visual_shader_nodes.cpp 184 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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. ////////////// Constants Base
  32. VisualShaderNodeConstant::VisualShaderNodeConstant() {
  33. }
  34. ////////////// Scalar(Float)
  35. String VisualShaderNodeFloatConstant::get_caption() const {
  36. return "FloatConstant";
  37. }
  38. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  39. return 0;
  40. }
  41. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  42. return PORT_TYPE_SCALAR;
  43. }
  44. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  45. return String();
  46. }
  47. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  48. return 1;
  49. }
  50. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  51. return PORT_TYPE_SCALAR;
  52. }
  53. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  54. return ""; //no output port means the editor will be used as port
  55. }
  56. 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 {
  57. return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  58. }
  59. void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
  60. if (Math::is_equal_approx(constant, p_constant)) {
  61. return;
  62. }
  63. constant = p_constant;
  64. emit_changed();
  65. }
  66. float VisualShaderNodeFloatConstant::get_constant() const {
  67. return constant;
  68. }
  69. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  70. Vector<StringName> props;
  71. props.push_back("constant");
  72. return props;
  73. }
  74. void VisualShaderNodeFloatConstant::_bind_methods() {
  75. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
  76. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  77. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  78. }
  79. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  80. }
  81. ////////////// Scalar(Int)
  82. String VisualShaderNodeIntConstant::get_caption() const {
  83. return "IntConstant";
  84. }
  85. int VisualShaderNodeIntConstant::get_input_port_count() const {
  86. return 0;
  87. }
  88. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  89. return PORT_TYPE_SCALAR_INT;
  90. }
  91. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  92. return String();
  93. }
  94. int VisualShaderNodeIntConstant::get_output_port_count() const {
  95. return 1;
  96. }
  97. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  98. return PORT_TYPE_SCALAR_INT;
  99. }
  100. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  101. return ""; //no output port means the editor will be used as port
  102. }
  103. 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 {
  104. return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
  105. }
  106. void VisualShaderNodeIntConstant::set_constant(int p_constant) {
  107. if (constant == p_constant) {
  108. return;
  109. }
  110. constant = p_constant;
  111. emit_changed();
  112. }
  113. int VisualShaderNodeIntConstant::get_constant() const {
  114. return constant;
  115. }
  116. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  117. Vector<StringName> props;
  118. props.push_back("constant");
  119. return props;
  120. }
  121. void VisualShaderNodeIntConstant::_bind_methods() {
  122. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
  123. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  124. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  125. }
  126. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  127. }
  128. ////////////// Boolean
  129. String VisualShaderNodeBooleanConstant::get_caption() const {
  130. return "BooleanConstant";
  131. }
  132. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  133. return 0;
  134. }
  135. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  136. return PORT_TYPE_BOOLEAN;
  137. }
  138. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  139. return String();
  140. }
  141. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  142. return 1;
  143. }
  144. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  145. return PORT_TYPE_BOOLEAN;
  146. }
  147. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  148. return ""; //no output port means the editor will be used as port
  149. }
  150. 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 {
  151. return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  152. }
  153. void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
  154. if (constant == p_constant) {
  155. return;
  156. }
  157. constant = p_constant;
  158. emit_changed();
  159. }
  160. bool VisualShaderNodeBooleanConstant::get_constant() const {
  161. return constant;
  162. }
  163. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  164. Vector<StringName> props;
  165. props.push_back("constant");
  166. return props;
  167. }
  168. void VisualShaderNodeBooleanConstant::_bind_methods() {
  169. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
  170. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  171. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  172. }
  173. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  174. }
  175. ////////////// Color
  176. String VisualShaderNodeColorConstant::get_caption() const {
  177. return "ColorConstant";
  178. }
  179. int VisualShaderNodeColorConstant::get_input_port_count() const {
  180. return 0;
  181. }
  182. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  183. return PORT_TYPE_VECTOR;
  184. }
  185. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  186. return String();
  187. }
  188. int VisualShaderNodeColorConstant::get_output_port_count() const {
  189. return 2;
  190. }
  191. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  192. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  193. }
  194. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  195. return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
  196. }
  197. bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
  198. if (p_port == 0) {
  199. return true;
  200. }
  201. return false;
  202. }
  203. 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 {
  204. String code;
  205. code += " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
  206. code += " " + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
  207. return code;
  208. }
  209. void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
  210. if (constant.is_equal_approx(p_constant)) {
  211. return;
  212. }
  213. constant = p_constant;
  214. emit_changed();
  215. }
  216. Color VisualShaderNodeColorConstant::get_constant() const {
  217. return constant;
  218. }
  219. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  220. Vector<StringName> props;
  221. props.push_back("constant");
  222. return props;
  223. }
  224. void VisualShaderNodeColorConstant::_bind_methods() {
  225. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
  226. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  227. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  228. }
  229. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  230. }
  231. ////////////// Vector
  232. String VisualShaderNodeVec3Constant::get_caption() const {
  233. return "VectorConstant";
  234. }
  235. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  236. return 0;
  237. }
  238. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  239. return PORT_TYPE_VECTOR;
  240. }
  241. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  242. return String();
  243. }
  244. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  245. return 1;
  246. }
  247. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  248. return PORT_TYPE_VECTOR;
  249. }
  250. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  251. return ""; //no output port means the editor will be used as port
  252. }
  253. 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 {
  254. return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  255. }
  256. void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
  257. if (constant.is_equal_approx(p_constant)) {
  258. return;
  259. }
  260. constant = p_constant;
  261. emit_changed();
  262. }
  263. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  264. return constant;
  265. }
  266. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  267. Vector<StringName> props;
  268. props.push_back("constant");
  269. return props;
  270. }
  271. void VisualShaderNodeVec3Constant::_bind_methods() {
  272. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
  273. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  274. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  275. }
  276. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  277. }
  278. ////////////// Transform3D
  279. String VisualShaderNodeTransformConstant::get_caption() const {
  280. return "TransformConstant";
  281. }
  282. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  283. return 0;
  284. }
  285. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  286. return PORT_TYPE_VECTOR;
  287. }
  288. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  289. return String();
  290. }
  291. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  292. return 1;
  293. }
  294. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  295. return PORT_TYPE_TRANSFORM;
  296. }
  297. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  298. return ""; //no output port means the editor will be used as port
  299. }
  300. 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 {
  301. Transform3D t = constant;
  302. t.basis.transpose();
  303. String code = " " + p_output_vars[0] + " = mat4(";
  304. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  305. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  306. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  307. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  308. return code;
  309. }
  310. void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
  311. if (constant.is_equal_approx(p_constant)) {
  312. return;
  313. }
  314. constant = p_constant;
  315. emit_changed();
  316. }
  317. Transform3D VisualShaderNodeTransformConstant::get_constant() const {
  318. return constant;
  319. }
  320. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  321. Vector<StringName> props;
  322. props.push_back("constant");
  323. return props;
  324. }
  325. void VisualShaderNodeTransformConstant::_bind_methods() {
  326. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
  327. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  328. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
  329. }
  330. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  331. }
  332. ////////////// Texture
  333. String VisualShaderNodeTexture::get_caption() const {
  334. return "Texture2D";
  335. }
  336. int VisualShaderNodeTexture::get_input_port_count() const {
  337. return 3;
  338. }
  339. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  340. switch (p_port) {
  341. case 0:
  342. return PORT_TYPE_VECTOR;
  343. case 1:
  344. return PORT_TYPE_SCALAR;
  345. case 2:
  346. return PORT_TYPE_SAMPLER;
  347. default:
  348. return PORT_TYPE_SCALAR;
  349. }
  350. }
  351. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  352. switch (p_port) {
  353. case 0:
  354. return "uv";
  355. case 1:
  356. return "lod";
  357. case 2:
  358. return "sampler2D";
  359. default:
  360. return "";
  361. }
  362. }
  363. int VisualShaderNodeTexture::get_output_port_count() const {
  364. return 2;
  365. }
  366. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  367. if (p_port == 0 && source == SOURCE_DEPTH) {
  368. return PORT_TYPE_SCALAR;
  369. }
  370. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  371. }
  372. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  373. if (p_port == 0 && source == SOURCE_DEPTH) {
  374. return "depth";
  375. }
  376. return p_port == 0 ? "rgb" : "alpha";
  377. }
  378. bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
  379. if (p_port == 0) {
  380. return true;
  381. }
  382. return false;
  383. }
  384. String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
  385. if (p_port == 0) {
  386. return "default";
  387. }
  388. return "";
  389. }
  390. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  391. VisualShader::DefaultTextureParam dtp;
  392. dtp.name = make_unique_id(p_type, p_id, "tex");
  393. dtp.param = texture;
  394. Vector<VisualShader::DefaultTextureParam> ret;
  395. ret.push_back(dtp);
  396. return ret;
  397. }
  398. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  399. if (source == SOURCE_TEXTURE) {
  400. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  401. switch (texture_type) {
  402. case TYPE_DATA:
  403. break;
  404. case TYPE_COLOR:
  405. u += " : hint_albedo";
  406. break;
  407. case TYPE_NORMAL_MAP:
  408. u += " : hint_normal";
  409. break;
  410. default:
  411. break;
  412. }
  413. return u + ";\n";
  414. }
  415. return String();
  416. }
  417. 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 {
  418. String default_uv;
  419. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  420. default_uv = "UV.xy";
  421. } else {
  422. default_uv = "vec2(0.0)";
  423. }
  424. if (source == SOURCE_TEXTURE) {
  425. String id = make_unique_id(p_type, p_id, "tex");
  426. String code;
  427. if (p_input_vars[0] == String()) { // Use UV by default.
  428. if (p_input_vars[1] == String()) {
  429. code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  430. } else {
  431. code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  432. }
  433. } else if (p_input_vars[1] == String()) {
  434. //no lod
  435. code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  436. } else {
  437. code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  438. }
  439. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  440. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  441. return code;
  442. }
  443. if (source == SOURCE_PORT) {
  444. String id = p_input_vars[2];
  445. String code;
  446. code += " {\n";
  447. if (id == String()) {
  448. code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
  449. } else {
  450. if (p_input_vars[0] == String()) { // Use UV by default.
