  3208. }
  3209. void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
  3210. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3211. if (op_type == p_op_type) {
  3212. return;
  3213. }
  3214. switch (p_op_type) {
  3215. case OP_TYPE_SCALAR: {
  3216. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3217. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  3218. } break;
  3219. case OP_TYPE_VECTOR_2D: {
  3220. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3221. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3222. } break;
  3223. case OP_TYPE_VECTOR_2D_SCALAR: {
  3224. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3225. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3226. } break;
  3227. case OP_TYPE_VECTOR_3D: {
  3228. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3229. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3230. } break;
  3231. case OP_TYPE_VECTOR_3D_SCALAR: {
  3232. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3233. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3234. } break;
  3235. case OP_TYPE_VECTOR_4D: {
  3236. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3237. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3238. } break;
  3239. case OP_TYPE_VECTOR_4D_SCALAR: {
  3240. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3241. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3242. } break;
  3243. default:
  3244. break;
  3245. }
  3246. op_type = p_op_type;
  3247. emit_changed();
  3248. }
  3249. VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
  3250. return op_type;
  3251. }
  3252. String VisualShaderNodeStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3253. return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3254. }
  3255. Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
  3256. Vector<StringName> props;
  3257. props.push_back("op_type");
  3258. return props;
  3259. }
  3260. void VisualShaderNodeStep::_bind_methods() {
  3261. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
  3262. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
  3263. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3264. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3265. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3266. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3267. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3268. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3269. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3270. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3271. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3272. }
  3273. VisualShaderNodeStep::VisualShaderNodeStep() {
  3274. set_input_port_default_value(0, 0.0);
  3275. set_input_port_default_value(1, 0.0);
  3276. }
  3277. ////////////// SmoothStep
  3278. String VisualShaderNodeSmoothStep::get_caption() const {
  3279. return "SmoothStep";
  3280. }
  3281. int VisualShaderNodeSmoothStep::get_input_port_count() const {
  3282. return 3;
  3283. }
  3284. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
  3285. switch (op_type) {
  3286. case OP_TYPE_VECTOR_2D:
  3287. return PORT_TYPE_VECTOR_2D;
  3288. case OP_TYPE_VECTOR_2D_SCALAR:
  3289. if (p_port == 2) {
  3290. return PORT_TYPE_VECTOR_2D; // x
  3291. }
  3292. break;
  3293. case OP_TYPE_VECTOR_3D:
  3294. return PORT_TYPE_VECTOR_3D;
  3295. case OP_TYPE_VECTOR_3D_SCALAR:
  3296. if (p_port == 2) {
  3297. return PORT_TYPE_VECTOR_3D; // x
  3298. }
  3299. break;
  3300. case OP_TYPE_VECTOR_4D:
  3301. return PORT_TYPE_VECTOR_4D;
  3302. case OP_TYPE_VECTOR_4D_SCALAR:
  3303. if (p_port == 2) {
  3304. return PORT_TYPE_VECTOR_4D; // x
  3305. }
  3306. break;
  3307. default:
  3308. break;
  3309. }
  3310. return PORT_TYPE_SCALAR;
  3311. }
  3312. String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
  3313. switch (p_port) {
  3314. case 0:
  3315. return "edge0";
  3316. case 1:
  3317. return "edge1";
  3318. case 2:
  3319. return "x";
  3320. }
  3321. return String();
  3322. }
  3323. int VisualShaderNodeSmoothStep::get_output_port_count() const {
  3324. return 1;
  3325. }
  3326. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
  3327. switch (op_type) {
  3328. case OP_TYPE_VECTOR_2D:
  3329. return PORT_TYPE_VECTOR_2D;
  3330. case OP_TYPE_VECTOR_2D_SCALAR:
  3331. return PORT_TYPE_VECTOR_2D;
  3332. case OP_TYPE_VECTOR_3D:
  3333. return PORT_TYPE_VECTOR_3D;
  3334. case OP_TYPE_VECTOR_3D_SCALAR:
  3335. return PORT_TYPE_VECTOR_3D;
  3336. case OP_TYPE_VECTOR_4D:
  3337. return PORT_TYPE_VECTOR_4D;
  3338. case OP_TYPE_VECTOR_4D_SCALAR:
  3339. return PORT_TYPE_VECTOR_4D;
  3340. default:
  3341. break;
  3342. }
  3343. return PORT_TYPE_SCALAR;
  3344. }
  3345. String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
  3346. return "";
  3347. }
  3348. void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
  3349. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3350. if (op_type == p_op_type) {
  3351. return;
  3352. }
  3353. switch (p_op_type) {
  3354. case OP_TYPE_SCALAR:
  3355. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3356. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3357. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // x
  3358. break;
  3359. case OP_TYPE_VECTOR_2D:
  3360. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // edge0
  3361. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // edge1
  3362. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3363. break;
  3364. case OP_TYPE_VECTOR_2D_SCALAR:
  3365. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3366. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3367. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3368. break;
  3369. case OP_TYPE_VECTOR_3D:
  3370. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // edge0
  3371. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // edge1
  3372. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3373. break;
  3374. case OP_TYPE_VECTOR_3D_SCALAR:
  3375. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3376. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3377. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3378. break;
  3379. case OP_TYPE_VECTOR_4D:
  3380. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // edge0
  3381. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // edge1
  3382. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3383. break;
  3384. case OP_TYPE_VECTOR_4D_SCALAR:
  3385. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3386. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3387. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3388. break;
  3389. default:
  3390. break;
  3391. }
  3392. op_type = p_op_type;
  3393. emit_changed();
  3394. }
  3395. VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
  3396. return op_type;
  3397. }
  3398. String VisualShaderNodeSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3399. return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3400. }
  3401. Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
  3402. Vector<StringName> props;
  3403. props.push_back("op_type");
  3404. return props;
  3405. }
  3406. void VisualShaderNodeSmoothStep::_bind_methods() {
  3407. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
  3408. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
  3409. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3410. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3411. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3412. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3413. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3414. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3415. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3416. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3417. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3418. }
  3419. VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
  3420. set_input_port_default_value(0, 0.0); // edge0
  3421. set_input_port_default_value(1, 1.0); // edge1
  3422. set_input_port_default_value(2, 0.5); // x
  3423. }
  3424. ////////////// Distance
  3425. String VisualShaderNodeVectorDistance::get_caption() const {
  3426. return "Distance";
  3427. }
  3428. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  3429. return 2;
  3430. }
  3431. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  3432. switch (p_port) {
  3433. case 0:
  3434. return "a";
  3435. case 1:
  3436. return "b";
  3437. }
  3438. return String();
  3439. }
  3440. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  3441. return 1;
  3442. }
  3443. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  3444. return PORT_TYPE_SCALAR;
  3445. }
  3446. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  3447. return "";
  3448. }
  3449. void VisualShaderNodeVectorDistance::set_op_type(OpType p_op_type) {
  3450. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3451. if (op_type == p_op_type) {
  3452. return;
  3453. }
  3454. switch (p_op_type) {
  3455. case OP_TYPE_VECTOR_2D: {
  3456. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3457. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3458. } break;
  3459. case OP_TYPE_VECTOR_3D: {
  3460. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3461. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3462. } break;
  3463. case OP_TYPE_VECTOR_4D: {
  3464. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3465. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3466. } break;
  3467. default:
  3468. break;
  3469. }
  3470. op_type = p_op_type;
  3471. emit_changed();
  3472. }
  3473. String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3474. return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3475. }
  3476. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  3477. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3478. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // b
  3479. }
  3480. ////////////// Refract Vector
  3481. String VisualShaderNodeVectorRefract::get_caption() const {
  3482. return "Refract";
  3483. }
  3484. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  3485. return 3;
  3486. }
  3487. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  3488. switch (p_port) {
  3489. case 0:
  3490. return "I";
  3491. case 1:
  3492. return "N";
  3493. case 2:
  3494. return "eta";
  3495. }
  3496. return String();
  3497. }
  3498. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  3499. return 1;
  3500. }
  3501. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  3502. return "";
  3503. }
  3504. String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3505. return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3506. }
  3507. void VisualShaderNodeVectorRefract::set_op_type(OpType p_op_type) {
  3508. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3509. if (op_type == p_op_type) {
  3510. return;
  3511. }
  3512. switch (p_op_type) {
  3513. case OP_TYPE_VECTOR_2D: {
  3514. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3515. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3516. } break;
  3517. case OP_TYPE_VECTOR_3D: {
  3518. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3519. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3520. } break;
  3521. case OP_TYPE_VECTOR_4D: {
  3522. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3523. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3524. } break;
  3525. default:
  3526. break;
  3527. }
  3528. op_type = p_op_type;
  3529. emit_changed();
  3530. }
  3531. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  3532. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3533. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3534. set_input_port_default_value(2, 0.0);
  3535. }
  3536. ////////////// Mix
  3537. String VisualShaderNodeMix::get_caption() const {
  3538. return "Mix";
  3539. }
  3540. int VisualShaderNodeMix::get_input_port_count() const {
  3541. return 3;
  3542. }
  3543. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
  3544. switch (op_type) {
  3545. case OP_TYPE_VECTOR_2D:
  3546. return PORT_TYPE_VECTOR_2D;
  3547. case OP_TYPE_VECTOR_2D_SCALAR:
  3548. if (p_port == 2) {
  3549. break;
  3550. }
  3551. return PORT_TYPE_VECTOR_2D;
  3552. case OP_TYPE_VECTOR_3D:
  3553. return PORT_TYPE_VECTOR_3D;
  3554. case OP_TYPE_VECTOR_3D_SCALAR:
  3555. if (p_port == 2) {
  3556. break;
  3557. }
  3558. return PORT_TYPE_VECTOR_3D;
  3559. case OP_TYPE_VECTOR_4D:
  3560. return PORT_TYPE_VECTOR_4D;
  3561. case OP_TYPE_VECTOR_4D_SCALAR:
  3562. if (p_port == 2) {
  3563. break;
  3564. }
  3565. return PORT_TYPE_VECTOR_4D;
  3566. default:
  3567. break;
  3568. }
  3569. return PORT_TYPE_SCALAR;
  3570. }
  3571. String VisualShaderNodeMix::get_input_port_name(int p_port) const {
  3572. if (p_port == 0) {
  3573. return "a";
  3574. } else if (p_port == 1) {
  3575. return "b";
  3576. } else {
  3577. return "weight";
  3578. }
  3579. }
  3580. int VisualShaderNodeMix::get_output_port_count() const {
  3581. return 1;
  3582. }
  3583. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
  3584. switch (op_type) {
  3585. case OP_TYPE_VECTOR_2D:
  3586. return PORT_TYPE_VECTOR_2D;
  3587. case OP_TYPE_VECTOR_2D_SCALAR:
  3588. return PORT_TYPE_VECTOR_2D;
  3589. case OP_TYPE_VECTOR_3D:
  3590. return PORT_TYPE_VECTOR_3D;