  451. if (p_input_vars[1] == String()) {
  452. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  453. } else {
  454. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  455. }
  456. } else if (p_input_vars[1] == String()) {
  457. //no lod
  458. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  459. } else {
  460. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  461. }
  462. code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  463. code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  464. }
  465. code += " }\n";
  466. return code;
  467. }
  468. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  469. String code = " {\n";
  470. if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
  471. if (p_input_vars[1] == String()) {
  472. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
  473. } else {
  474. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  475. }
  476. } else if (p_input_vars[1] == String()) {
  477. //no lod
  478. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
  479. } else {
  480. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  481. }
  482. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  483. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  484. code += " }\n";
  485. return code;
  486. }
  487. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  488. String code = " {\n";
  489. if (p_input_vars[0] == String()) { // Use UV by default.
  490. if (p_input_vars[1] == String()) {
  491. code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
  492. } else {
  493. code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  494. }
  495. } else if (p_input_vars[1] == String()) {
  496. //no lod
  497. code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
  498. } else {
  499. code += " vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  500. }
  501. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  502. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  503. code += " }\n";
  504. return code;
  505. }
  506. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  507. String code = " {\n";
  508. if (p_input_vars[0] == String()) { // Use UV by default.
  509. if (p_input_vars[1] == String()) {
  510. code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
  511. } else {
  512. code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  513. }
  514. } else if (p_input_vars[1] == String()) {
  515. //no lod
  516. code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
  517. } else {
  518. code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  519. }
  520. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  521. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  522. code += " }\n";
  523. return code;
  524. }
  525. if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  526. {
  527. if (source == SOURCE_DEPTH) {
  528. String code;
  529. code += " " + p_output_vars[0] + " = 0.0;\n";
  530. code += " " + p_output_vars[1] + " = 1.0;\n";
  531. return code;
  532. }
  533. }
  534. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  535. String code = " {\n";
  536. if (p_input_vars[0] == String()) { // Use UV by default.
  537. if (p_input_vars[1] == String()) {
  538. code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
  539. } else {
  540. code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
  541. }
  542. } else if (p_input_vars[1] == String()) {
  543. //no lod
  544. code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
  545. } else {
  546. code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
  547. }
  548. code += " " + p_output_vars[0] + " = _depth;\n";
  549. code += " " + p_output_vars[1] + " = 1.0;\n";
  550. code += " }\n";
  551. return code;
  552. } else if (source == SOURCE_DEPTH) {
  553. String code;
  554. code += " " + p_output_vars[0] + " = 0.0;\n";
  555. code += " " + p_output_vars[1] + " = 1.0;\n";
  556. return code;
  557. }
  558. //none
  559. String code;
  560. code += " " + p_output_vars[0] + " = vec3(0.0);\n";
  561. code += " " + p_output_vars[1] + " = 1.0;\n";
  562. return code;
  563. }
  564. void VisualShaderNodeTexture::set_source(Source p_source) {
  565. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  566. if (source == p_source) {
  567. return;
  568. }
  569. switch (p_source) {
  570. case SOURCE_TEXTURE:
  571. simple_decl = true;
  572. break;
  573. case SOURCE_SCREEN:
  574. simple_decl = false;
  575. break;
  576. case SOURCE_2D_TEXTURE:
  577. simple_decl = false;
  578. break;
  579. case SOURCE_2D_NORMAL:
  580. simple_decl = false;
  581. break;
  582. case SOURCE_DEPTH:
  583. simple_decl = false;
  584. break;
  585. case SOURCE_PORT:
  586. simple_decl = false;
  587. break;
  588. default:
  589. break;
  590. }
  591. source = p_source;
  592. emit_changed();
  593. emit_signal(SNAME("editor_refresh_request"));
  594. }
  595. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  596. return source;
  597. }
  598. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
  599. texture = p_texture;
  600. emit_changed();
  601. }
  602. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  603. return texture;
  604. }
  605. void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
  606. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  607. if (texture_type == p_texture_type) {
  608. return;
  609. }
  610. texture_type = p_texture_type;
  611. emit_changed();
  612. }
  613. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  614. return texture_type;
  615. }
  616. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  617. Vector<StringName> props;
  618. props.push_back("source");
  619. if (source == SOURCE_TEXTURE) {
  620. props.push_back("texture");
  621. props.push_back("texture_type");
  622. }
  623. return props;
  624. }
  625. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  626. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  627. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  628. }
  629. if (source == SOURCE_TEXTURE) {
  630. return String(); // all good
  631. }
  632. if (source == SOURCE_PORT) {
  633. return String(); // all good
  634. }
  635. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  636. return String(); // all good
  637. }
  638. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  639. return String(); // all good
  640. }
  641. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  642. return String(); // all good
  643. }
  644. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  645. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  646. return TTR("Invalid source for preview.");
  647. }
  648. return String(); // all good
  649. }
  650. return TTR("Invalid source for shader.");
  651. }
  652. void VisualShaderNodeTexture::_bind_methods() {
  653. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  654. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  655. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  656. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  657. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  658. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  659. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  660. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  661. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  662. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  663. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  664. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  665. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  666. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  667. BIND_ENUM_CONSTANT(SOURCE_PORT);
  668. BIND_ENUM_CONSTANT(SOURCE_MAX);
  669. BIND_ENUM_CONSTANT(TYPE_DATA);
  670. BIND_ENUM_CONSTANT(TYPE_COLOR);
  671. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  672. BIND_ENUM_CONSTANT(TYPE_MAX);
  673. }
  674. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  675. }
  676. ////////////// CurveTexture
  677. String VisualShaderNodeCurveTexture::get_caption() const {
  678. return "CurveTexture";
  679. }
  680. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  681. return 1;
  682. }
  683. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  684. return PORT_TYPE_SCALAR;
  685. }
  686. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  687. return String();
  688. }
  689. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  690. return 1;
  691. }
  692. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  693. return PORT_TYPE_SCALAR;
  694. }
  695. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  696. return String();
  697. }
  698. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  699. texture = p_texture;
  700. emit_changed();
  701. }
  702. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  703. return texture;
  704. }
  705. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  706. Vector<StringName> props;
  707. props.push_back("texture");
  708. return props;
  709. }
  710. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  711. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + ";\n";
  712. }
  713. 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 {
  714. if (p_input_vars[0] == String()) {
  715. return " " + p_output_vars[0] + " = 0.0;\n";
  716. }
  717. String id = make_unique_id(p_type, p_id, "curve");
  718. String code;
  719. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
  720. return code;
  721. }
  722. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  723. VisualShader::DefaultTextureParam dtp;
  724. dtp.name = make_unique_id(p_type, p_id, "curve");
  725. dtp.param = texture;
  726. Vector<VisualShader::DefaultTextureParam> ret;
  727. ret.push_back(dtp);
  728. return ret;
  729. }
  730. void VisualShaderNodeCurveTexture::_bind_methods() {
  731. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  732. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  733. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  734. }
  735. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  736. return true;
  737. }
  738. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  739. set_input_port_default_value(0, 0.0);
  740. simple_decl = true;
  741. allow_v_resize = false;
  742. }
  743. ////////////// CurveXYZTexture
  744. String VisualShaderNodeCurveXYZTexture::get_caption() const {
  745. return "CurveXYZTexture";
  746. }
  747. int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
  748. return 1;
  749. }
  750. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
  751. return PORT_TYPE_SCALAR;
  752. }
  753. String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
  754. return String();
  755. }
  756. int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
  757. return 1;
  758. }
  759. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
  760. return PORT_TYPE_VECTOR;
  761. }
  762. String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
  763. return String();
  764. }
  765. void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
  766. texture = p_texture;
  767. emit_changed();
  768. }
  769. Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
  770. return texture;
  771. }
  772. Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
  773. Vector<StringName> props;
  774. props.push_back("texture");
  775. return props;
  776. }
  777. String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  778. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
  779. }
  780. 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 {
  781. if (p_input_vars[0] == String()) {
  782. return " " + p_output_vars[0] + " = vec3(0.0);\n";
  783. }
  784. String id = make_unique_id(p_type, p_id, "curve3d");
  785. String code;
  786. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
  787. return code;
  788. }
  789. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  790. VisualShader::DefaultTextureParam dtp;
  791. dtp.name = make_unique_id(p_type, p_id, "curve3d");
  792. dtp.param = texture;
  793. Vector<VisualShader::DefaultTextureParam> ret;
  794. ret.push_back(dtp);
  795. return ret;
  796. }
  797. void VisualShaderNodeCurveXYZTexture::_bind_methods() {
  798. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
  799. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
  800. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
  801. }
  802. bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
  803. return true;
  804. }
  805. VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
  806. set_input_port_default_value(0, 0.0);
  807. simple_decl = true;
  808. allow_v_resize = false;
  809. }
  810. ////////////// Sample3D
  811. int VisualShaderNodeSample3D::get_input_port_count() const {
  812. return 3;
  813. }
  814. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  815. switch (p_port) {
  816. case 0:
  817. return PORT_TYPE_VECTOR;
  818. case 1:
  819. return PORT_TYPE_SCALAR;
  820. case 2:
  821. return PORT_TYPE_SAMPLER;
  822. default:
  823. return PORT_TYPE_SCALAR;
  824. }
  825. }
  826. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  827. switch (p_port) {
  828. case 0:
  829. return "uvw";
  830. case 1:
  831. return "lod";
  832. default:
  833. return "";
  834. }
  835. }
  836. int VisualShaderNodeSample3D::get_output_port_count() const {
  837. return 2;
  838. }
  839. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  840. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  841. }
  842. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  843. return p_port == 0 ? "rgb" : "alpha";
  844. }
  845. bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
  846. if (p_port == 0) {
  847. return true;
  848. }
  849. return false;
  850. }
  851. String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
  852. if (p_port == 0) {
  853. return "default";
  854. }
  855. return "";
  856. }
  857. 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 {
  858. String default_uv;
  859. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  860. default_uv = "vec3(UV, 0.0)";
  861. } else {
  862. default_uv = "vec3(0.0)";
  863. }
  864. String code;
  865. if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
  866. String id;
  867. code += " {\n";
  868. if (source == SOURCE_TEXTURE) {
  869. id = make_unique_id(p_type, p_id, "tex3d");
  870. } else {
  871. id = p_input_vars[2];
  872. }
  873. if (id != String()) {
  874. if (p_input_vars[0] == String()) { // Use UV by default.
  875. if (p_input_vars[1] == String()) {
  876. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  877. } else {
  878. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  879. }
  880. } else if (p_input_vars[1] == String()) {
  881. //no lod
  882. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  883. } else {
  884. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  885. }
  886. } else {
  887. code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
  888. }
  889. code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  890. code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  891. code += " }\n";
  892. return code;
  893. }
  894. code += " " + p_output_vars[0] + " = vec3(0.0);\n";
  895. code += " " + p_output_vars[1] + " = 1.0;\n";
  896. return code;
  897. }
  898. void VisualShaderNodeSample3D::set_source(Source p_source) {
  899. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  900. if (source == p_source) {
  901. return;
  902. }
  903. source = p_source;
  904. emit_changed();
  905. emit_signal(SNAME("editor_refresh_request"));
  906. }
  907. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  908. return source;
  909. }
  910. void VisualShaderNodeSample3D::_bind_methods() {
  911. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  912. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  913. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  914. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  915. BIND_ENUM_CONSTANT(SOURCE_PORT);
  916. BIND_ENUM_CONSTANT(SOURCE_MAX);
  917. }
  918. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  919. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  920. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  921. }
  922. if (source == SOURCE_TEXTURE) {
  923. return String(); // all good
  924. }
  925. if (source == SOURCE_PORT) {
  926. return String(); // all good
  927. }
  928. return TTR("Invalid source for shader.");
  929. }
  930. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  931. simple_decl = false;
  932. }
  933. ////////////// Texture2DArray
  934. String VisualShaderNodeTexture2DArray::get_caption() const {
  935. return "Texture2DArray";
  936. }
  937. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  938. if (p_port == 2) {
  939. return "sampler2DArray";
  940. }
  941. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  942. }
  943. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  944. VisualShader::DefaultTextureParam dtp;
  945. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  946. dtp.param = texture_array;
  947. Vector<VisualShader::DefaultTextureParam> ret;
  948. ret.push_back(dtp);
  949. return ret;
  950. }
  951. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  952. if (source == SOURCE_TEXTURE) {
  953. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  954. }
  955. return String();
  956. }
  957. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
  958. texture_array = p_texture_array;
  959. emit_changed();
  960. }
  961. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
  962. return texture_array;
  963. }
  964. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  965. Vector<StringName> props;
  966. props.push_back("source");
  967. if (source == SOURCE_TEXTURE) {
  968. props.push_back("texture_array");
  969. }
  970. return props;
  971. }
  972. void VisualShaderNodeTexture2DArray::_bind_methods() {
  973. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  974. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  975. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
  976. }
  977. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  978. }
  979. ////////////// Texture3D
  980. String VisualShaderNodeTexture3D::get_caption() const {
  981. return "Texture3D";
  982. }
  983. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  984. if (p_port == 2) {
  985. return "sampler3D";
  986. }
  987. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  988. }
  989. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  990. VisualShader::DefaultTextureParam dtp;
  991. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  992. dtp.param = texture;
  993. Vector<VisualShader::DefaultTextureParam> ret;
  994. ret.push_back(dtp);
  995. return ret;
  996. }
  997. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  998. if (source == SOURCE_TEXTURE) {
  999. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1000. }
  1001. return String();
  1002. }
  1003. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
  1004. texture = p_texture;
  1005. emit_changed();
  1006. }
  1007. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  1008. return texture;
  1009. }
  1010. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  1011. Vector<StringName> props;
  1012. props.push_back("source");
  1013. if (source == SOURCE_TEXTURE) {
  1014. props.push_back("texture");
  1015. }
  1016. return props;
  1017. }
  1018. void VisualShaderNodeTexture3D::_bind_methods() {
  1019. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  1020. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  1021. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  1022. }
  1023. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  1024. }
  1025. ////////////// Cubemap
  1026. String VisualShaderNodeCubemap::get_caption() const {
  1027. return "Cubemap";
  1028. }
  1029. int VisualShaderNodeCubemap::get_input_port_count() const {
  1030. return 3;
  1031. }
  1032. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  1033. switch (p_port) {
  1034. case 0:
  1035. return PORT_TYPE_VECTOR;
  1036. case 1:
  1037. return PORT_TYPE_SCALAR;
  1038. case 2:
  1039. return PORT_TYPE_SAMPLER;
  1040. default:
  1041. return PORT_TYPE_SCALAR;
  1042. }
  1043. }
  1044. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  1045. switch (p_port) {
  1046. case 0:
  1047. return "uv";
  1048. case 1:
  1049. return "lod";
  1050. case 2:
  1051. return "samplerCube";
  1052. default:
  1053. return "";
  1054. }
  1055. }
  1056. int VisualShaderNodeCubemap::get_output_port_count() const {
  1057. return 2;
  1058. }
  1059. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  1060. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  1061. }
  1062. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  1063. return p_port == 0 ? "rgb" : "alpha";
  1064. }
  1065. bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
  1066. if (p_port == 0) {
  1067. return true;
  1068. }
  1069. return false;
  1070. }
  1071. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1072. VisualShader::DefaultTextureParam dtp;
  1073. dtp.name = make_unique_id(p_type, p_id, "cube");
  1074. dtp.param = cube_map;
  1075. Vector<VisualShader::DefaultTextureParam> ret;
  1076. ret.push_back(dtp);
  1077. return ret;
  1078. }
  1079. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1080. if (source == SOURCE_TEXTURE) {
  1081. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  1082. switch (texture_type) {
  1083. case TYPE_DATA:
  1084. break;
  1085. case TYPE_COLOR:
  1086. u += " : hint_albedo";
  1087. break;
  1088. case TYPE_NORMAL_MAP:
  1089. u += " : hint_normal";
  1090. break;
  1091. default:
  1092. break;
  1093. }
  1094. return u + ";\n";
  1095. }
  1096. return String();
  1097. }
  1098. 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 {
  1099. String default_uv;
  1100. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  1101. default_uv = "vec3(UV, 0.0)";
  1102. } else {
  1103. default_uv = "vec3(0.0)";
  1104. }
  1105. String code;
  1106. String id;
  1107. if (source == SOURCE_TEXTURE) {
  1108. id = make_unique_id(p_type, p_id, "cube");
  1109. } else if (source == SOURCE_PORT) {
  1110. id = p_input_vars[2];
  1111. } else {
  1112. return String();
  1113. }
  1114. code += " {\n";
  1115. if (id == String()) {
  1116. code += " vec4 " + id + "_read = vec4(0.0);\n";
  1117. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  1118. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  1119. code += " }\n";
  1120. return code;
  1121. }
  1122. if (p_input_vars[0] == String()) { // Use UV by default.
  1123. if (p_input_vars[1] == String()) {
  1124. code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  1125. } else {
  1126. code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
  1127. }
  1128. } else if (p_input_vars[1] == String()) {
  1129. //no lod
  1130. code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1131. } else {
  1132. code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1133. }
  1134. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  1135. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  1136. code += " }\n";
  1137. return code;
  1138. }
  1139. String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
  1140. if (p_port == 0) {
  1141. return "default";
  1142. }
  1143. return "";
  1144. }
  1145. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1146. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1147. if (source == p_source) {
  1148. return;
  1149. }
  1150. source = p_source;
  1151. emit_changed();
  1152. emit_signal(SNAME("editor_refresh_request"));
  1153. }
  1154. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1155. return source;
  1156. }
  1157. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
  1158. cube_map = p_cube_map;
  1159. emit_changed();
  1160. }
  1161. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  1162. return cube_map;
  1163. }
  1164. void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
  1165. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  1166. if (texture_type == p_texture_type) {
  1167. return;
  1168. }
  1169. texture_type = p_texture_type;
  1170. emit_changed();
  1171. }
  1172. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1173. return texture_type;
  1174. }
  1175. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1176. Vector<StringName> props;
  1177. props.push_back("source");
  1178. if (source == SOURCE_TEXTURE) {
  1179. props.push_back("cube_map");
  1180. props.push_back("texture_type");
  1181. }
  1182. return props;
  1183. }
  1184. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1185. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1186. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1187. }
  1188. return String();
  1189. }
  1190. void VisualShaderNodeCubemap::_bind_methods() {
  1191. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1192. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1193. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1194. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1195. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1196. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1197. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1198. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  1199. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  1200. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1201. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1202. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1203. BIND_ENUM_CONSTANT(TYPE_DATA);
  1204. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1205. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  1206. BIND_ENUM_CONSTANT(TYPE_MAX);
  1207. }
  1208. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1209. simple_decl = false;
  1210. }
  1211. ////////////// Float Op
  1212. String VisualShaderNodeFloatOp::get_caption() const {
  1213. return "FloatOp";
  1214. }
  1215. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1216. return 2;
  1217. }
  1218. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1219. return PORT_TYPE_SCALAR;
  1220. }
  1221. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1222. return p_port == 0 ? "a" : "b";
  1223. }
  1224. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1225. return 1;
  1226. }
  1227. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1228. return PORT_TYPE_SCALAR;
  1229. }
  1230. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1231. return "op"; //no output port means the editor will be used as port
  1232. }
  1233. 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 {
  1234. String code = " " + p_output_vars[0] + " = ";
  1235. switch (op) {
  1236. case OP_ADD:
  1237. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1238. break;
  1239. case OP_SUB:
  1240. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1241. break;
  1242. case OP_MUL:
  1243. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1244. break;
  1245. case OP_DIV:
  1246. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1247. break;
  1248. case OP_MOD:
  1249. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1250. break;
  1251. case OP_POW:
  1252. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1253. break;
  1254. case OP_MAX:
  1255. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1256. break;
  1257. case OP_MIN:
  1258. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1259. break;
  1260. case OP_ATAN2:
  1261. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1262. break;
  1263. case OP_STEP:
  1264. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1265. break;
  1266. default:
  1267. break;
  1268. }
  1269. return code;
  1270. }
  1271. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1272. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1273. if (op == p_op) {
  1274. return;
  1275. }
  1276. op = p_op;
  1277. emit_changed();
  1278. }
  1279. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1280. return op;
  1281. }
  1282. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1283. Vector<StringName> props;
  1284. props.push_back("operator");
  1285. return props;
  1286. }
  1287. void VisualShaderNodeFloatOp::_bind_methods() {
  1288. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1289. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1290. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
  1291. BIND_ENUM_CONSTANT(OP_ADD);
  1292. BIND_ENUM_CONSTANT(OP_SUB);
  1293. BIND_ENUM_CONSTANT(OP_MUL);
  1294. BIND_ENUM_CONSTANT(OP_DIV);
  1295. BIND_ENUM_CONSTANT(OP_MOD);
  1296. BIND_ENUM_CONSTANT(OP_POW);
  1297. BIND_ENUM_CONSTANT(OP_MAX);
  1298. BIND_ENUM_CONSTANT(OP_MIN);
  1299. BIND_ENUM_CONSTANT(OP_ATAN2);
  1300. BIND_ENUM_CONSTANT(OP_STEP);
  1301. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1302. }
  1303. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1304. set_input_port_default_value(0, 0.0);
  1305. set_input_port_default_value(1, 0.0);
  1306. }
  1307. ////////////// Integer Op
  1308. String VisualShaderNodeIntOp::get_caption() const {
  1309. return "IntOp";
  1310. }
  1311. int VisualShaderNodeIntOp::get_input_port_count() const {
  1312. return 2;
  1313. }
  1314. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1315. return PORT_TYPE_SCALAR_INT;
  1316. }
  1317. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1318. return p_port == 0 ? "a" : "b";
  1319. }
  1320. int VisualShaderNodeIntOp::get_output_port_count() const {
  1321. return 1;
  1322. }
  1323. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1324. return PORT_TYPE_SCALAR_INT;
  1325. }
  1326. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1327. return "op"; //no output port means the editor will be used as port
  1328. }
  1329. 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 {
  1330. String code = " " + p_output_vars[0] + " = ";
  1331. switch (op) {
  1332. case OP_ADD:
  1333. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1334. break;
  1335. case OP_SUB:
  1336. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1337. break;
  1338. case OP_MUL:
  1339. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1340. break;
  1341. case OP_DIV:
  1342. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1343. break;
  1344. case OP_MOD:
  1345. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1346. break;
  1347. case OP_MAX:
  1348. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1349. break;
  1350. case OP_MIN:
  1351. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1352. break;
  1353. default:
  1354. break;
  1355. }
  1356. return code;
  1357. }
  1358. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1359. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1360. if (op == p_op) {
  1361. return;
  1362. }
  1363. op = p_op;
  1364. emit_changed();
  1365. }
  1366. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1367. return op;
  1368. }
  1369. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1370. Vector<StringName> props;
  1371. props.push_back("operator");
  1372. return props;
  1373. }
  1374. void VisualShaderNodeIntOp::_bind_methods() {
  1375. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1376. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1377. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min"), "set_operator", "get_operator");
  1378. BIND_ENUM_CONSTANT(OP_ADD);
  1379. BIND_ENUM_CONSTANT(OP_SUB);
  1380. BIND_ENUM_CONSTANT(OP_MUL);
  1381. BIND_ENUM_CONSTANT(OP_DIV);
  1382. BIND_ENUM_CONSTANT(OP_MOD);
  1383. BIND_ENUM_CONSTANT(OP_MAX);
  1384. BIND_ENUM_CONSTANT(OP_MIN);
  1385. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1386. }
  1387. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1388. set_input_port_default_value(0, 0);
  1389. set_input_port_default_value(1, 0);
  1390. }
  1391. ////////////// Vector Op
  1392. String VisualShaderNodeVectorOp::get_caption() const {
  1393. return "VectorOp";
  1394. }
  1395. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1396. return 2;
  1397. }
  1398. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
  1399. return PORT_TYPE_VECTOR;
  1400. }
  1401. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1402. return p_port == 0 ? "a" : "b";
  1403. }
  1404. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1405. return 1;
  1406. }
  1407. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
  1408. return PORT_TYPE_VECTOR;
  1409. }
  1410. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1411. return "op"; //no output port means the editor will be used as port
  1412. }
  1413. 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 {
  1414. String code = " " + p_output_vars[0] + " = ";
  1415. switch (op) {
  1416. case OP_ADD:
  1417. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1418. break;
  1419. case OP_SUB:
  1420. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1421. break;
  1422. case OP_MUL:
  1423. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1424. break;
  1425. case OP_DIV:
  1426. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1427. break;
  1428. case OP_MOD:
  1429. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1430. break;
  1431. case OP_POW:
  1432. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1433. break;
  1434. case OP_MAX:
  1435. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1436. break;
  1437. case OP_MIN:
  1438. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1439. break;
  1440. case OP_CROSS:
  1441. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1442. break;
  1443. case OP_ATAN2:
  1444. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1445. break;
  1446. case OP_REFLECT:
  1447. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1448. break;
  1449. case OP_STEP:
  1450. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1451. break;
  1452. default:
  1453. break;
  1454. }
  1455. return code;
  1456. }
  1457. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1458. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1459. if (op == p_op) {
  1460. return;
  1461. }
  1462. op = p_op;
  1463. emit_changed();
  1464. }
  1465. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1466. return op;
  1467. }
  1468. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1469. Vector<StringName> props;
  1470. props.push_back("operator");
  1471. return props;
  1472. }
  1473. void VisualShaderNodeVectorOp::_bind_methods() {
  1474. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1475. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1476. 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");
  1477. BIND_ENUM_CONSTANT(OP_ADD);
  1478. BIND_ENUM_CONSTANT(OP_SUB);
  1479. BIND_ENUM_CONSTANT(OP_MUL);
  1480. BIND_ENUM_CONSTANT(OP_DIV);
  1481. BIND_ENUM_CONSTANT(OP_MOD);
  1482. BIND_ENUM_CONSTANT(OP_POW);
  1483. BIND_ENUM_CONSTANT(OP_MAX);
  1484. BIND_ENUM_CONSTANT(OP_MIN);
  1485. BIND_ENUM_CONSTANT(OP_CROSS);
  1486. BIND_ENUM_CONSTANT(OP_ATAN2);
  1487. BIND_ENUM_CONSTANT(OP_REFLECT);
  1488. BIND_ENUM_CONSTANT(OP_STEP);
  1489. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1490. }
  1491. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1492. set_input_port_default_value(0, Vector3());
  1493. set_input_port_default_value(1, Vector3());
  1494. }
  1495. ////////////// Color Op
  1496. String VisualShaderNodeColorOp::get_caption() const {
  1497. return "ColorOp";
  1498. }
  1499. int VisualShaderNodeColorOp::get_input_port_count() const {
  1500. return 2;
  1501. }
  1502. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1503. return PORT_TYPE_VECTOR;
  1504. }
  1505. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1506. return p_port == 0 ? "a" : "b";
  1507. }
  1508. int VisualShaderNodeColorOp::get_output_port_count() const {
  1509. return 1;
  1510. }
  1511. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1512. return PORT_TYPE_VECTOR;
  1513. }
  1514. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1515. return "op"; //no output port means the editor will be used as port
  1516. }
  1517. 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 {
  1518. String code;
  1519. static const char *axisn[3] = { "x", "y", "z" };
  1520. switch (op) {
  1521. case OP_SCREEN: {
  1522. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1523. } break;
  1524. case OP_DIFFERENCE: {
  1525. code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1526. } break;
  1527. case OP_DARKEN: {
  1528. code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1529. } break;
  1530. case OP_LIGHTEN: {
  1531. code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1532. } break;
  1533. case OP_OVERLAY: {
  1534. for (int i = 0; i < 3; i++) {
  1535. code += " {\n";
  1536. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1537. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1538. code += " if (base < 0.5) {\n";
  1539. code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1540. code += " } else {\n";
  1541. code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1542. code += " }\n";
  1543. code += " }\n";
  1544. }
  1545. } break;
  1546. case OP_DODGE: {
  1547. code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1548. } break;
  1549. case OP_BURN: {
  1550. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1551. } break;
  1552. case OP_SOFT_LIGHT: {
  1553. for (int i = 0; i < 3; i++) {
  1554. code += " {\n";
  1555. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1556. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1557. code += " if (base < 0.5) {\n";
  1558. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1559. code += " } else {\n";
  1560. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1561. code += " }\n";
  1562. code += " }\n";
  1563. }
  1564. } break;
  1565. case OP_HARD_LIGHT: {
  1566. for (int i = 0; i < 3; i++) {
  1567. code += " {\n";
  1568. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1569. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1570. code += " if (base < 0.5) {\n";
  1571. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1572. code += " } else {\n";
  1573. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1574. code += " }\n";
  1575. code += " }\n";
  1576. }
  1577. } break;
  1578. default:
  1579. break;
  1580. }
  1581. return code;
  1582. }
  1583. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1584. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1585. if (op == p_op) {
  1586. return;
  1587. }
  1588. switch (p_op) {
  1589. case OP_SCREEN:
  1590. simple_decl = true;
  1591. break;
  1592. case OP_DIFFERENCE:
  1593. simple_decl = true;
  1594. break;
  1595. case OP_DARKEN:
  1596. simple_decl = true;
  1597. break;
  1598. case OP_LIGHTEN:
  1599. simple_decl = true;
  1600. break;
  1601. case OP_OVERLAY:
  1602. simple_decl = false;
  1603. break;
  1604. case OP_DODGE:
  1605. simple_decl = true;
  1606. break;
  1607. case OP_BURN:
  1608. simple_decl = true;
  1609. break;
  1610. case OP_SOFT_LIGHT:
  1611. simple_decl = false;
  1612. break;
  1613. case OP_HARD_LIGHT:
  1614. simple_decl = false;
  1615. break;
  1616. default:
  1617. break;
  1618. }
  1619. op = p_op;
  1620. emit_changed();
  1621. }
  1622. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1623. return op;
  1624. }
  1625. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  1626. Vector<StringName> props;
  1627. props.push_back("operator");
  1628. return props;
  1629. }
  1630. void VisualShaderNodeColorOp::_bind_methods() {
  1631. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  1632. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  1633. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
  1634. BIND_ENUM_CONSTANT(OP_SCREEN);
  1635. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  1636. BIND_ENUM_CONSTANT(OP_DARKEN);
  1637. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  1638. BIND_ENUM_CONSTANT(OP_OVERLAY);
  1639. BIND_ENUM_CONSTANT(OP_DODGE);
  1640. BIND_ENUM_CONSTANT(OP_BURN);
  1641. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  1642. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  1643. BIND_ENUM_CONSTANT(OP_MAX);
  1644. }
  1645. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  1646. set_input_port_default_value(0, Vector3());