  3591. case OP_TYPE_VECTOR_3D_SCALAR:
  3592. return PORT_TYPE_VECTOR_3D;
  3593. case OP_TYPE_VECTOR_4D:
  3594. return PORT_TYPE_VECTOR_4D;
  3595. case OP_TYPE_VECTOR_4D_SCALAR:
  3596. return PORT_TYPE_VECTOR_4D;
  3597. default:
  3598. break;
  3599. }
  3600. return PORT_TYPE_SCALAR;
  3601. }
  3602. String VisualShaderNodeMix::get_output_port_name(int p_port) const {
  3603. return "mix";
  3604. }
  3605. void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
  3606. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3607. if (op_type == p_op_type) {
  3608. return;
  3609. }
  3610. switch (p_op_type) {
  3611. case OP_TYPE_SCALAR: {
  3612. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // a
  3613. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // b
  3614. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3615. } break;
  3616. case OP_TYPE_VECTOR_2D: {
  3617. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3618. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3619. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // weight
  3620. } break;
  3621. case OP_TYPE_VECTOR_2D_SCALAR: {
  3622. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3623. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3624. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3625. } break;
  3626. case OP_TYPE_VECTOR_3D: {
  3627. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3628. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3629. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // weight
  3630. } break;
  3631. case OP_TYPE_VECTOR_3D_SCALAR: {
  3632. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3633. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3634. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3635. } break;
  3636. case OP_TYPE_VECTOR_4D: {
  3637. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3638. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3639. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // weight
  3640. } break;
  3641. case OP_TYPE_VECTOR_4D_SCALAR: {
  3642. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3643. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3644. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3645. } break;
  3646. default:
  3647. break;
  3648. }
  3649. op_type = p_op_type;
  3650. emit_changed();
  3651. }
  3652. VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
  3653. return op_type;
  3654. }
  3655. String VisualShaderNodeMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3656. return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3657. }
  3658. Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
  3659. Vector<StringName> props;
  3660. props.push_back("op_type");
  3661. return props;
  3662. }
  3663. void VisualShaderNodeMix::_bind_methods() {
  3664. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
  3665. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
  3666. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3667. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3668. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3669. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3670. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3671. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3672. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3673. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3674. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3675. }
  3676. VisualShaderNodeMix::VisualShaderNodeMix() {
  3677. set_input_port_default_value(0, 0.0); // a
  3678. set_input_port_default_value(1, 1.0); // b
  3679. set_input_port_default_value(2, 0.5); // weight
  3680. }
  3681. ////////////// Vector Compose
  3682. String VisualShaderNodeVectorCompose::get_caption() const {
  3683. return "VectorCompose";
  3684. }
  3685. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  3686. switch (op_type) {
  3687. case OP_TYPE_VECTOR_2D:
  3688. return 2;
  3689. case OP_TYPE_VECTOR_3D:
  3690. return 3;
  3691. case OP_TYPE_VECTOR_4D:
  3692. return 4;
  3693. default:
  3694. break;
  3695. }
  3696. return 0;
  3697. }
  3698. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  3699. return PORT_TYPE_SCALAR;
  3700. }
  3701. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  3702. switch (op_type) {
  3703. case OP_TYPE_VECTOR_2D: {
  3704. switch (p_port) {
  3705. case 0:
  3706. return "x";
  3707. case 1:
  3708. return "y";
  3709. }
  3710. } break;
  3711. case OP_TYPE_VECTOR_3D: {
  3712. switch (p_port) {
  3713. case 0:
  3714. return "x";
  3715. case 1:
  3716. return "y";
  3717. case 2:
  3718. return "z";
  3719. }
  3720. } break;
  3721. case OP_TYPE_VECTOR_4D: {
  3722. switch (p_port) {
  3723. case 0:
  3724. return "x";
  3725. case 1:
  3726. return "y";
  3727. case 2:
  3728. return "z";
  3729. case 3:
  3730. return "w";
  3731. }
  3732. } break;
  3733. default:
  3734. break;
  3735. }
  3736. return String();
  3737. }
  3738. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  3739. return 1;
  3740. }
  3741. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  3742. return "vec";
  3743. }
  3744. void VisualShaderNodeVectorCompose::set_op_type(OpType p_op_type) {
  3745. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3746. if (op_type == p_op_type) {
  3747. return;
  3748. }
  3749. switch (p_op_type) {
  3750. case OP_TYPE_VECTOR_2D: {
  3751. float p1 = get_input_port_default_value(0);
  3752. float p2 = get_input_port_default_value(1);
  3753. set_input_port_default_value(0, p1);
  3754. set_input_port_default_value(1, p2);
  3755. } break;
  3756. case OP_TYPE_VECTOR_3D: {
  3757. float p1 = get_input_port_default_value(0);
  3758. float p2 = get_input_port_default_value(1);
  3759. set_input_port_default_value(0, p1);
  3760. set_input_port_default_value(1, p2);
  3761. set_input_port_default_value(2, 0.0);
  3762. } break;
  3763. case OP_TYPE_VECTOR_4D: {
  3764. float p1 = get_input_port_default_value(0);
  3765. float p2 = get_input_port_default_value(1);
  3766. set_input_port_default_value(0, p1);
  3767. set_input_port_default_value(1, p2);
  3768. set_input_port_default_value(2, 0.0);
  3769. set_input_port_default_value(3, 0.0);
  3770. } break;
  3771. default:
  3772. break;
  3773. }
  3774. op_type = p_op_type;
  3775. emit_changed();
  3776. }
  3777. String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3778. String code;
  3779. switch (op_type) {
  3780. case OP_TYPE_VECTOR_2D: {
  3781. code += " " + p_output_vars[0] + " = vec2(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3782. } break;
  3783. case OP_TYPE_VECTOR_3D: {
  3784. code += " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3785. } break;
  3786. case OP_TYPE_VECTOR_4D: {
  3787. code += " " + p_output_vars[0] + " = vec4(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ", " + p_input_vars[3] + ");\n";
  3788. } break;
  3789. default:
  3790. break;
  3791. }
  3792. return code;
  3793. }
  3794. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  3795. set_input_port_default_value(0, 0.0);
  3796. set_input_port_default_value(1, 0.0);
  3797. set_input_port_default_value(2, 0.0);
  3798. }
  3799. ////////////// Transform Compose
  3800. String VisualShaderNodeTransformCompose::get_caption() const {
  3801. return "TransformCompose";
  3802. }
  3803. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  3804. return 4;
  3805. }
  3806. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  3807. return PORT_TYPE_VECTOR_3D;
  3808. }
  3809. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  3810. if (p_port == 0) {
  3811. return "x";
  3812. } else if (p_port == 1) {
  3813. return "y";
  3814. } else if (p_port == 2) {
  3815. return "z";
  3816. } else {
  3817. return "origin";
  3818. }
  3819. }
  3820. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  3821. return 1;
  3822. }
  3823. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  3824. return PORT_TYPE_TRANSFORM;
  3825. }
  3826. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  3827. return "xform";
  3828. }
  3829. String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3830. return " " + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
  3831. }
  3832. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  3833. set_input_port_default_value(0, Vector3());
  3834. set_input_port_default_value(1, Vector3());
  3835. set_input_port_default_value(2, Vector3());
  3836. set_input_port_default_value(3, Vector3());
  3837. }
  3838. ////////////// Vector Decompose
  3839. String VisualShaderNodeVectorDecompose::get_caption() const {
  3840. return "VectorDecompose";
  3841. }
  3842. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  3843. return 1;
  3844. }
  3845. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  3846. return "vec";
  3847. }
  3848. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  3849. switch (op_type) {
  3850. case OP_TYPE_VECTOR_2D:
  3851. return 2;
  3852. case OP_TYPE_VECTOR_3D:
  3853. return 3;
  3854. case OP_TYPE_VECTOR_4D:
  3855. return 4;
  3856. default:
  3857. break;
  3858. }
  3859. return 0;
  3860. }
  3861. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  3862. return PORT_TYPE_SCALAR;
  3863. }
  3864. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  3865. switch (op_type) {
  3866. case OP_TYPE_VECTOR_2D: {
  3867. switch (p_port) {
  3868. case 0:
  3869. return "x";
  3870. case 1:
  3871. return "y";
  3872. }
  3873. } break;
  3874. case OP_TYPE_VECTOR_3D: {
  3875. switch (p_port) {
  3876. case 0:
  3877. return "x";
  3878. case 1:
  3879. return "y";
  3880. case 2:
  3881. return "z";
  3882. }
  3883. } break;
  3884. case OP_TYPE_VECTOR_4D: {
  3885. switch (p_port) {
  3886. case 0:
  3887. return "x";
  3888. case 1:
  3889. return "y";
  3890. case 2:
  3891. return "z";
  3892. case 3:
  3893. return "w";
  3894. }
  3895. } break;
  3896. default:
  3897. break;
  3898. }
  3899. return String();
  3900. }
  3901. void VisualShaderNodeVectorDecompose::set_op_type(OpType p_op_type) {
  3902. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3903. if (op_type == p_op_type) {
  3904. return;
  3905. }
  3906. switch (p_op_type) {
  3907. case OP_TYPE_VECTOR_2D: {
  3908. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3909. } break;
  3910. case OP_TYPE_VECTOR_3D: {
  3911. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3912. } break;
  3913. case OP_TYPE_VECTOR_4D: {
  3914. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3915. } break;
  3916. default:
  3917. break;
  3918. }
  3919. op_type = p_op_type;
  3920. emit_changed();
  3921. }
  3922. String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3923. String code;
  3924. switch (op_type) {
  3925. case OP_TYPE_VECTOR_2D: {
  3926. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3927. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3928. } break;
  3929. case OP_TYPE_VECTOR_3D: {
  3930. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3931. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3932. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3933. } break;
  3934. case OP_TYPE_VECTOR_4D: {
  3935. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3936. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3937. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3938. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + ".w;\n";
  3939. } break;
  3940. default:
  3941. break;
  3942. }
  3943. return code;
  3944. }
  3945. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  3946. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3947. }
  3948. ////////////// Transform Decompose
  3949. String VisualShaderNodeTransformDecompose::get_caption() const {
  3950. return "TransformDecompose";
  3951. }
  3952. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  3953. return 1;
  3954. }
  3955. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  3956. return PORT_TYPE_TRANSFORM;
  3957. }
  3958. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  3959. return "xform";
  3960. }
  3961. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  3962. return 4;
  3963. }
  3964. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  3965. return PORT_TYPE_VECTOR_3D;
  3966. }
  3967. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  3968. if (p_port == 0) {
  3969. return "x";
  3970. } else if (p_port == 1) {
  3971. return "y";
  3972. } else if (p_port == 2) {
  3973. return "z";
  3974. } else {
  3975. return "origin";
  3976. }
  3977. }
  3978. String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3979. String code;
  3980. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  3981. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  3982. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  3983. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  3984. return code;
  3985. }
  3986. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  3987. set_input_port_default_value(0, Transform3D());
  3988. }
  3989. ////////////// Float Uniform
  3990. String VisualShaderNodeFloatUniform::get_caption() const {
  3991. return "FloatUniform";
  3992. }
  3993. int VisualShaderNodeFloatUniform::get_input_port_count() const {
  3994. return 0;
  3995. }
  3996. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
  3997. return PORT_TYPE_SCALAR;
  3998. }
  3999. String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
  4000. return String();
  4001. }
  4002. int VisualShaderNodeFloatUniform::get_output_port_count() const {
  4003. return 1;
  4004. }
  4005. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
  4006. return PORT_TYPE_SCALAR;
  4007. }
  4008. String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
  4009. return ""; //no output port means the editor will be used as port
  4010. }
  4011. String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4012. String code = "";
  4013. if (hint == HINT_RANGE) {
  4014. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  4015. } else if (hint == HINT_RANGE_STEP) {
  4016. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  4017. } else {
  4018. code += _get_qual_str() + "uniform float " + get_uniform_name();
  4019. }
  4020. if (default_value_enabled) {
  4021. code += " = " + rtos(default_value);
  4022. }
  4023. code += ";\n";
  4024. return code;
  4025. }
  4026. String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4027. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4028. }
  4029. bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
  4030. return true;
  4031. }
  4032. bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
  4033. return true;
  4034. }
  4035. void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
  4036. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  4037. if (hint == p_hint) {
  4038. return;
  4039. }
  4040. hint = p_hint;
  4041. emit_changed();
  4042. }
  4043. VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
  4044. return hint;
  4045. }
  4046. void VisualShaderNodeFloatUniform::set_min(float p_value) {
  4047. if (Math::is_equal_approx(hint_range_min, p_value)) {
  4048. return;
  4049. }
  4050. hint_range_min = p_value;
  4051. emit_changed();
  4052. }
  4053. float VisualShaderNodeFloatUniform::get_min() const {
  4054. return hint_range_min;
  4055. }
  4056. void VisualShaderNodeFloatUniform::set_max(float p_value) {
  4057. if (Math::is_equal_approx(hint_range_max, p_value)) {
  4058. return;
  4059. }
  4060. hint_range_max = p_value;
  4061. emit_changed();
  4062. }
  4063. float VisualShaderNodeFloatUniform::get_max() const {
  4064. return hint_range_max;
  4065. }
  4066. void VisualShaderNodeFloatUniform::set_step(float p_value) {
  4067. if (Math::is_equal_approx(hint_range_step, p_value)) {
  4068. return;
  4069. }
  4070. hint_range_step = p_value;
  4071. emit_changed();
  4072. }
  4073. float VisualShaderNodeFloatUniform::get_step() const {
  4074. return hint_range_step;
  4075. }
  4076. void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
  4077. if (default_value_enabled == p_enabled) {
  4078. return;
  4079. }
  4080. default_value_enabled = p_enabled;
  4081. emit_changed();
  4082. }
  4083. bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
  4084. return default_value_enabled;
  4085. }
  4086. void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
  4087. if (Math::is_equal_approx(default_value, p_value)) {
  4088. return;
  4089. }
  4090. default_value = p_value;
  4091. emit_changed();
  4092. }
  4093. float VisualShaderNodeFloatUniform::get_default_value() const {
  4094. return default_value;
  4095. }
  4096. void VisualShaderNodeFloatUniform::_bind_methods() {
  4097. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
  4098. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
  4099. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
  4100. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
  4101. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
  4102. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
  4103. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
  4104. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
  4105. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
  4106. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
  4107. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
  4108. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
  4109. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  4110. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  4111. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  4112. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  4113. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4114. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  4115. BIND_ENUM_CONSTANT(HINT_NONE);
  4116. BIND_ENUM_CONSTANT(HINT_RANGE);
  4117. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4118. BIND_ENUM_CONSTANT(HINT_MAX);
  4119. }
  4120. bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
  4121. return true; // all qualifiers are supported
  4122. }
  4123. bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
  4124. return true; // conversion is allowed
  4125. }
  4126. Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
  4127. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4128. props.push_back("hint");
  4129. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4130. props.push_back("min");
  4131. props.push_back("max");
  4132. }
  4133. if (hint == HINT_RANGE_STEP) {
  4134. props.push_back("step");
  4135. }
  4136. props.push_back("default_value_enabled");
  4137. if (default_value_enabled) {
  4138. props.push_back("default_value");
  4139. }
  4140. return props;
  4141. }
  4142. VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
  4143. }
  4144. ////////////// Integer Uniform
  4145. String VisualShaderNodeIntUniform::get_caption() const {
  4146. return "IntUniform";
  4147. }
  4148. int VisualShaderNodeIntUniform::get_input_port_count() const {
  4149. return 0;
  4150. }
  4151. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
  4152. return PORT_TYPE_SCALAR_INT;
  4153. }
  4154. String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
  4155. return String();
  4156. }
  4157. int VisualShaderNodeIntUniform::get_output_port_count() const {
  4158. return 1;
  4159. }
  4160. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
  4161. return PORT_TYPE_SCALAR_INT;
  4162. }
  4163. String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
  4164. return ""; //no output port means the editor will be used as port
  4165. }
  4166. String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4167. String code = "";
  4168. if (hint == HINT_RANGE) {
  4169. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  4170. } else if (hint == HINT_RANGE_STEP) {
  4171. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  4172. } else {
  4173. code += _get_qual_str() + "uniform int " + get_uniform_name();
  4174. }
  4175. if (default_value_enabled) {
  4176. code += " = " + itos(default_value);
  4177. }
  4178. code += ";\n";
  4179. return code;
  4180. }
  4181. String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4182. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4183. }
  4184. bool VisualShaderNodeIntUniform::is_show_prop_names() const {
  4185. return true;
  4186. }
  4187. bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
  4188. return true;
  4189. }
  4190. void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
  4191. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  4192. if (hint == p_hint) {
  4193. return;
  4194. }
  4195. hint = p_hint;
  4196. emit_changed();
  4197. }
  4198. VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
  4199. return hint;
  4200. }
  4201. void VisualShaderNodeIntUniform::set_min(int p_value) {
  4202. if (hint_range_min == p_value) {
  4203. return;
  4204. }
  4205. hint_range_min = p_value;
  4206. emit_changed();
  4207. }
  4208. int VisualShaderNodeIntUniform::get_min() const {
  4209. return hint_range_min;
  4210. }
  4211. void VisualShaderNodeIntUniform::set_max(int p_value) {
  4212. if (hint_range_max == p_value) {
  4213. return;
  4214. }
  4215. hint_range_max = p_value;
  4216. emit_changed();
  4217. }
  4218. int VisualShaderNodeIntUniform::get_max() const {
  4219. return hint_range_max;
  4220. }
  4221. void VisualShaderNodeIntUniform::set_step(int p_value) {
  4222. if (hint_range_step == p_value) {
  4223. return;
  4224. }
  4225. hint_range_step = p_value;
  4226. emit_changed();
  4227. }
  4228. int VisualShaderNodeIntUniform::get_step() const {
  4229. return hint_range_step;
  4230. }
  4231. void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_enabled) {
  4232. if (default_value_enabled == p_default_value_enabled) {
  4233. return;
  4234. }
  4235. default_value_enabled = p_default_value_enabled;
  4236. emit_changed();
  4237. }
  4238. bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
  4239. return default_value_enabled;
  4240. }
  4241. void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
  4242. if (default_value == p_default_value) {
  4243. return;
  4244. }
  4245. default_value = p_default_value;
  4246. emit_changed();
  4247. }
  4248. int VisualShaderNodeIntUniform::get_default_value() const {
  4249. return default_value;
  4250. }
  4251. void VisualShaderNodeIntUniform::_bind_methods() {
  4252. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
  4253. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
  4254. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
  4255. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
  4256. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
  4257. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
  4258. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
  4259. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
  4260. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
  4261. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
  4262. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
  4263. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
  4264. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
  4265. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  4266. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  4267. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  4268. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4269. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  4270. BIND_ENUM_CONSTANT(HINT_NONE);
  4271. BIND_ENUM_CONSTANT(HINT_RANGE);
  4272. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4273. BIND_ENUM_CONSTANT(HINT_MAX);
  4274. }
  4275. bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
  4276. return true; // all qualifiers are supported
  4277. }
  4278. bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
  4279. return true; // conversion is allowed
  4280. }
  4281. Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
  4282. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4283. props.push_back("hint");
  4284. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4285. props.push_back("min");
  4286. props.push_back("max");
  4287. }
  4288. if (hint == HINT_RANGE_STEP) {
  4289. props.push_back("step");
  4290. }
  4291. props.push_back("default_value_enabled");
  4292. if (default_value_enabled) {
  4293. props.push_back("default_value");
  4294. }
  4295. return props;
  4296. }
  4297. VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
  4298. }
  4299. ////////////// Boolean Uniform
  4300. String VisualShaderNodeBooleanUniform::get_caption() const {
  4301. return "BooleanUniform";
  4302. }
  4303. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  4304. return 0;
  4305. }
  4306. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  4307. return PORT_TYPE_BOOLEAN;
  4308. }
  4309. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  4310. return String();
  4311. }
  4312. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  4313. return 1;
  4314. }
  4315. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  4316. return PORT_TYPE_BOOLEAN;
  4317. }
  4318. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  4319. return ""; //no output port means the editor will be used as port
  4320. }
  4321. void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_value_enabled) {
  4322. if (default_value_enabled == p_default_value_enabled) {
  4323. return;
  4324. }
  4325. default_value_enabled = p_default_value_enabled;
  4326. emit_changed();
  4327. }
  4328. bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
  4329. return default_value_enabled;
  4330. }
  4331. void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
  4332. if (default_value == p_default_value) {
  4333. return;
  4334. }
  4335. default_value = p_default_value;
  4336. emit_changed();
  4337. }
  4338. bool VisualShaderNodeBooleanUniform::get_default_value() const {
  4339. return default_value;
  4340. }
  4341. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4342. String code = _get_qual_str() + "uniform bool " + get_uniform_name();
  4343. if (default_value_enabled) {
  4344. if (default_value) {
  4345. code += " = true";
  4346. } else {
  4347. code += " = false";
  4348. }
  4349. }
  4350. code += ";\n";
  4351. return code;
  4352. }
  4353. String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4354. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4355. }
  4356. bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
  4357. return true;
  4358. }
  4359. bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
  4360. return true;
  4361. }
  4362. void VisualShaderNodeBooleanUniform::_bind_methods() {
  4363. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