  1647. set_input_port_default_value(1, Vector3());
  1648. }
  1649. ////////////// Transform Op
  1650. String VisualShaderNodeTransformOp::get_caption() const {
  1651. return "TransformOp";
  1652. }
  1653. int VisualShaderNodeTransformOp::get_input_port_count() const {
  1654. return 2;
  1655. }
  1656. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
  1657. return PORT_TYPE_TRANSFORM;
  1658. }
  1659. String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
  1660. return p_port == 0 ? "a" : "b";
  1661. }
  1662. int VisualShaderNodeTransformOp::get_output_port_count() const {
  1663. return 1;
  1664. }
  1665. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
  1666. return PORT_TYPE_TRANSFORM;
  1667. }
  1668. String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
  1669. return "mult"; //no output port means the editor will be used as port
  1670. }
  1671. 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 {
  1672. switch (op) {
  1673. case OP_AxB:
  1674. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1675. case OP_BxA:
  1676. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  1677. case OP_AxB_COMP:
  1678. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1679. case OP_BxA_COMP:
  1680. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  1681. case OP_ADD:
  1682. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1683. case OP_A_MINUS_B:
  1684. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1685. case OP_B_MINUS_A:
  1686. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
  1687. case OP_A_DIV_B:
  1688. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1689. case OP_B_DIV_A:
  1690. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
  1691. default:
  1692. return "";
  1693. }
  1694. }
  1695. void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
  1696. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1697. if (op == p_op) {
  1698. return;
  1699. }
  1700. op = p_op;
  1701. emit_changed();
  1702. }
  1703. VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
  1704. return op;
  1705. }
  1706. Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
  1707. Vector<StringName> props;
  1708. props.push_back("operator");
  1709. return props;
  1710. }
  1711. void VisualShaderNodeTransformOp::_bind_methods() {
  1712. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
  1713. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
  1714. 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");
  1715. BIND_ENUM_CONSTANT(OP_AxB);
  1716. BIND_ENUM_CONSTANT(OP_BxA);
  1717. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1718. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1719. BIND_ENUM_CONSTANT(OP_ADD);
  1720. BIND_ENUM_CONSTANT(OP_A_MINUS_B);
  1721. BIND_ENUM_CONSTANT(OP_B_MINUS_A);
  1722. BIND_ENUM_CONSTANT(OP_A_DIV_B);
  1723. BIND_ENUM_CONSTANT(OP_B_DIV_A);
  1724. BIND_ENUM_CONSTANT(OP_MAX);
  1725. }
  1726. VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
  1727. set_input_port_default_value(0, Transform3D());
  1728. set_input_port_default_value(1, Transform3D());
  1729. }
  1730. ////////////// TransformVec Mult
  1731. String VisualShaderNodeTransformVecMult::get_caption() const {
  1732. return "TransformVectorMult";
  1733. }
  1734. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1735. return 2;
  1736. }
  1737. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1738. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
  1739. }
  1740. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1741. return p_port == 0 ? "a" : "b";
  1742. }
  1743. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1744. return 1;
  1745. }
  1746. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1747. return PORT_TYPE_VECTOR;
  1748. }
  1749. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1750. return ""; //no output port means the editor will be used as port
  1751. }
  1752. 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 {
  1753. if (op == OP_AxB) {
  1754. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  1755. } else if (op == OP_BxA) {
  1756. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  1757. } else if (op == OP_3x3_AxB) {
  1758. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  1759. } else {
  1760. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  1761. }
  1762. }
  1763. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1764. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1765. if (op == p_op) {
  1766. return;
  1767. }
  1768. op = p_op;
  1769. emit_changed();
  1770. }
  1771. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1772. return op;
  1773. }
  1774. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1775. Vector<StringName> props;
  1776. props.push_back("operator");
  1777. return props;
  1778. }
  1779. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1780. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1781. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1782. 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");
  1783. BIND_ENUM_CONSTANT(OP_AxB);
  1784. BIND_ENUM_CONSTANT(OP_BxA);
  1785. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1786. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1787. BIND_ENUM_CONSTANT(OP_MAX);
  1788. }
  1789. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1790. set_input_port_default_value(0, Transform3D());
  1791. set_input_port_default_value(1, Vector3());
  1792. }
  1793. ////////////// Float Func
  1794. String VisualShaderNodeFloatFunc::get_caption() const {
  1795. return "FloatFunc";
  1796. }
  1797. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  1798. return 1;
  1799. }
  1800. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  1801. return PORT_TYPE_SCALAR;
  1802. }
  1803. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  1804. return "";
  1805. }
  1806. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  1807. return 1;
  1808. }
  1809. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  1810. return PORT_TYPE_SCALAR;
  1811. }
  1812. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  1813. return ""; //no output port means the editor will be used as port
  1814. }
  1815. 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 {
  1816. static const char *functions[FUNC_MAX] = {
  1817. "sin($)",
  1818. "cos($)",
  1819. "tan($)",
  1820. "asin($)",
  1821. "acos($)",
  1822. "atan($)",
  1823. "sinh($)",
  1824. "cosh($)",
  1825. "tanh($)",
  1826. "log($)",
  1827. "exp($)",
  1828. "sqrt($)",
  1829. "abs($)",
  1830. "sign($)",
  1831. "floor($)",
  1832. "round($)",
  1833. "ceil($)",
  1834. "fract($)",
  1835. "min(max($, 0.0), 1.0)",
  1836. "-($)",
  1837. "acosh($)",
  1838. "asinh($)",
  1839. "atanh($)",
  1840. "degrees($)",
  1841. "exp2($)",
  1842. "inversesqrt($)",
  1843. "log2($)",
  1844. "radians($)",
  1845. "1.0 / ($)",
  1846. "roundEven($)",
  1847. "trunc($)",
  1848. "1.0 - $"
  1849. };
  1850. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  1851. }
  1852. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  1853. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  1854. if (func == p_func) {
  1855. return;
  1856. }
  1857. func = p_func;
  1858. emit_changed();
  1859. }
  1860. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  1861. return func;
  1862. }
  1863. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  1864. Vector<StringName> props;
  1865. props.push_back("function");
  1866. return props;
  1867. }
  1868. void VisualShaderNodeFloatFunc::_bind_methods() {
  1869. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  1870. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  1871. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  1872. BIND_ENUM_CONSTANT(FUNC_SIN);
  1873. BIND_ENUM_CONSTANT(FUNC_COS);
  1874. BIND_ENUM_CONSTANT(FUNC_TAN);
  1875. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1876. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1877. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1878. BIND_ENUM_CONSTANT(FUNC_SINH);
  1879. BIND_ENUM_CONSTANT(FUNC_COSH);
  1880. BIND_ENUM_CONSTANT(FUNC_TANH);
  1881. BIND_ENUM_CONSTANT(FUNC_LOG);
  1882. BIND_ENUM_CONSTANT(FUNC_EXP);
  1883. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1884. BIND_ENUM_CONSTANT(FUNC_ABS);
  1885. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1886. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1887. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1888. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1889. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1890. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1891. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1892. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1893. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1894. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1895. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1896. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1897. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1898. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1899. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1900. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1901. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1902. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1903. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1904. BIND_ENUM_CONSTANT(FUNC_MAX);
  1905. }
  1906. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  1907. set_input_port_default_value(0, 0.0);
  1908. }
  1909. ////////////// Int Func
  1910. String VisualShaderNodeIntFunc::get_caption() const {
  1911. return "IntFunc";
  1912. }
  1913. int VisualShaderNodeIntFunc::get_input_port_count() const {
  1914. return 1;
  1915. }
  1916. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  1917. return PORT_TYPE_SCALAR_INT;
  1918. }
  1919. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  1920. return "";
  1921. }
  1922. int VisualShaderNodeIntFunc::get_output_port_count() const {
  1923. return 1;
  1924. }
  1925. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  1926. return PORT_TYPE_SCALAR_INT;
  1927. }
  1928. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  1929. return ""; //no output port means the editor will be used as port
  1930. }
  1931. 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 {
  1932. static const char *functions[FUNC_MAX] = {
  1933. "abs($)",
  1934. "-($)",
  1935. "sign($)"
  1936. };
  1937. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  1938. }
  1939. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  1940. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  1941. if (func == p_func) {
  1942. return;
  1943. }
  1944. func = p_func;
  1945. emit_changed();
  1946. }
  1947. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  1948. return func;
  1949. }
  1950. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  1951. Vector<StringName> props;
  1952. props.push_back("function");
  1953. return props;
  1954. }
  1955. void VisualShaderNodeIntFunc::_bind_methods() {
  1956. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  1957. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  1958. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign"), "set_function", "get_function");
  1959. BIND_ENUM_CONSTANT(FUNC_ABS);
  1960. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1961. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1962. BIND_ENUM_CONSTANT(FUNC_MAX);
  1963. }
  1964. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  1965. set_input_port_default_value(0, 0);
  1966. }
  1967. ////////////// Vector Func
  1968. String VisualShaderNodeVectorFunc::get_caption() const {
  1969. return "VectorFunc";
  1970. }
  1971. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  1972. return 1;
  1973. }
  1974. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
  1975. return PORT_TYPE_VECTOR;
  1976. }
  1977. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  1978. return "";
  1979. }
  1980. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  1981. return 1;
  1982. }
  1983. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
  1984. return PORT_TYPE_VECTOR;
  1985. }
  1986. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  1987. return ""; //no output port means the editor will be used as port
  1988. }
  1989. 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 {
  1990. static const char *vec_func_id[FUNC_MAX] = {
  1991. "normalize($)",
  1992. "max(min($, vec3(1.0)), vec3(0.0))",
  1993. "-($)",
  1994. "1.0 / ($)",
  1995. "",
  1996. "",
  1997. "abs($)",
  1998. "acos($)",
  1999. "acosh($)",
  2000. "asin($)",
  2001. "asinh($)",
  2002. "atan($)",
  2003. "atanh($)",
  2004. "ceil($)",
  2005. "cos($)",
  2006. "cosh($)",
  2007. "degrees($)",
  2008. "exp($)",
  2009. "exp2($)",