  4364. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
  4365. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
  4366. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
  4367. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4368. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  4369. }
  4370. bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
  4371. return true; // all qualifiers are supported
  4372. }
  4373. bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
  4374. return true; // conversion is allowed
  4375. }
  4376. Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
  4377. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4378. props.push_back("default_value_enabled");
  4379. if (default_value_enabled) {
  4380. props.push_back("default_value");
  4381. }
  4382. return props;
  4383. }
  4384. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  4385. }
  4386. ////////////// Color Uniform
  4387. String VisualShaderNodeColorUniform::get_caption() const {
  4388. return "ColorUniform";
  4389. }
  4390. int VisualShaderNodeColorUniform::get_input_port_count() const {
  4391. return 0;
  4392. }
  4393. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  4394. return PORT_TYPE_SCALAR;
  4395. }
  4396. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  4397. return String();
  4398. }
  4399. int VisualShaderNodeColorUniform::get_output_port_count() const {
  4400. return 1;
  4401. }
  4402. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  4403. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  4404. }
  4405. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  4406. return "color";
  4407. }
  4408. bool VisualShaderNodeColorUniform::is_output_port_expandable(int p_port) const {
  4409. if (p_port == 0) {
  4410. return true;
  4411. }
  4412. return false;
  4413. }
  4414. void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
  4415. if (default_value_enabled == p_enabled) {
  4416. return;
  4417. }
  4418. default_value_enabled = p_enabled;
  4419. emit_changed();
  4420. }
  4421. bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
  4422. return default_value_enabled;
  4423. }
  4424. void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
  4425. if (default_value.is_equal_approx(p_value)) {
  4426. return;
  4427. }
  4428. default_value = p_value;
  4429. emit_changed();
  4430. }
  4431. Color VisualShaderNodeColorUniform::get_default_value() const {
  4432. return default_value;
  4433. }
  4434. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4435. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : source_color";
  4436. if (default_value_enabled) {
  4437. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  4438. }
  4439. code += ";\n";
  4440. return code;
  4441. }
  4442. String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4443. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4444. }
  4445. bool VisualShaderNodeColorUniform::is_show_prop_names() const {
  4446. return true;
  4447. }
  4448. void VisualShaderNodeColorUniform::_bind_methods() {
  4449. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
  4450. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
  4451. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
  4452. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
  4453. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4454. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  4455. }
  4456. bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
  4457. return true; // all qualifiers are supported
  4458. }
  4459. bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
  4460. return true; // conversion is allowed
  4461. }
  4462. Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
  4463. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4464. props.push_back("default_value_enabled");
  4465. if (default_value_enabled) {
  4466. props.push_back("default_value");
  4467. }
  4468. return props;
  4469. }
  4470. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  4471. }
  4472. ////////////// Vector2 Uniform
  4473. String VisualShaderNodeVec2Uniform::get_caption() const {
  4474. return "Vector2Uniform";
  4475. }
  4476. int VisualShaderNodeVec2Uniform::get_input_port_count() const {
  4477. return 0;
  4478. }
  4479. VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_input_port_type(int p_port) const {
  4480. return PORT_TYPE_VECTOR_2D;
  4481. }
  4482. String VisualShaderNodeVec2Uniform::get_input_port_name(int p_port) const {
  4483. return String();
  4484. }
  4485. int VisualShaderNodeVec2Uniform::get_output_port_count() const {
  4486. return 1;
  4487. }
  4488. VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_output_port_type(int p_port) const {
  4489. return PORT_TYPE_VECTOR_2D;
  4490. }
  4491. String VisualShaderNodeVec2Uniform::get_output_port_name(int p_port) const {
  4492. return String();
  4493. }
  4494. void VisualShaderNodeVec2Uniform::set_default_value_enabled(bool p_enabled) {
  4495. default_value_enabled = p_enabled;
  4496. emit_changed();
  4497. }
  4498. bool VisualShaderNodeVec2Uniform::is_default_value_enabled() const {
  4499. return default_value_enabled;
  4500. }
  4501. void VisualShaderNodeVec2Uniform::set_default_value(const Vector2 &p_value) {
  4502. default_value = p_value;
  4503. emit_changed();
  4504. }
  4505. Vector2 VisualShaderNodeVec2Uniform::get_default_value() const {
  4506. return default_value;
  4507. }
  4508. String VisualShaderNodeVec2Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4509. String code = _get_qual_str() + "uniform vec2 " + get_uniform_name();
  4510. if (default_value_enabled) {
  4511. code += vformat(" = vec2(%.6f, %.6f)", default_value.x, default_value.y);
  4512. }
  4513. code += ";\n";
  4514. return code;
  4515. }
  4516. String VisualShaderNodeVec2Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4517. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4518. }
  4519. void VisualShaderNodeVec2Uniform::_bind_methods() {
  4520. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Uniform::set_default_value_enabled);
  4521. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Uniform::is_default_value_enabled);
  4522. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Uniform::set_default_value);
  4523. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Uniform::get_default_value);
  4524. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4525. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "default_value"), "set_default_value", "get_default_value");
  4526. }
  4527. bool VisualShaderNodeVec2Uniform::is_show_prop_names() const {
  4528. return true;
  4529. }
  4530. bool VisualShaderNodeVec2Uniform::is_use_prop_slots() const {
  4531. return true;
  4532. }
  4533. bool VisualShaderNodeVec2Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4534. return true; // all qualifiers are supported
  4535. }
  4536. bool VisualShaderNodeVec2Uniform::is_convertible_to_constant() const {
  4537. return true; // conversion is allowed
  4538. }
  4539. Vector<StringName> VisualShaderNodeVec2Uniform::get_editable_properties() const {
  4540. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4541. props.push_back("default_value_enabled");
  4542. if (default_value_enabled) {
  4543. props.push_back("default_value");
  4544. }
  4545. return props;
  4546. }
  4547. VisualShaderNodeVec2Uniform::VisualShaderNodeVec2Uniform() {
  4548. }
  4549. ////////////// Vector3 Uniform
  4550. String VisualShaderNodeVec3Uniform::get_caption() const {
  4551. return "Vector3Uniform";
  4552. }
  4553. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  4554. return 0;
  4555. }
  4556. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  4557. return PORT_TYPE_VECTOR_3D;
  4558. }
  4559. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  4560. return String();
  4561. }
  4562. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  4563. return 1;
  4564. }
  4565. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  4566. return PORT_TYPE_VECTOR_3D;
  4567. }
  4568. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  4569. return ""; //no output port means the editor will be used as port
  4570. }
  4571. void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
  4572. default_value_enabled = p_enabled;
  4573. emit_changed();
  4574. }
  4575. bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
  4576. return default_value_enabled;
  4577. }
  4578. void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
  4579. default_value = p_value;
  4580. emit_changed();
  4581. }
  4582. Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
  4583. return default_value;
  4584. }
  4585. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4586. String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
  4587. if (default_value_enabled) {
  4588. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  4589. }
  4590. code += ";\n";
  4591. return code;
  4592. }
  4593. String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4594. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4595. }
  4596. void VisualShaderNodeVec3Uniform::_bind_methods() {
  4597. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
  4598. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
  4599. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
  4600. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
  4601. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4602. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  4603. }
  4604. bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
  4605. return true;
  4606. }
  4607. bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
  4608. return true;
  4609. }
  4610. bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4611. return true; // all qualifiers are supported
  4612. }
  4613. bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
  4614. return true; // conversion is allowed
  4615. }
  4616. Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
  4617. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4618. props.push_back("default_value_enabled");
  4619. if (default_value_enabled) {
  4620. props.push_back("default_value");
  4621. }
  4622. return props;
  4623. }
  4624. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  4625. }
  4626. ////////////// Vector4 Uniform
  4627. String VisualShaderNodeVec4Uniform::get_caption() const {
  4628. return "Vector4Uniform";
  4629. }
  4630. int VisualShaderNodeVec4Uniform::get_input_port_count() const {
  4631. return 0;
  4632. }
  4633. VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_input_port_type(int p_port) const {
  4634. return PORT_TYPE_VECTOR_4D;
  4635. }
  4636. String VisualShaderNodeVec4Uniform::get_input_port_name(int p_port) const {
  4637. return String();
  4638. }
  4639. int VisualShaderNodeVec4Uniform::get_output_port_count() const {
  4640. return 1;
  4641. }
  4642. VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_output_port_type(int p_port) const {
  4643. return PORT_TYPE_VECTOR_4D;
  4644. }
  4645. String VisualShaderNodeVec4Uniform::get_output_port_name(int p_port) const {
  4646. return ""; // No output port means the editor will be used as port.
  4647. }
  4648. void VisualShaderNodeVec4Uniform::set_default_value_enabled(bool p_enabled) {
  4649. default_value_enabled = p_enabled;
  4650. emit_changed();
  4651. }
  4652. bool VisualShaderNodeVec4Uniform::is_default_value_enabled() const {
  4653. return default_value_enabled;
  4654. }
  4655. void VisualShaderNodeVec4Uniform::set_default_value(const Quaternion &p_value) {
  4656. default_value = p_value;
  4657. emit_changed();
  4658. }
  4659. Quaternion VisualShaderNodeVec4Uniform::get_default_value() const {
  4660. return default_value;
  4661. }
  4662. String VisualShaderNodeVec4Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4663. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name();
  4664. if (default_value_enabled) {
  4665. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z, default_value.w);
  4666. }
  4667. code += ";\n";
  4668. return code;
  4669. }
  4670. String VisualShaderNodeVec4Uniform::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 {
  4671. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4672. }
  4673. void VisualShaderNodeVec4Uniform::_bind_methods() {
  4674. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Uniform::set_default_value_enabled);
  4675. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Uniform::is_default_value_enabled);
  4676. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Uniform::set_default_value);
  4677. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Uniform::get_default_value);
  4678. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4679. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "default_value"), "set_default_value", "get_default_value");
  4680. }
  4681. bool VisualShaderNodeVec4Uniform::is_show_prop_names() const {
  4682. return true;
  4683. }
  4684. bool VisualShaderNodeVec4Uniform::is_use_prop_slots() const {
  4685. return true;
  4686. }
  4687. bool VisualShaderNodeVec4Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4688. return true; // All qualifiers are supported.
  4689. }
  4690. bool VisualShaderNodeVec4Uniform::is_convertible_to_constant() const {
  4691. return true; // Conversion is allowed.