  2010. "floor($)",
  2011. "fract($)",
  2012. "inversesqrt($)",
  2013. "log($)",
  2014. "log2($)",
  2015. "radians($)",
  2016. "round($)",
  2017. "roundEven($)",
  2018. "sign($)",
  2019. "sin($)",
  2020. "sinh($)",
  2021. "sqrt($)",
  2022. "tan($)",
  2023. "tanh($)",
  2024. "trunc($)",
  2025. "vec3(1.0, 1.0, 1.0) - $"
  2026. };
  2027. String code;
  2028. if (func == FUNC_RGB2HSV) {
  2029. code += " {\n";
  2030. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2031. code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  2032. code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  2033. code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  2034. code += " float d = q.x - min(q.w, q.y);\n";
  2035. code += " float e = 1.0e-10;\n";
  2036. code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  2037. code += " }\n";
  2038. } else if (func == FUNC_HSV2RGB) {
  2039. code += " {\n";
  2040. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2041. code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  2042. code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  2043. code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  2044. code += " }\n";
  2045. } else {
  2046. code += " " + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  2047. }
  2048. return code;
  2049. }
  2050. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  2051. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2052. if (func == p_func) {
  2053. return;
  2054. }
  2055. if (p_func == FUNC_RGB2HSV) {
  2056. simple_decl = false;
  2057. } else if (p_func == FUNC_HSV2RGB) {
  2058. simple_decl = false;
  2059. } else {
  2060. simple_decl = true;
  2061. }
  2062. func = p_func;
  2063. emit_changed();
  2064. }
  2065. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  2066. return func;
  2067. }
  2068. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  2069. Vector<StringName> props;
  2070. props.push_back("function");
  2071. return props;
  2072. }
  2073. void VisualShaderNodeVectorFunc::_bind_methods() {
  2074. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  2075. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  2076. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  2077. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  2078. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2079. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2080. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2081. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  2082. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  2083. BIND_ENUM_CONSTANT(FUNC_ABS);
  2084. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2085. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2086. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2087. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2088. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2089. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2090. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2091. BIND_ENUM_CONSTANT(FUNC_COS);
  2092. BIND_ENUM_CONSTANT(FUNC_COSH);
  2093. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2094. BIND_ENUM_CONSTANT(FUNC_EXP);
  2095. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2096. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2097. BIND_ENUM_CONSTANT(FUNC_FRAC);
  2098. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2099. BIND_ENUM_CONSTANT(FUNC_LOG);
  2100. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2101. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2102. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2103. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2104. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2105. BIND_ENUM_CONSTANT(FUNC_SIN);
  2106. BIND_ENUM_CONSTANT(FUNC_SINH);
  2107. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2108. BIND_ENUM_CONSTANT(FUNC_TAN);
  2109. BIND_ENUM_CONSTANT(FUNC_TANH);
  2110. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2111. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2112. BIND_ENUM_CONSTANT(FUNC_MAX);
  2113. }
  2114. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  2115. set_input_port_default_value(0, Vector3());
  2116. }
  2117. ////////////// ColorFunc
  2118. String VisualShaderNodeColorFunc::get_caption() const {
  2119. return "ColorFunc";
  2120. }
  2121. int VisualShaderNodeColorFunc::get_input_port_count() const {
  2122. return 1;
  2123. }
  2124. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  2125. return PORT_TYPE_VECTOR;
  2126. }
  2127. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  2128. return "";
  2129. }
  2130. int VisualShaderNodeColorFunc::get_output_port_count() const {
  2131. return 1;
  2132. }
  2133. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  2134. return PORT_TYPE_VECTOR;
  2135. }
  2136. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  2137. return "";
  2138. }
  2139. 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 {
  2140. String code;
  2141. switch (func) {
  2142. case FUNC_GRAYSCALE:
  2143. code += " {\n";
  2144. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2145. code += " float max1 = max(c.r, c.g);\n";
  2146. code += " float max2 = max(max1, c.b);\n";
  2147. code += " float max3 = max(max1, max2);\n";
  2148. code += " " + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
  2149. code += " }\n";
  2150. break;
  2151. case FUNC_SEPIA:
  2152. code += " {\n";
  2153. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2154. code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  2155. code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  2156. code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  2157. code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
  2158. code += " }\n";
  2159. break;
  2160. default:
  2161. break;
  2162. }
  2163. return code;
  2164. }
  2165. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  2166. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2167. if (func == p_func) {
  2168. return;
  2169. }
  2170. func = p_func;
  2171. emit_changed();
  2172. }
  2173. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  2174. return func;
  2175. }
  2176. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  2177. Vector<StringName> props;
  2178. props.push_back("function");
  2179. return props;
  2180. }
  2181. void VisualShaderNodeColorFunc::_bind_methods() {
  2182. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  2183. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  2184. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  2185. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  2186. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  2187. BIND_ENUM_CONSTANT(FUNC_MAX);
  2188. }
  2189. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  2190. simple_decl = false;
  2191. set_input_port_default_value(0, Vector3());
  2192. }
  2193. ////////////// Transform Func
  2194. String VisualShaderNodeTransformFunc::get_caption() const {
  2195. return "TransformFunc";
  2196. }
  2197. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2198. return 1;
  2199. }
  2200. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2201. return PORT_TYPE_TRANSFORM;
  2202. }
  2203. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2204. return "";
  2205. }
  2206. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2207. return 1;
  2208. }
  2209. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2210. return PORT_TYPE_TRANSFORM;
  2211. }
  2212. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2213. return "";
  2214. }
  2215. 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 {
  2216. static const char *functions[FUNC_MAX] = {
  2217. "inverse($)",
  2218. "transpose($)"
  2219. };
  2220. String code;
  2221. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2222. return code;
  2223. }
  2224. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2225. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2226. if (func == p_func) {
  2227. return;
  2228. }
  2229. func = p_func;
  2230. emit_changed();
  2231. }
  2232. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2233. return func;
  2234. }
  2235. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2236. Vector<StringName> props;
  2237. props.push_back("function");
  2238. return props;
  2239. }
  2240. void VisualShaderNodeTransformFunc::_bind_methods() {
  2241. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2242. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2243. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2244. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2245. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2246. BIND_ENUM_CONSTANT(FUNC_MAX);
  2247. }
  2248. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2249. set_input_port_default_value(0, Transform3D());
  2250. }
  2251. ////////////// UV Func
  2252. String VisualShaderNodeUVFunc::get_caption() const {
  2253. return "UVFunc";
  2254. }
  2255. int VisualShaderNodeUVFunc::get_input_port_count() const {
  2256. return 3;
  2257. }
  2258. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
  2259. switch (p_port) {
  2260. case 0:
  2261. [[fallthrough]]; // uv
  2262. case 1:
  2263. return PORT_TYPE_VECTOR; // scale
  2264. case 2:
  2265. return PORT_TYPE_VECTOR; // offset & pivot
  2266. default:
  2267. break;
  2268. }
  2269. return PORT_TYPE_SCALAR;
  2270. }
  2271. String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
  2272. switch (p_port) {
  2273. case 0:
  2274. return "uv";
  2275. case 1:
  2276. return "scale";
  2277. case 2:
  2278. switch (func) {
  2279. case FUNC_PANNING:
  2280. return "offset";
  2281. case FUNC_SCALING:
  2282. return "pivot";
  2283. default:
  2284. break;
  2285. }
  2286. break;
  2287. default:
  2288. break;
  2289. }
  2290. return "";
  2291. }
  2292. String VisualShaderNodeUVFunc::get_input_port_default_hint(int p_port) const {
  2293. if (p_port == 0) {
  2294. return "UV";
  2295. }
  2296. return "";
  2297. }
  2298. int VisualShaderNodeUVFunc::get_output_port_count() const {
  2299. return 1;
  2300. }
  2301. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
  2302. return PORT_TYPE_VECTOR;
  2303. }
  2304. String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
  2305. return "uv";
  2306. }
  2307. bool VisualShaderNodeUVFunc::is_show_prop_names() const {
  2308. return true;
  2309. }
  2310. 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 {
  2311. String code;
  2312. String uv;
  2313. if (p_input_vars[0].is_empty()) {
  2314. uv = "vec3(UV.xy, 0.0)";
  2315. } else {
  2316. uv = vformat("%s", p_input_vars[0]);
  2317. }
  2318. String scale = vformat("%s", p_input_vars[1]);
  2319. String offset_pivot = vformat("%s", p_input_vars[2]);
  2320. switch (func) {
  2321. case FUNC_PANNING: {
  2322. code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
  2323. } break;
  2324. case FUNC_SCALING: {
  2325. code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
  2326. } break;
  2327. default:
  2328. break;
  2329. }
  2330. return code;
  2331. }
  2332. void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
  2333. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2334. if (func == p_func) {
  2335. return;
  2336. }
  2337. if (p_func == FUNC_PANNING) {
  2338. set_input_port_default_value(2, Vector3()); // offset
  2339. } else { // FUNC_SCALING
  2340. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.0)); // pivot
  2341. }
  2342. func = p_func;
  2343. emit_changed();
  2344. }
  2345. VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
  2346. return func;
  2347. }
  2348. Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
  2349. Vector<StringName> props;
  2350. props.push_back("function");
  2351. return props;
  2352. }
  2353. void VisualShaderNodeUVFunc::_bind_methods() {
  2354. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
  2355. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
  2356. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
  2357. BIND_ENUM_CONSTANT(FUNC_PANNING);
  2358. BIND_ENUM_CONSTANT(FUNC_SCALING);
  2359. BIND_ENUM_CONSTANT(FUNC_MAX);
  2360. }
  2361. VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
  2362. set_input_port_default_value(1, Vector3(1.0, 1.0, 0.0)); // scale
  2363. set_input_port_default_value(2, Vector3()); // offset
  2364. }
  2365. ////////////// Dot Product
  2366. String VisualShaderNodeDotProduct::get_caption() const {
  2367. return "DotProduct";
  2368. }
  2369. int VisualShaderNodeDotProduct::get_input_port_count() const {
  2370. return 2;
  2371. }
  2372. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  2373. return PORT_TYPE_VECTOR;
  2374. }
  2375. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  2376. return p_port == 0 ? "a" : "b";
  2377. }
  2378. int VisualShaderNodeDotProduct::get_output_port_count() const {