  4692. }
  4693. Vector<StringName> VisualShaderNodeVec4Uniform::get_editable_properties() const {
  4694. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4695. props.push_back("default_value_enabled");
  4696. if (default_value_enabled) {
  4697. props.push_back("default_value");
  4698. }
  4699. return props;
  4700. }
  4701. VisualShaderNodeVec4Uniform::VisualShaderNodeVec4Uniform() {
  4702. }
  4703. ////////////// Transform Uniform
  4704. String VisualShaderNodeTransformUniform::get_caption() const {
  4705. return "TransformUniform";
  4706. }
  4707. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  4708. return 0;
  4709. }
  4710. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  4711. return PORT_TYPE_VECTOR_3D;
  4712. }
  4713. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  4714. return String();
  4715. }
  4716. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  4717. return 1;
  4718. }
  4719. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  4720. return PORT_TYPE_TRANSFORM;
  4721. }
  4722. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  4723. return ""; //no output port means the editor will be used as port
  4724. }
  4725. void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
  4726. default_value_enabled = p_enabled;
  4727. emit_changed();
  4728. }
  4729. bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
  4730. return default_value_enabled;
  4731. }
  4732. void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
  4733. default_value = p_value;
  4734. emit_changed();
  4735. }
  4736. Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
  4737. return default_value;
  4738. }
  4739. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4740. String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
  4741. if (default_value_enabled) {
  4742. Vector3 row0 = default_value.basis.rows[0];
  4743. Vector3 row1 = default_value.basis.rows[1];
  4744. Vector3 row2 = default_value.basis.rows[2];
  4745. Vector3 origin = default_value.origin;
  4746. code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
  4747. }
  4748. code += ";\n";
  4749. return code;
  4750. }
  4751. String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4752. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4753. }
  4754. void VisualShaderNodeTransformUniform::_bind_methods() {
  4755. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
  4756. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
  4757. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
  4758. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
  4759. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4760. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
  4761. }
  4762. bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
  4763. return true;
  4764. }
  4765. bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
  4766. return true;
  4767. }
  4768. bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
  4769. if (p_qual == Qualifier::QUAL_INSTANCE) {
  4770. return false;
  4771. }
  4772. return true;
  4773. }
  4774. bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
  4775. return true; // conversion is allowed
  4776. }
  4777. Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
  4778. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4779. props.push_back("default_value_enabled");
  4780. if (default_value_enabled) {
  4781. props.push_back("default_value");
  4782. }
  4783. return props;
  4784. }
  4785. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  4786. }
  4787. //////////////
  4788. String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_type, VisualShaderNodeTextureUniform::ColorDefault p_color_default, VisualShaderNodeTextureUniform::TextureFilter p_texture_filter, VisualShaderNodeTextureUniform::TextureRepeat p_texture_repeat) {
  4789. String code;
  4790. bool has_colon = false;
  4791. // type
  4792. {
  4793. String type_code;
  4794. switch (p_texture_type) {
  4795. case VisualShaderNodeTextureUniform::TYPE_DATA:
  4796. if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
  4797. type_code = "hint_default_black";
  4798. } else if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_TRANSPARENT) {
  4799. type_code = "hint_default_transparent";
  4800. }
  4801. break;
  4802. case VisualShaderNodeTextureUniform::TYPE_COLOR:
  4803. type_code = "source_color";
  4804. if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
  4805. type_code += ", hint_default_black";
  4806. } else if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_TRANSPARENT) {
  4807. type_code += ", hint_default_transparent";
  4808. }
  4809. break;
  4810. case VisualShaderNodeTextureUniform::TYPE_NORMAL_MAP:
  4811. type_code = "hint_normal";
  4812. break;
  4813. case VisualShaderNodeTextureUniform::TYPE_ANISOTROPY:
  4814. type_code = "hint_anisotropy";
  4815. break;
  4816. default:
  4817. break;
  4818. }
  4819. if (!type_code.is_empty()) {
  4820. code += " : " + type_code;
  4821. has_colon = true;
  4822. }
  4823. }
  4824. // filter
  4825. {
  4826. String filter_code;
  4827. switch (p_texture_filter) {
  4828. case VisualShaderNodeTextureUniform::FILTER_NEAREST:
  4829. filter_code = "filter_nearest";
  4830. break;
  4831. case VisualShaderNodeTextureUniform::FILTER_LINEAR:
  4832. filter_code = "filter_linear";
  4833. break;
  4834. case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP:
  4835. filter_code = "filter_nearest_mipmap";
  4836. break;
  4837. case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP:
  4838. filter_code = "filter_linear_mipmap";
  4839. break;
  4840. case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP_ANISOTROPIC:
  4841. filter_code = "filter_nearest_mipmap_anisotropic";
  4842. break;
  4843. case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP_ANISOTROPIC:
  4844. filter_code = "filter_linear_mipmap_anisotropic";
  4845. break;
  4846. default:
  4847. break;
  4848. }
  4849. if (!filter_code.is_empty()) {
  4850. if (!has_colon) {
  4851. code += " : ";
  4852. has_colon = true;
  4853. } else {
  4854. code += ", ";
  4855. }
  4856. code += filter_code;
  4857. }
  4858. }
  4859. // repeat
  4860. {
  4861. String repeat_code;
  4862. switch (p_texture_repeat) {
  4863. case VisualShaderNodeTextureUniform::REPEAT_ENABLED:
  4864. repeat_code = "repeat_enable";
  4865. break;
  4866. case VisualShaderNodeTextureUniform::REPEAT_DISABLED:
  4867. repeat_code = "repeat_disable";
  4868. break;
  4869. default:
  4870. break;
  4871. }
  4872. if (!repeat_code.is_empty()) {
  4873. if (!has_colon) {
  4874. code += " : ";
  4875. } else {
  4876. code += ", ";
  4877. }
  4878. code += repeat_code;
  4879. }
  4880. }
  4881. return code;
  4882. }
  4883. ////////////// Texture Uniform
  4884. String VisualShaderNodeTextureUniform::get_caption() const {
  4885. return "TextureUniform";
  4886. }
  4887. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  4888. return 0;
  4889. }
  4890. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  4891. return PORT_TYPE_SCALAR;
  4892. }
  4893. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  4894. return "";
  4895. }
  4896. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  4897. return 1;
  4898. }
  4899. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  4900. switch (p_port) {
  4901. case 0:
  4902. return PORT_TYPE_SAMPLER;
  4903. default:
  4904. return PORT_TYPE_SCALAR;
  4905. }
  4906. }
  4907. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  4908. switch (p_port) {
  4909. case 0:
  4910. return "sampler2D";
  4911. default:
  4912. return "";
  4913. }
  4914. }
  4915. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4916. String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
  4917. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
  4918. code += ";\n";
  4919. return code;
  4920. }
  4921. String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4922. return "";
  4923. }
  4924. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
  4925. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  4926. if (texture_type == p_texture_type) {
  4927. return;
  4928. }
  4929. texture_type = p_texture_type;
  4930. emit_changed();
  4931. }
  4932. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  4933. return texture_type;
  4934. }
  4935. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_default) {
  4936. ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
  4937. if (color_default == p_color_default) {
  4938. return;
  4939. }
  4940. color_default = p_color_default;
  4941. emit_changed();
  4942. }
  4943. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  4944. return color_default;
  4945. }
  4946. void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter) {
  4947. ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
  4948. if (texture_filter == p_filter) {
  4949. return;
  4950. }
  4951. texture_filter = p_filter;
  4952. emit_changed();
  4953. }
  4954. VisualShaderNodeTextureUniform::TextureFilter VisualShaderNodeTextureUniform::get_texture_filter() const {
  4955. return texture_filter;
  4956. }
  4957. void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat) {
  4958. ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
  4959. if (texture_repeat == p_repeat) {
  4960. return;
  4961. }
  4962. texture_repeat = p_repeat;
  4963. emit_changed();
  4964. }
  4965. VisualShaderNodeTextureUniform::TextureRepeat VisualShaderNodeTextureUniform::get_texture_repeat() const {
  4966. return texture_repeat;
  4967. }
  4968. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  4969. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4970. props.push_back("texture_type");
  4971. if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
  4972. props.push_back("color_default");
  4973. }
  4974. props.push_back("texture_filter");
  4975. props.push_back("texture_repeat");
  4976. return props;
  4977. }
  4978. bool VisualShaderNodeTextureUniform::is_show_prop_names() const {
  4979. return true;
  4980. }
  4981. HashMap<StringName, String> VisualShaderNodeTextureUniform::get_editable_properties_names() const {
  4982. HashMap<StringName, String> names;
  4983. names.insert("texture_type", RTR("Type"));
  4984. names.insert("color_default", RTR("Default Color"));
  4985. names.insert("texture_filter", RTR("Filter"));
  4986. names.insert("texture_repeat", RTR("Repeat"));
  4987. return names;
  4988. }
  4989. void VisualShaderNodeTextureUniform::_bind_methods() {
  4990. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  4991. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  4992. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  4993. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  4994. ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureUniform::set_texture_filter);
  4995. ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureUniform::get_texture_filter);
  4996. ClassDB::bind_method(D_METHOD("set_texture_repeat", "type"), &VisualShaderNodeTextureUniform::set_texture_repeat);
  4997. ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_texture_repeat);
  4998. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
  4999. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black,Transparent"), "set_color_default", "get_color_default");
  5000. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Default,Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
  5001. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
  5002. BIND_ENUM_CONSTANT(TYPE_DATA);
  5003. BIND_ENUM_CONSTANT(TYPE_COLOR);
  5004. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  5005. BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
  5006. BIND_ENUM_CONSTANT(TYPE_MAX);
  5007. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  5008. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  5009. BIND_ENUM_CONSTANT(COLOR_DEFAULT_TRANSPARENT);
  5010. BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
  5011. BIND_ENUM_CONSTANT(FILTER_DEFAULT);
  5012. BIND_ENUM_CONSTANT(FILTER_NEAREST);
  5013. BIND_ENUM_CONSTANT(FILTER_LINEAR);
  5014. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP);
  5015. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP);
  5016. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC);
  5017. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC);
  5018. BIND_ENUM_CONSTANT(FILTER_MAX);
  5019. BIND_ENUM_CONSTANT(REPEAT_DEFAULT);
  5020. BIND_ENUM_CONSTANT(REPEAT_ENABLED);
  5021. BIND_ENUM_CONSTANT(REPEAT_DISABLED);
  5022. BIND_ENUM_CONSTANT(REPEAT_MAX);
  5023. }
  5024. bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
  5025. switch (p_qual) {
  5026. case Qualifier::QUAL_NONE:
  5027. return true;
  5028. case Qualifier::QUAL_GLOBAL:
  5029. return true;
  5030. case Qualifier::QUAL_INSTANCE:
  5031. return false;
  5032. default:
  5033. break;
  5034. }
  5035. return false;
  5036. }
  5037. bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
  5038. return false; // conversion is not allowed
  5039. }
  5040. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  5041. }
  5042. ////////////// Texture Uniform (Triplanar)
  5043. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  5044. return "TextureUniformTriplanar";
  5045. }
  5046. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  5047. return 2;
  5048. }
  5049. VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  5050. if (p_port == 0 || p_port == 1) {
  5051. return PORT_TYPE_VECTOR_3D;
  5052. }
  5053. return PORT_TYPE_SCALAR;
  5054. }
  5055. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  5056. if (p_port == 0) {