  2379. return 1;
  2380. }
  2381. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  2382. return PORT_TYPE_SCALAR;
  2383. }
  2384. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  2385. return "dot";
  2386. }
  2387. 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 {
  2388. return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2389. }
  2390. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  2391. set_input_port_default_value(0, Vector3());
  2392. set_input_port_default_value(1, Vector3());
  2393. }
  2394. ////////////// Vector Len
  2395. String VisualShaderNodeVectorLen::get_caption() const {
  2396. return "VectorLen";
  2397. }
  2398. int VisualShaderNodeVectorLen::get_input_port_count() const {
  2399. return 1;
  2400. }
  2401. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
  2402. return PORT_TYPE_VECTOR;
  2403. }
  2404. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  2405. return "";
  2406. }
  2407. int VisualShaderNodeVectorLen::get_output_port_count() const {
  2408. return 1;
  2409. }
  2410. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  2411. return PORT_TYPE_SCALAR;
  2412. }
  2413. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  2414. return "length";
  2415. }
  2416. 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 {
  2417. return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  2418. }
  2419. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  2420. set_input_port_default_value(0, Vector3());
  2421. }
  2422. ////////////// Determinant
  2423. String VisualShaderNodeDeterminant::get_caption() const {
  2424. return "Determinant";
  2425. }
  2426. int VisualShaderNodeDeterminant::get_input_port_count() const {
  2427. return 1;
  2428. }
  2429. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  2430. return PORT_TYPE_TRANSFORM;
  2431. }
  2432. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  2433. return "";
  2434. }
  2435. int VisualShaderNodeDeterminant::get_output_port_count() const {
  2436. return 1;
  2437. }
  2438. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  2439. return PORT_TYPE_SCALAR;
  2440. }
  2441. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  2442. return "";
  2443. }
  2444. 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 {
  2445. return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  2446. }
  2447. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  2448. set_input_port_default_value(0, Transform3D());
  2449. }
  2450. ////////////// Scalar Derivative Function
  2451. String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
  2452. return "ScalarDerivativeFunc";
  2453. }
  2454. int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
  2455. return 1;
  2456. }
  2457. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
  2458. return PORT_TYPE_SCALAR;
  2459. }
  2460. String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
  2461. return "";
  2462. }
  2463. int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
  2464. return 1;
  2465. }
  2466. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
  2467. return PORT_TYPE_SCALAR;
  2468. }
  2469. String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
  2470. return "";
  2471. }
  2472. String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2473. static const char *functions[FUNC_MAX] = {
  2474. "fwidth($)",
  2475. "dFdx($)",
  2476. "dFdy($)"
  2477. };
  2478. String code;
  2479. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2480. return code;
  2481. }
  2482. void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
  2483. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2484. if (func == p_func) {
  2485. return;
  2486. }
  2487. func = p_func;
  2488. emit_changed();
  2489. }
  2490. VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
  2491. return func;
  2492. }
  2493. Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
  2494. Vector<StringName> props;
  2495. props.push_back("function");
  2496. return props;
  2497. }
  2498. void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
  2499. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
  2500. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
  2501. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2502. BIND_ENUM_CONSTANT(FUNC_SUM);
  2503. BIND_ENUM_CONSTANT(FUNC_X);
  2504. BIND_ENUM_CONSTANT(FUNC_Y);
  2505. BIND_ENUM_CONSTANT(FUNC_MAX);
  2506. }
  2507. VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
  2508. set_input_port_default_value(0, 0.0);
  2509. }
  2510. ////////////// Vector Derivative Function
  2511. String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
  2512. return "VectorDerivativeFunc";
  2513. }
  2514. int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
  2515. return 1;
  2516. }
  2517. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
  2518. return PORT_TYPE_VECTOR;
  2519. }
  2520. String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
  2521. return "";
  2522. }
  2523. int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
  2524. return 1;
  2525. }
  2526. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
  2527. return PORT_TYPE_VECTOR;
  2528. }
  2529. String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
  2530. return "";
  2531. }
  2532. String VisualShaderNodeVectorDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2533. static const char *functions[FUNC_MAX] = {
  2534. "fwidth($)",
  2535. "dFdx($)",
  2536. "dFdy($)"
  2537. };
  2538. String code;
  2539. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2540. return code;
  2541. }
  2542. void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
  2543. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2544. if (func == p_func) {
  2545. return;
  2546. }
  2547. func = p_func;
  2548. emit_changed();
  2549. }
  2550. VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
  2551. return func;
  2552. }
  2553. Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
  2554. Vector<StringName> props;
  2555. props.push_back("function");
  2556. return props;
  2557. }
  2558. void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
  2559. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
  2560. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
  2561. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2562. BIND_ENUM_CONSTANT(FUNC_SUM);
  2563. BIND_ENUM_CONSTANT(FUNC_X);
  2564. BIND_ENUM_CONSTANT(FUNC_Y);
  2565. BIND_ENUM_CONSTANT(FUNC_MAX);
  2566. }
  2567. VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
  2568. set_input_port_default_value(0, Vector3());
  2569. }
  2570. ////////////// Clamp
  2571. String VisualShaderNodeClamp::get_caption() const {
  2572. return "Clamp";
  2573. }
  2574. int VisualShaderNodeClamp::get_input_port_count() const {
  2575. return 3;
  2576. }
  2577. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
  2578. switch (op_type) {
  2579. case OP_TYPE_INT:
  2580. return PORT_TYPE_SCALAR_INT;
  2581. case OP_TYPE_VECTOR:
  2582. return PORT_TYPE_VECTOR;
  2583. default:
  2584. break;
  2585. }
  2586. return PORT_TYPE_SCALAR;
  2587. }
  2588. String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
  2589. if (p_port == 0) {
  2590. return "";
  2591. } else if (p_port == 1) {
  2592. return "min";
  2593. } else if (p_port == 2) {
  2594. return "max";
  2595. }
  2596. return "";
  2597. }
  2598. int VisualShaderNodeClamp::get_output_port_count() const {
  2599. return 1;
  2600. }
  2601. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
  2602. switch (op_type) {
  2603. case OP_TYPE_INT:
  2604. return PORT_TYPE_SCALAR_INT;
  2605. case OP_TYPE_VECTOR:
  2606. return PORT_TYPE_VECTOR;
  2607. default:
  2608. break;
  2609. }
  2610. return PORT_TYPE_SCALAR;
  2611. }
  2612. String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
  2613. return "";
  2614. }
  2615. 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 {
  2616. return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2617. }
  2618. void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
  2619. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2620. if (op_type == p_op_type) {
  2621. return;
  2622. }
  2623. switch (p_op_type) {
  2624. case OP_TYPE_FLOAT:
  2625. set_input_port_default_value(0, 0.0);
  2626. set_input_port_default_value(1, 0.0);
  2627. set_input_port_default_value(2, 0.0);
  2628. break;
  2629. case OP_TYPE_INT:
  2630. set_input_port_default_value(0, 0);
  2631. set_input_port_default_value(1, 0);
  2632. set_input_port_default_value(2, 0);
  2633. break;
  2634. case OP_TYPE_VECTOR:
  2635. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2636. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2637. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2638. break;
  2639. default:
  2640. break;
  2641. }
  2642. op_type = p_op_type;
  2643. emit_changed();
  2644. }
  2645. VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
  2646. return op_type;
  2647. }
  2648. Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
  2649. Vector<StringName> props;
  2650. props.push_back("op_type");
  2651. return props;
  2652. }
  2653. void VisualShaderNodeClamp::_bind_methods() {
  2654. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
  2655. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
  2656. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector"), "set_op_type", "get_op_type");
  2657. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  2658. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  2659. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  2660. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2661. }
  2662. VisualShaderNodeClamp::VisualShaderNodeClamp() {
  2663. set_input_port_default_value(0, 0.0);
  2664. set_input_port_default_value(1, 0.0);
  2665. set_input_port_default_value(2, 1.0);
  2666. }
  2667. ////////////// FaceForward
  2668. String VisualShaderNodeFaceForward::get_caption() const {
  2669. return "FaceForward";
  2670. }
  2671. int VisualShaderNodeFaceForward::get_input_port_count() const {
  2672. return 3;
  2673. }
  2674. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
  2675. return PORT_TYPE_VECTOR;
  2676. }
  2677. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  2678. switch (p_port) {
  2679. case 0:
  2680. return "N";
  2681. case 1:
  2682. return "I";
  2683. case 2:
  2684. return "Nref";
  2685. default:
  2686. return "";
  2687. }
  2688. }
  2689. int VisualShaderNodeFaceForward::get_output_port_count() const {
  2690. return 1;
  2691. }
  2692. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
  2693. return PORT_TYPE_VECTOR;
  2694. }
  2695. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  2696. return "";
  2697. }
  2698. 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 {
  2699. return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2700. }
  2701. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  2702. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2703. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2704. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2705. }
  2706. ////////////// Outer Product
  2707. String VisualShaderNodeOuterProduct::get_caption() const {
  2708. return "OuterProduct";
  2709. }
  2710. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  2711. return 2;
  2712. }
  2713. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  2714. return PORT_TYPE_VECTOR;
  2715. }
  2716. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  2717. switch (p_port) {
  2718. case 0:
  2719. return "c";
  2720. case 1:
  2721. return "r";
  2722. default:
  2723. return "";
  2724. }
  2725. }
  2726. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  2727. return 1;
  2728. }
  2729. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  2730. return PORT_TYPE_TRANSFORM;
  2731. }
  2732. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  2733. return "";
  2734. }
  2735. 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 {
  2736. return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  2737. }
  2738. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  2739. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2740. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2741. }
  2742. ////////////// Step
  2743. String VisualShaderNodeStep::get_caption() const {
  2744. return "Step";
  2745. }
  2746. int VisualShaderNodeStep::get_input_port_count() const {
  2747. return 2;
  2748. }
  2749. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
  2750. switch (op_type) {
  2751. case OP_TYPE_VECTOR:
  2752. return PORT_TYPE_VECTOR;
  2753. case OP_TYPE_VECTOR_SCALAR:
  2754. if (p_port == 1) {
  2755. return PORT_TYPE_VECTOR;
  2756. }
  2757. break;
  2758. default:
  2759. break;
  2760. }
  2761. return PORT_TYPE_SCALAR;
  2762. }
  2763. String VisualShaderNodeStep::get_input_port_name(int p_port) const {