  5057. return "weights";
  5058. } else if (p_port == 1) {
  5059. return "pos";
  5060. }
  5061. return "";
  5062. }
  5063. int VisualShaderNodeTextureUniformTriplanar::get_output_port_count() const {
  5064. return 2;
  5065. }
  5066. VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_output_port_type(int p_port) const {
  5067. switch (p_port) {
  5068. case 0:
  5069. return PORT_TYPE_VECTOR_4D;
  5070. case 1:
  5071. return PORT_TYPE_SAMPLER;
  5072. default:
  5073. return PORT_TYPE_SCALAR;
  5074. }
  5075. }
  5076. String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port) const {
  5077. switch (p_port) {
  5078. case 0:
  5079. return "color";
  5080. case 1:
  5081. return "sampler2D";
  5082. default:
  5083. return "";
  5084. }
  5085. }
  5086. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  5087. String code;
  5088. code += "// " + get_caption() + "\n";
  5089. code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  5090. code += " vec4 samp = vec4(0.0);\n";
  5091. code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  5092. code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  5093. code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  5094. code += " return samp;\n";
  5095. code += " }\n";
  5096. code += "\n";
  5097. code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  5098. code += " uniform vec3 triplanar_offset;\n";
  5099. code += " uniform float triplanar_sharpness = 0.5;\n";
  5100. code += "\n";
  5101. code += " varying vec3 triplanar_power_normal;\n";
  5102. code += " varying vec3 triplanar_pos;\n";
  5103. return code;
  5104. }
  5105. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5106. String code;
  5107. if (p_type == VisualShader::TYPE_VERTEX) {
  5108. code += "// " + get_caption() + "\n";
  5109. code += " {\n";
  5110. code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  5111. code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  5112. code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  5113. code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  5114. code += " }\n";
  5115. }
  5116. return code;
  5117. }
  5118. String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5119. String id = get_uniform_name();
  5120. String code;
  5121. if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5122. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  5123. } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5124. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  5125. } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
  5126. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  5127. } else {
  5128. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  5129. }
  5130. return code;
  5131. }
  5132. bool VisualShaderNodeTextureUniformTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5133. if (p_port == 0) {
  5134. return true;
  5135. } else if (p_port == 1) {
  5136. return true;
  5137. }
  5138. return false;
  5139. }
  5140. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  5141. }
  5142. ////////////// Texture2DArray Uniform
  5143. String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
  5144. return "Texture2DArrayUniform";
  5145. }
  5146. String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
  5147. return "sampler2DArray";
  5148. }
  5149. String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5150. String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
  5151. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
  5152. code += ";\n";
  5153. return code;
  5154. }
  5155. String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5156. return String();
  5157. }
  5158. VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
  5159. }
  5160. ////////////// Texture3D Uniform
  5161. String VisualShaderNodeTexture3DUniform::get_caption() const {
  5162. return "Texture3DUniform";
  5163. }
  5164. String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
  5165. return "sampler3D";
  5166. }
  5167. String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5168. String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
  5169. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
  5170. code += ";\n";
  5171. return code;
  5172. }
  5173. String VisualShaderNodeTexture3DUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5174. return String();
  5175. }
  5176. VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
  5177. }
  5178. ////////////// Cubemap Uniform
  5179. String VisualShaderNodeCubemapUniform::get_caption() const {
  5180. return "CubemapUniform";
  5181. }
  5182. String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
  5183. return "samplerCube";
  5184. }
  5185. String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5186. String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
  5187. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
  5188. code += ";\n";
  5189. return code;
  5190. }
  5191. String VisualShaderNodeCubemapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5192. return String();
  5193. }
  5194. VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
  5195. }
  5196. ////////////// If
  5197. String VisualShaderNodeIf::get_caption() const {
  5198. return "If";
  5199. }
  5200. int VisualShaderNodeIf::get_input_port_count() const {
  5201. return 6;
  5202. }
  5203. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  5204. if (p_port == 0 || p_port == 1 || p_port == 2) {
  5205. return PORT_TYPE_SCALAR;
  5206. }
  5207. return PORT_TYPE_VECTOR_3D;
  5208. }
  5209. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  5210. switch (p_port) {
  5211. case 0:
  5212. return "a";
  5213. case 1:
  5214. return "b";
  5215. case 2:
  5216. return "tolerance";
  5217. case 3:
  5218. return "a == b";
  5219. case 4:
  5220. return "a > b";
  5221. case 5:
  5222. return "a < b";
  5223. default:
  5224. return "";
  5225. }
  5226. }
  5227. int VisualShaderNodeIf::get_output_port_count() const {
  5228. return 1;
  5229. }
  5230. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  5231. return PORT_TYPE_VECTOR_3D;
  5232. }
  5233. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  5234. return "result";
  5235. }
  5236. String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5237. String code;
  5238. code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  5239. code += " {\n";
  5240. code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  5241. code += " }\n";
  5242. code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  5243. code += " {\n";
  5244. code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  5245. code += " }\n";
  5246. code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  5247. code += " {\n";
  5248. code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  5249. code += " }\n";
  5250. return code;
  5251. }
  5252. VisualShaderNodeIf::VisualShaderNodeIf() {
  5253. simple_decl = false;
  5254. set_input_port_default_value(0, 0.0);
  5255. set_input_port_default_value(1, 0.0);
  5256. set_input_port_default_value(2, CMP_EPSILON);
  5257. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  5258. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  5259. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  5260. }
  5261. ////////////// Switch
  5262. String VisualShaderNodeSwitch::get_caption() const {
  5263. return "Switch";
  5264. }
  5265. int VisualShaderNodeSwitch::get_input_port_count() const {
  5266. return 3;
  5267. }
  5268. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  5269. if (p_port == 0) {
  5270. return PORT_TYPE_BOOLEAN;
  5271. }
  5272. if (p_port == 1 || p_port == 2) {
  5273. switch (op_type) {
  5274. case OP_TYPE_INT:
  5275. return PORT_TYPE_SCALAR_INT;
  5276. case OP_TYPE_VECTOR_2D:
  5277. return PORT_TYPE_VECTOR_2D;
  5278. case OP_TYPE_VECTOR_3D:
  5279. return PORT_TYPE_VECTOR_3D;
  5280. case OP_TYPE_VECTOR_4D:
  5281. return PORT_TYPE_VECTOR_4D;
  5282. case OP_TYPE_BOOLEAN:
  5283. return PORT_TYPE_BOOLEAN;
  5284. case OP_TYPE_TRANSFORM:
  5285. return PORT_TYPE_TRANSFORM;
  5286. default:
  5287. break;
  5288. }
  5289. }
  5290. return PORT_TYPE_SCALAR;
  5291. }
  5292. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  5293. switch (p_port) {
  5294. case 0:
  5295. return "value";
  5296. case 1:
  5297. return "true";
  5298. case 2:
  5299. return "false";
  5300. default:
  5301. return "";
  5302. }
  5303. }
  5304. int VisualShaderNodeSwitch::get_output_port_count() const {
  5305. return 1;
  5306. }
  5307. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  5308. switch (op_type) {
  5309. case OP_TYPE_INT:
  5310. return PORT_TYPE_SCALAR_INT;
  5311. case OP_TYPE_VECTOR_2D:
  5312. return PORT_TYPE_VECTOR_2D;
  5313. case OP_TYPE_VECTOR_3D:
  5314. return PORT_TYPE_VECTOR_3D;
  5315. case OP_TYPE_VECTOR_4D:
  5316. return PORT_TYPE_VECTOR_4D;
  5317. case OP_TYPE_BOOLEAN:
  5318. return PORT_TYPE_BOOLEAN;
  5319. case OP_TYPE_TRANSFORM:
  5320. return PORT_TYPE_TRANSFORM;
  5321. default:
  5322. break;
  5323. }
  5324. return PORT_TYPE_SCALAR;
  5325. }
  5326. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  5327. return "result";
  5328. }
  5329. void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
  5330. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  5331. if (op_type == p_op_type) {
  5332. return;
  5333. }
  5334. switch (p_op_type) {
  5335. case OP_TYPE_FLOAT:
  5336. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  5337. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5338. break;
  5339. case OP_TYPE_INT:
  5340. set_input_port_default_value(1, 1, get_input_port_default_value(1));
  5341. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  5342. break;
  5343. case OP_TYPE_VECTOR_2D:
  5344. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  5345. set_input_port_default_value(2, Vector2(0.0, 0.0), get_input_port_default_value(2));
  5346. break;
  5347. case OP_TYPE_VECTOR_3D:
  5348. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  5349. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0), get_input_port_default_value(2));
  5350. break;
  5351. case OP_TYPE_VECTOR_4D:
  5352. set_input_port_default_value(1, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  5353. set_input_port_default_value(2, Quaternion(0.0, 0.0, 0.0, 0.0), get_input_port_default_value(2));
  5354. break;
  5355. case OP_TYPE_BOOLEAN:
  5356. set_input_port_default_value(1, true);
  5357. set_input_port_default_value(2, false);
  5358. break;
  5359. case OP_TYPE_TRANSFORM:
  5360. set_input_port_default_value(1, Transform3D());
  5361. set_input_port_default_value(2, Transform3D());
  5362. break;
  5363. default:
  5364. break;
  5365. }
  5366. op_type = p_op_type;
  5367. emit_changed();
  5368. }
  5369. VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
  5370. return op_type;
  5371. }
  5372. Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
  5373. Vector<StringName> props;
  5374. props.push_back("op_type");
  5375. return props;
  5376. }
  5377. void VisualShaderNodeSwitch::_bind_methods() { // static
  5378. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
  5379. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
  5380. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_op_type", "get_op_type");
  5381. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  5382. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  5383. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5384. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5385. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  5386. BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
  5387. BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
  5388. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5389. }
  5390. String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5391. String code;
  5392. code += " if(" + p_input_vars[0] + ")\n";
  5393. code += " {\n";
  5394. code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  5395. code += " }\n";
  5396. code += " else\n";
  5397. code += " {\n";
  5398. code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  5399. code += " }\n";
  5400. return code;
  5401. }
  5402. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  5403. simple_decl = false;
  5404. set_input_port_default_value(0, false);
  5405. set_input_port_default_value(1, 1.0);
  5406. set_input_port_default_value(2, 0.0);
  5407. }
  5408. ////////////// Fresnel
  5409. String VisualShaderNodeFresnel::get_caption() const {
  5410. return "Fresnel";
  5411. }
  5412. int VisualShaderNodeFresnel::get_input_port_count() const {
  5413. return 4;
  5414. }
  5415. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  5416. switch (p_port) {
  5417. case 0:
  5418. return PORT_TYPE_VECTOR_3D;
  5419. case 1:
  5420. return PORT_TYPE_VECTOR_3D;
  5421. case 2:
  5422. return PORT_TYPE_BOOLEAN;
  5423. case 3:
  5424. return PORT_TYPE_SCALAR;
  5425. default:
  5426. return PORT_TYPE_VECTOR_3D;
  5427. }
  5428. }
  5429. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  5430. switch (p_port) {
  5431. case 0:
  5432. return "normal";
  5433. case 1:
  5434. return "view";
  5435. case 2:
  5436. return "invert";
  5437. case 3:
  5438. return "power";
  5439. default:
  5440. return "";
  5441. }
  5442. }
  5443. int VisualShaderNodeFresnel::get_output_port_count() const {
  5444. return 1;
  5445. }
  5446. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  5447. return PORT_TYPE_SCALAR;
  5448. }
  5449. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  5450. return "result";
  5451. }
  5452. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  5453. if (p_port == 2) {
  5454. return false;
  5455. }
  5456. return true;
  5457. }
  5458. String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5459. String normal;
  5460. String view;
  5461. if (p_input_vars[0].is_empty()) {
  5462. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5463. normal = "NORMAL";
  5464. } else {
  5465. normal = "vec3(0.0)";
  5466. }
  5467. } else {
  5468. normal = p_input_vars[0];
  5469. }
  5470. if (p_input_vars[1].is_empty()) {
  5471. if (p_mode == Shader::MODE_SPATIAL) {
  5472. view = "VIEW";
  5473. } else {
  5474. view = "vec3(0.0)";
  5475. }
  5476. } else {
  5477. view = p_input_vars[1];
  5478. }
  5479. if (is_input_port_connected(2)) {
  5480. return " " + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
  5481. } else {
  5482. if (get_input_port_default_value(2)) {
  5483. return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5484. } else {
  5485. return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5486. }
  5487. }
  5488. }
  5489. bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5490. if (p_port == 0) {
  5491. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5492. return true;
  5493. }
  5494. } else if (p_port == 1) {
  5495. if (p_mode == Shader::MODE_SPATIAL) {
  5496. return true;
  5497. }
  5498. }
  5499. return false;
  5500. }
  5501. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  5502. set_input_port_default_value(2, false);
  5503. set_input_port_default_value(3, 1.0);
  5504. }
  5505. ////////////// Is
  5506. String VisualShaderNodeIs::get_caption() const {
  5507. return "Is";
  5508. }
  5509. int VisualShaderNodeIs::get_input_port_count() const {
  5510. return 1;
  5511. }
  5512. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  5513. return PORT_TYPE_SCALAR;
  5514. }
  5515. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  5516. return "";
  5517. }
  5518. int VisualShaderNodeIs::get_output_port_count() const {
  5519. return 1;
  5520. }
  5521. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  5522. return PORT_TYPE_BOOLEAN;
  5523. }
  5524. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  5525. return "";
  5526. }
  5527. String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5528. static const char *functions[FUNC_MAX] = {
  5529. "isinf($)",
  5530. "isnan($)"
  5531. };
  5532. String code;
  5533. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  5534. return code;
  5535. }
  5536. void VisualShaderNodeIs::set_function(Function p_func) {
  5537. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5538. if (func == p_func) {
  5539. return;
  5540. }
  5541. func = p_func;
  5542. emit_changed();
  5543. }
  5544. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  5545. return func;
  5546. }
  5547. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  5548. Vector<StringName> props;
  5549. props.push_back("function");
  5550. return props;
  5551. }
  5552. void VisualShaderNodeIs::_bind_methods() {
  5553. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  5554. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  5555. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  5556. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  5557. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  5558. BIND_ENUM_CONSTANT(FUNC_MAX);
  5559. }
  5560. VisualShaderNodeIs::VisualShaderNodeIs() {
  5561. set_input_port_default_value(0, 0.0);
  5562. }
  5563. ////////////// Compare
  5564. String VisualShaderNodeCompare::get_caption() const {
  5565. return "Compare";
  5566. }
  5567. int VisualShaderNodeCompare::get_input_port_count() const {
  5568. if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  5569. return 3;
  5570. }
  5571. return 2;
  5572. }
  5573. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  5574. switch (comparison_type) {
  5575. case CTYPE_SCALAR:
  5576. return PORT_TYPE_SCALAR;
  5577. case CTYPE_SCALAR_INT:
  5578. return PORT_TYPE_SCALAR_INT;
  5579. case CTYPE_VECTOR_2D:
  5580. return PORT_TYPE_VECTOR_2D;
  5581. case CTYPE_VECTOR_3D:
  5582. return PORT_TYPE_VECTOR_3D;
  5583. case CTYPE_VECTOR_4D:
  5584. return PORT_TYPE_VECTOR_4D;
  5585. case CTYPE_BOOLEAN:
  5586. return PORT_TYPE_BOOLEAN;
  5587. case CTYPE_TRANSFORM:
  5588. return PORT_TYPE_TRANSFORM;
  5589. default:
  5590. return PORT_TYPE_SCALAR;
  5591. }
  5592. }
  5593. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  5594. if (p_port == 0) {
  5595. return "a";
  5596. } else if (p_port == 1) {
  5597. return "b";
  5598. } else if (p_port == 2) {
  5599. return "tolerance";
  5600. }
  5601. return "";
  5602. }
  5603. int VisualShaderNodeCompare::get_output_port_count() const {
  5604. return 1;
  5605. }
  5606. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  5607. return PORT_TYPE_BOOLEAN;
  5608. }
  5609. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  5610. if (p_port == 0) {
  5611. return "result";
  5612. }
  5613. return "";
  5614. }
  5615. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  5616. if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
  5617. if (func > FUNC_NOT_EQUAL) {
  5618. return RTR("Invalid comparison function for that type.");
  5619. }
  5620. }
  5621. return "";
  5622. }
  5623. String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5624. static const char *operators[FUNC_MAX] = {
  5625. "==",
  5626. "!=",
  5627. ">",
  5628. ">=",
  5629. "<",
  5630. "<=",
  5631. };
  5632. static const char *functions[FUNC_MAX] = {
  5633. "equal($)",
  5634. "notEqual($)",
  5635. "greaterThan($)",
  5636. "greaterThanEqual($)",
  5637. "lessThan($)",
  5638. "lessThanEqual($)",
  5639. };
  5640. static const char *conditions[COND_MAX] = {
  5641. "all($)",
  5642. "any($)",
  5643. };
  5644. String code;
  5645. switch (comparison_type) {
  5646. case CTYPE_SCALAR: {
  5647. if (func == FUNC_EQUAL) {
  5648. code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  5649. } else if (func == FUNC_NOT_EQUAL) {
  5650. code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  5651. } else {
  5652. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5653. }
  5654. } break;
  5655. case CTYPE_SCALAR_INT: {
  5656. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5657. } break;
  5658. case CTYPE_VECTOR_2D: {
  5659. code += " {\n";
  5660. code += " bvec2 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5661. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5662. code += " }\n";
  5663. } break;
  5664. case CTYPE_VECTOR_3D: {
  5665. code += " {\n";
  5666. code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5667. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5668. code += " }\n";
  5669. } break;
  5670. case CTYPE_VECTOR_4D: {
  5671. code += " {\n";
  5672. code += " bvec4 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5673. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5674. code += " }\n";
  5675. } break;
  5676. case CTYPE_BOOLEAN: {
  5677. if (func > FUNC_NOT_EQUAL) {
  5678. return " " + p_output_vars[0] + " = false;\n";
  5679. }
  5680. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5681. } break;
  5682. case CTYPE_TRANSFORM: {
  5683. if (func > FUNC_NOT_EQUAL) {
  5684. return " " + p_output_vars[0] + " = false;\n";
  5685. }
  5686. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5687. } break;
  5688. default:
  5689. break;
  5690. }
  5691. return code;
  5692. }
  5693. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
  5694. ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
  5695. if (comparison_type == p_comparison_type) {
  5696. return;
  5697. }
  5698. switch (p_comparison_type) {
  5699. case CTYPE_SCALAR:
  5700. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  5701. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  5702. simple_decl = true;
  5703. break;
  5704. case CTYPE_SCALAR_INT:
  5705. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  5706. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  5707. simple_decl = true;
  5708. break;
  5709. case CTYPE_VECTOR_2D:
  5710. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  5711. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  5712. simple_decl = false;
  5713. break;
  5714. case CTYPE_VECTOR_3D:
  5715. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  5716. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  5717. simple_decl = false;
  5718. break;
  5719. case CTYPE_VECTOR_4D:
  5720. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  5721. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  5722. simple_decl = false;
  5723. break;
  5724. case CTYPE_BOOLEAN:
  5725. set_input_port_default_value(0, false);
  5726. set_input_port_default_value(1, false);
  5727. simple_decl = true;
  5728. break;
  5729. case CTYPE_TRANSFORM:
  5730. set_input_port_default_value(0, Transform3D());
  5731. set_input_port_default_value(1, Transform3D());
  5732. simple_decl = true;
  5733. break;
  5734. default:
  5735. break;
  5736. }
  5737. comparison_type = p_comparison_type;
  5738. emit_changed();
  5739. }
  5740. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  5741. return comparison_type;
  5742. }
  5743. void VisualShaderNodeCompare::set_function(Function p_func) {
  5744. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5745. if (func == p_func) {
  5746. return;
  5747. }
  5748. func = p_func;
  5749. emit_changed();
  5750. }
  5751. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  5752. return func;
  5753. }
  5754. void VisualShaderNodeCompare::set_condition(Condition p_condition) {
  5755. ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
  5756. if (condition == p_condition) {
  5757. return;
  5758. }
  5759. condition = p_condition;
  5760. emit_changed();
  5761. }
  5762. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  5763. return condition;
  5764. }
  5765. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  5766. Vector<StringName> props;
  5767. props.push_back("type");
  5768. props.push_back("function");
  5769. if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D || comparison_type == CTYPE_VECTOR_4D) {
  5770. props.push_back("condition");
  5771. }
  5772. return props;
  5773. }
  5774. void VisualShaderNodeCompare::_bind_methods() {
  5775. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  5776. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  5777. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  5778. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  5779. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  5780. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  5781. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  5782. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
  5783. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  5784. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  5785. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  5786. BIND_ENUM_CONSTANT(CTYPE_VECTOR_2D);
  5787. BIND_ENUM_CONSTANT(CTYPE_VECTOR_3D);
  5788. BIND_ENUM_CONSTANT(CTYPE_VECTOR_4D);
  5789. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  5790. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  5791. BIND_ENUM_CONSTANT(CTYPE_MAX);
  5792. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  5793. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  5794. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  5795. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  5796. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  5797. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  5798. BIND_ENUM_CONSTANT(FUNC_MAX);
  5799. BIND_ENUM_CONSTANT(COND_ALL);
  5800. BIND_ENUM_CONSTANT(COND_ANY);
  5801. BIND_ENUM_CONSTANT(COND_MAX);
  5802. }
  5803. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  5804. set_input_port_default_value(0, 0.0);
  5805. set_input_port_default_value(1, 0.0);
  5806. set_input_port_default_value(2, CMP_EPSILON);
  5807. }
  5808. ////////////// Fma
  5809. String VisualShaderNodeMultiplyAdd::get_caption() const {
  5810. return "MultiplyAdd";
  5811. }
  5812. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  5813. return 3;
  5814. }
  5815. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  5816. switch (op_type) {
  5817. case OP_TYPE_VECTOR_2D:
  5818. return PORT_TYPE_VECTOR_2D;
  5819. case OP_TYPE_VECTOR_3D:
  5820. return PORT_TYPE_VECTOR_3D;
  5821. case OP_TYPE_VECTOR_4D:
  5822. return PORT_TYPE_VECTOR_4D;
  5823. default:
  5824. break;
  5825. }
  5826. return PORT_TYPE_SCALAR;
  5827. }
  5828. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  5829. if (p_port == 0) {
  5830. return "a";
  5831. } else if (p_port == 1) {
  5832. return "b(*)";
  5833. } else if (p_port == 2) {
  5834. return "c(+)";
  5835. }
  5836. return "";
  5837. }
  5838. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  5839. return 1;
  5840. }
  5841. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  5842. switch (op_type) {
  5843. case OP_TYPE_VECTOR_2D:
  5844. return PORT_TYPE_VECTOR_2D;
  5845. case OP_TYPE_VECTOR_3D:
  5846. return PORT_TYPE_VECTOR_3D;
  5847. case OP_TYPE_VECTOR_4D:
  5848. return PORT_TYPE_VECTOR_4D;
  5849. default:
  5850. break;
  5851. }
  5852. return PORT_TYPE_SCALAR;
  5853. }
  5854. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  5855. return "";
  5856. }
  5857. String VisualShaderNodeMultiplyAdd::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5858. return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  5859. }
  5860. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  5861. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  5862. if (op_type == p_op_type) {
  5863. return;
  5864. }
  5865. switch (p_op_type) {
  5866. case OP_TYPE_SCALAR: {
  5867. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  5868. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  5869. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5870. } break;
  5871. case OP_TYPE_VECTOR_2D: {
  5872. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  5873. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  5874. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  5875. } break;
  5876. case OP_TYPE_VECTOR_3D: {
  5877. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  5878. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  5879. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  5880. } break;
  5881. case OP_TYPE_VECTOR_4D: {
  5882. set_input_port_default_value(0, Vector4(), get_input_port_default_value(0));
  5883. set_input_port_default_value(1, Vector4(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  5884. set_input_port_default_value(2, Vector4(), get_input_port_default_value(2));
  5885. } break;
  5886. default:
  5887. break;
  5888. }
  5889. op_type = p_op_type;
  5890. emit_changed();
  5891. }
  5892. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  5893. return op_type;
  5894. }
  5895. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  5896. Vector<StringName> props;
  5897. props.push_back("op_type");
  5898. return props;
  5899. }
  5900. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  5901. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  5902. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  5903. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  5904. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  5905. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5906. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5907. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  5908. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5909. }
  5910. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  5911. set_input_port_default_value(0, 0.0);
  5912. set_input_port_default_value(1, 1.0);
  5913. set_input_port_default_value(2, 0.0);
  5914. }
  5915. ////////////// Billboard
  5916. String VisualShaderNodeBillboard::get_caption() const {
  5917. return "GetBillboardMatrix";
  5918. }
  5919. int VisualShaderNodeBillboard::get_input_port_count() const {
  5920. return 0;
  5921. }
  5922. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
  5923. return PORT_TYPE_SCALAR;
  5924. }
  5925. String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
  5926. return "";
  5927. }
  5928. int VisualShaderNodeBillboard::get_output_port_count() const {
  5929. return 1;
  5930. }
  5931. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
  5932. return PORT_TYPE_TRANSFORM;
  5933. }
  5934. String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
  5935. return "model_view_matrix";
  5936. }
  5937. String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5938. String code;
  5939. switch (billboard_type) {
  5940. case BILLBOARD_TYPE_ENABLED:
  5941. code += " {\n";
  5942. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
  5943. if (keep_scale) {
  5944. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5945. }
  5946. code += " " + p_output_vars[0] + " = __mvm;\n";
  5947. code += " }\n";
  5948. break;
  5949. case BILLBOARD_TYPE_FIXED_Y:
  5950. code += " {\n";
  5951. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], MODEL_MATRIX[1], vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, MODEL_MATRIX[1].xyz)), 0.0), MODEL_MATRIX[3]);\n";
  5952. if (keep_scale) {
  5953. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5954. } else {
  5955. code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5956. }
  5957. code += " " + p_output_vars[0] + " = __mvm;\n";
  5958. code += " }\n";
  5959. break;
  5960. case BILLBOARD_TYPE_PARTICLES:
  5961. code += " {\n";
  5962. code += " mat4 __wm = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";
  5963. code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5964. code += " " + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n";
  5965. code += " }\n";
  5966. break;
  5967. default:
  5968. code += " " + p_output_vars[0] + " = mat4(1.0);\n";
  5969. break;
  5970. }
  5971. return code;
  5972. }
  5973. bool VisualShaderNodeBillboard::is_show_prop_names() const {
  5974. return true;
  5975. }
  5976. void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
  5977. ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
  5978. if (billboard_type == p_billboard_type) {
  5979. return;
  5980. }
  5981. billboard_type = p_billboard_type;
  5982. simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
  5983. set_disabled(simple_decl);
  5984. emit_changed();
  5985. }
  5986. VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
  5987. return billboard_type;
  5988. }
  5989. void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
  5990. keep_scale = p_enabled;
  5991. emit_changed();
  5992. }
  5993. bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
  5994. return keep_scale;
  5995. }
  5996. Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
  5997. Vector<StringName> props;
  5998. props.push_back("billboard_type");
  5999. if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
  6000. props.push_back("keep_scale");
  6001. }
  6002. return props;
  6003. }
  6004. void VisualShaderNodeBillboard::_bind_methods() {
  6005. ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
  6006. ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
  6007. ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
  6008. ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
  6009. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
  6010. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
  6011. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
  6012. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
  6013. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
  6014. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
  6015. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
  6016. }
  6017. VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
  6018. simple_decl = false;
  6019. }
  6020. ////////////// DistanceFade
  6021. String VisualShaderNodeDistanceFade::get_caption() const {
  6022. return "DistanceFade";
  6023. }
  6024. int VisualShaderNodeDistanceFade::get_input_port_count() const {
  6025. return 2;
  6026. }
  6027. VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_input_port_type(int p_port) const {
  6028. switch (p_port) {
  6029. case 0:
  6030. return PORT_TYPE_SCALAR;
  6031. case 1:
  6032. return PORT_TYPE_SCALAR;
  6033. }
  6034. return PORT_TYPE_SCALAR;
  6035. }
  6036. String VisualShaderNodeDistanceFade::get_input_port_name(int p_port) const {
  6037. switch (p_port) {
  6038. case 0:
  6039. return "min";
  6040. case 1:
  6041. return "max";
  6042. }
  6043. return "";
  6044. }
  6045. int VisualShaderNodeDistanceFade::get_output_port_count() const {
  6046. return 1;
  6047. }
  6048. VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_output_port_type(int p_port) const {
  6049. return PORT_TYPE_SCALAR;
  6050. }
  6051. String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const {
  6052. return "amount";
  6053. }
  6054. String VisualShaderNodeDistanceFade::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  6055. String code;
  6056. code += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
  6057. return code;
  6058. }
  6059. VisualShaderNodeDistanceFade::VisualShaderNodeDistanceFade() {
  6060. set_input_port_default_value(0, 0.0);
  6061. set_input_port_default_value(1, 10.0);
  6062. }
  6063. ////////////// ProximityFade
  6064. String VisualShaderNodeProximityFade::get_caption() const {
  6065. return "ProximityFade";
  6066. }
  6067. int VisualShaderNodeProximityFade::get_input_port_count() const {
  6068. return 1;
  6069. }
  6070. VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_input_port_type(int p_port) const {
  6071. return PORT_TYPE_SCALAR;
  6072. }
  6073. String VisualShaderNodeProximityFade::get_input_port_name(int p_port) const {
  6074. return "distance";
  6075. }
  6076. int VisualShaderNodeProximityFade::get_output_port_count() const {
  6077. return 1;
  6078. }
  6079. VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_output_port_type(int p_port) const {
  6080. return PORT_TYPE_SCALAR;
  6081. }
  6082. String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const {
  6083. return "fade";
  6084. }
  6085. String VisualShaderNodeProximityFade::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  6086. String code;
  6087. String proximity_fade_distance = vformat("%s", p_input_vars[0]);
  6088. code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n";
  6089. if (!RenderingServer::get_singleton()->is_low_end()) {
  6090. code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
  6091. } else {
  6092. code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);\n";
  6093. }
  6094. code += " __depth_world_pos.xyz /= __depth_world_pos.z;\n";
  6095. code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);
  6096. return code;
  6097. }
  6098. VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() {
  6099. set_input_port_default_value(0, 1.0);
  6100. }
  6101. ////////////// Random Range
  6102. String VisualShaderNodeRandomRange::get_caption() const {
  6103. return "RandomRange";
  6104. }
  6105. int VisualShaderNodeRandomRange::get_input_port_count() const {
  6106. return 3;
  6107. }
  6108. VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_input_port_type(int p_port) const {
  6109. switch (p_port) {
  6110. case 0:
  6111. return PORT_TYPE_VECTOR_3D;
  6112. case 1:
  6113. return PORT_TYPE_SCALAR;
  6114. case 2:
  6115. return PORT_TYPE_SCALAR;
  6116. default:
  6117. break;
  6118. }
  6119. return PORT_TYPE_SCALAR;
  6120. }
  6121. String VisualShaderNodeRandomRange::get_input_port_name(int p_port) const {
  6122. switch (p_port) {
  6123. case 0:
  6124. return "seed";
  6125. case 1:
  6126. return "min";
  6127. case 2:
  6128. return "max";
  6129. default:
  6130. break;
  6131. }
  6132. return "";
  6133. }
  6134. int VisualShaderNodeRandomRange::get_output_port_count() const {
  6135. return 1;
  6136. }
  6137. VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_output_port_type(int p_port) const {
  6138. return PORT_TYPE_SCALAR;
  6139. }
  6140. String VisualShaderNodeRandomRange::get_output_port_name(int p_port) const {
  6141. return "value";
  6142. }
  6143. String VisualShaderNodeRandomRange::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  6144. String code;
  6145. code += "\n\n";
  6146. code += "// 3D Noise with friendly permission by Inigo Quilez\n";
  6147. code += "vec3 hash_noise_range( vec3 p ) {\n";
  6148. code += " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3));\n";
  6149. code += " return 2.0 * fract(fract(p)*4375.55) -1.;\n";
  6150. code += "}\n";
  6151. code += "\n";
  6152. return code;
  6153. }
  6154. String VisualShaderNodeRandomRange::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  6155. String code;
  6156. code += vformat(" %s = mix(%s, %s, hash_noise_range(%s).x);\n", p_output_vars[0], p_input_vars[1], p_input_vars[2], p_input_vars[0]);
  6157. return code;
  6158. }
  6159. VisualShaderNodeRandomRange::VisualShaderNodeRandomRange() {
  6160. set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
  6161. set_input_port_default_value(1, 0.0);
  6162. set_input_port_default_value(2, 1.0);
  6163. }
  6164. ////////////// Remap
  6165. String VisualShaderNodeRemap::get_caption() const {
  6166. return "Remap";
  6167. }
  6168. int VisualShaderNodeRemap::get_input_port_count() const {
  6169. return 5;
  6170. }
  6171. VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {
  6172. switch (p_port) {
  6173. case 0:
  6174. return PORT_TYPE_SCALAR;
  6175. case 1:
  6176. return PORT_TYPE_SCALAR;
  6177. case 2:
  6178. return PORT_TYPE_SCALAR;
  6179. case 3:
  6180. return PORT_TYPE_SCALAR;
  6181. case 4:
  6182. return PORT_TYPE_SCALAR;
  6183. default:
  6184. break;
  6185. }
  6186. return PORT_TYPE_SCALAR;
  6187. }
  6188. String VisualShaderNodeRemap::get_input_port_name(int p_port) const {
  6189. switch (p_port) {
  6190. case 0:
  6191. return "value";
  6192. case 1:
  6193. return "input min";
  6194. case 2:
  6195. return "input max";
  6196. case 3:
  6197. return "output min";
  6198. case 4:
  6199. return "output max";
  6200. default:
  6201. break;
  6202. }
  6203. return "";
  6204. }
  6205. int VisualShaderNodeRemap::get_output_port_count() const {
  6206. return 1;
  6207. }
  6208. VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {
  6209. return PORT_TYPE_SCALAR;
  6210. }
  6211. String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
  6212. return "value";
  6213. }
  6214. String VisualShaderNodeRemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  6215. String code;
  6216. code += vformat(" float _input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
  6217. code += vformat(" float _output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
  6218. code += vformat(" %s = %s + _output_range * ((%s - %s) / _input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6219. return code;
  6220. }
  6221. VisualShaderNodeRemap::VisualShaderNodeRemap() {
  6222. set_input_port_default_value(1, 0.0);
  6223. set_input_port_default_value(2, 1.0);
  6224. set_input_port_default_value(3, 0.0);
  6225. set_input_port_default_value(4, 1.0);
  6226. }