  2764. if (p_port == 0) {
  2765. return "edge";
  2766. } else if (p_port == 1) {
  2767. return "x";
  2768. }
  2769. return "";
  2770. }
  2771. int VisualShaderNodeStep::get_output_port_count() const {
  2772. return 1;
  2773. }
  2774. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
  2775. switch (op_type) {
  2776. case OP_TYPE_VECTOR:
  2777. return PORT_TYPE_VECTOR;
  2778. case OP_TYPE_VECTOR_SCALAR:
  2779. return PORT_TYPE_VECTOR;
  2780. default:
  2781. break;
  2782. }
  2783. return PORT_TYPE_SCALAR;
  2784. }
  2785. String VisualShaderNodeStep::get_output_port_name(int p_port) const {
  2786. return "";
  2787. }
  2788. void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
  2789. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2790. if (op_type == p_op_type) {
  2791. return;
  2792. }
  2793. switch (p_op_type) {
  2794. case OP_TYPE_SCALAR:
  2795. if (op_type == OP_TYPE_VECTOR) {
  2796. set_input_port_default_value(0, 0.0); // edge
  2797. }
  2798. if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2799. set_input_port_default_value(1, 0.0); // x
  2800. }
  2801. break;
  2802. case OP_TYPE_VECTOR:
  2803. if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2804. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge
  2805. }
  2806. if (op_type == OP_TYPE_SCALAR) {
  2807. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
  2808. }
  2809. break;
  2810. case OP_TYPE_VECTOR_SCALAR:
  2811. if (op_type == OP_TYPE_VECTOR) {
  2812. set_input_port_default_value(0, 0.0); // edge
  2813. }
  2814. if (op_type == OP_TYPE_SCALAR) {
  2815. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
  2816. }
  2817. break;
  2818. default:
  2819. break;
  2820. }
  2821. op_type = p_op_type;
  2822. emit_changed();
  2823. }
  2824. VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
  2825. return op_type;
  2826. }
  2827. 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 {
  2828. return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2829. }
  2830. Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
  2831. Vector<StringName> props;
  2832. props.push_back("op_type");
  2833. return props;
  2834. }
  2835. void VisualShaderNodeStep::_bind_methods() {
  2836. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
  2837. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
  2838. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
  2839. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2840. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  2841. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
  2842. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2843. }
  2844. VisualShaderNodeStep::VisualShaderNodeStep() {
  2845. set_input_port_default_value(0, 0.0);
  2846. set_input_port_default_value(1, 0.0);
  2847. }
  2848. ////////////// SmoothStep
  2849. String VisualShaderNodeSmoothStep::get_caption() const {
  2850. return "SmoothStep";
  2851. }
  2852. int VisualShaderNodeSmoothStep::get_input_port_count() const {
  2853. return 3;
  2854. }
  2855. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
  2856. switch (op_type) {
  2857. case OP_TYPE_VECTOR:
  2858. return PORT_TYPE_VECTOR;
  2859. case OP_TYPE_VECTOR_SCALAR:
  2860. if (p_port == 2) {
  2861. return PORT_TYPE_VECTOR; // x
  2862. }
  2863. break;
  2864. default:
  2865. break;
  2866. }
  2867. return PORT_TYPE_SCALAR;
  2868. }
  2869. String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
  2870. if (p_port == 0) {
  2871. return "edge0";
  2872. } else if (p_port == 1) {
  2873. return "edge1";
  2874. } else if (p_port == 2) {
  2875. return "x";
  2876. }
  2877. return "";
  2878. }
  2879. int VisualShaderNodeSmoothStep::get_output_port_count() const {
  2880. return 1;
  2881. }
  2882. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
  2883. switch (op_type) {
  2884. case OP_TYPE_VECTOR:
  2885. return PORT_TYPE_VECTOR;
  2886. case OP_TYPE_VECTOR_SCALAR:
  2887. return PORT_TYPE_VECTOR;
  2888. default:
  2889. break;
  2890. }
  2891. return PORT_TYPE_SCALAR;
  2892. }
  2893. String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
  2894. return "";
  2895. }
  2896. void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
  2897. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2898. if (op_type == p_op_type) {
  2899. return;
  2900. }
  2901. switch (p_op_type) {
  2902. case OP_TYPE_SCALAR:
  2903. if (op_type == OP_TYPE_VECTOR) {
  2904. set_input_port_default_value(0, 0.0); // edge0
  2905. set_input_port_default_value(1, 0.0); // edge1
  2906. }
  2907. if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2908. set_input_port_default_value(2, 0.0); // x
  2909. }
  2910. break;
  2911. case OP_TYPE_VECTOR:
  2912. if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2913. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge0
  2914. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // edge1
  2915. }
  2916. if (op_type == OP_TYPE_SCALAR) {
  2917. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
  2918. }
  2919. break;
  2920. case OP_TYPE_VECTOR_SCALAR:
  2921. if (op_type == OP_TYPE_VECTOR) {
  2922. set_input_port_default_value(0, 0.0); // edge0
  2923. set_input_port_default_value(1, 0.0); // edge1
  2924. }
  2925. if (op_type == OP_TYPE_SCALAR) {
  2926. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
  2927. }
  2928. break;
  2929. default:
  2930. break;
  2931. }
  2932. op_type = p_op_type;
  2933. emit_changed();
  2934. }
  2935. VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
  2936. return op_type;
  2937. }
  2938. 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 {
  2939. return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2940. }
  2941. Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
  2942. Vector<StringName> props;
  2943. props.push_back("op_type");
  2944. return props;
  2945. }
  2946. void VisualShaderNodeSmoothStep::_bind_methods() {
  2947. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
  2948. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
  2949. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
  2950. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2951. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  2952. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
  2953. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2954. }
  2955. VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
  2956. set_input_port_default_value(0, 0.0);
  2957. set_input_port_default_value(1, 0.0);
  2958. set_input_port_default_value(2, 0.0);
  2959. }
  2960. ////////////// Distance
  2961. String VisualShaderNodeVectorDistance::get_caption() const {
  2962. return "Distance";
  2963. }
  2964. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  2965. return 2;
  2966. }
  2967. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
  2968. return PORT_TYPE_VECTOR;
  2969. }
  2970. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  2971. if (p_port == 0) {
  2972. return "p0";
  2973. } else if (p_port == 1) {
  2974. return "p1";
  2975. }
  2976. return "";
  2977. }
  2978. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  2979. return 1;
  2980. }
  2981. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  2982. return PORT_TYPE_SCALAR;
  2983. }
  2984. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  2985. return "";
  2986. }
  2987. 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 {
  2988. return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2989. }
  2990. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  2991. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2992. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2993. }
  2994. ////////////// Refract Vector
  2995. String VisualShaderNodeVectorRefract::get_caption() const {
  2996. return "Refract";
  2997. }
  2998. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  2999. return 3;
  3000. }
  3001. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  3002. if (p_port == 2) {
  3003. return PORT_TYPE_SCALAR;
  3004. }
  3005. return PORT_TYPE_VECTOR;
  3006. }
  3007. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  3008. if (p_port == 0) {
  3009. return "I";
  3010. } else if (p_port == 1) {
  3011. return "N";
  3012. } else if (p_port == 2) {
  3013. return "eta";
  3014. }
  3015. return "";
  3016. }
  3017. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  3018. return 1;
  3019. }
  3020. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  3021. return PORT_TYPE_VECTOR;
  3022. }
  3023. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  3024. return "";
  3025. }
  3026. 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 {
  3027. return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3028. }
  3029. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  3030. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3031. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3032. set_input_port_default_value(2, 0.0);
  3033. }
  3034. ////////////// Mix
  3035. String VisualShaderNodeMix::get_caption() const {
  3036. return "Mix";
  3037. }
  3038. int VisualShaderNodeMix::get_input_port_count() const {
  3039. return 3;
  3040. }
  3041. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
  3042. switch (op_type) {
  3043. case OP_TYPE_VECTOR:
  3044. return PORT_TYPE_VECTOR;
  3045. case OP_TYPE_VECTOR_SCALAR:
  3046. if (p_port == 2) {
  3047. break;
  3048. }
  3049. return PORT_TYPE_VECTOR;
  3050. default:
  3051. break;
  3052. }
  3053. return PORT_TYPE_SCALAR;
  3054. }
  3055. String VisualShaderNodeMix::get_input_port_name(int p_port) const {
  3056. if (p_port == 0) {
  3057. return "a";
  3058. } else if (p_port == 1) {
  3059. return "b";
  3060. } else {
  3061. return "weight";
  3062. }
  3063. }
  3064. int VisualShaderNodeMix::get_output_port_count() const {
  3065. return 1;
  3066. }
  3067. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
  3068. switch (op_type) {
  3069. case OP_TYPE_VECTOR:
  3070. return PORT_TYPE_VECTOR;
  3071. case OP_TYPE_VECTOR_SCALAR:
  3072. return PORT_TYPE_VECTOR;
  3073. default:
  3074. break;
  3075. }
  3076. return PORT_TYPE_SCALAR;
  3077. }
  3078. String VisualShaderNodeMix::get_output_port_name(int p_port) const {
  3079. return "mix";
  3080. }
  3081. void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
  3082. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3083. if (op_type == p_op_type) {
  3084. return;
  3085. }
  3086. switch (p_op_type) {
  3087. case OP_TYPE_SCALAR:
  3088. set_input_port_default_value(0, 0.0); // a
  3089. set_input_port_default_value(1, 1.0); // b
  3090. if (op_type == OP_TYPE_VECTOR) {
  3091. set_input_port_default_value(2, 0.5); // weight
  3092. }
  3093. break;
  3094. case OP_TYPE_VECTOR:
  3095. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3096. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
  3097. if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
  3098. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5)); // weight
  3099. }
  3100. break;
  3101. case OP_TYPE_VECTOR_SCALAR:
  3102. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3103. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
  3104. if (op_type == OP_TYPE_VECTOR) {
  3105. set_input_port_default_value(2, 0.5); // weight
  3106. }
  3107. break;
  3108. default:
  3109. break;
  3110. }
  3111. op_type = p_op_type;
  3112. emit_changed();
  3113. }
  3114. VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
  3115. return op_type;
  3116. }
  3117. 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 {
  3118. return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3119. }
  3120. Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
  3121. Vector<StringName> props;
  3122. props.push_back("op_type");
  3123. return props;
  3124. }
  3125. void VisualShaderNodeMix::_bind_methods() {
  3126. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
  3127. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
  3128. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
  3129. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3130. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  3131. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
  3132. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3133. }
  3134. VisualShaderNodeMix::VisualShaderNodeMix() {
  3135. set_input_port_default_value(0, 0.0); // a
  3136. set_input_port_default_value(1, 1.0); // b
  3137. set_input_port_default_value(2, 0.5); // weight
  3138. }
  3139. ////////////// Vector Compose
  3140. String VisualShaderNodeVectorCompose::get_caption() const {
  3141. return "VectorCompose";
  3142. }
  3143. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  3144. return 3;
  3145. }
  3146. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  3147. return PORT_TYPE_SCALAR;
  3148. }
  3149. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  3150. if (p_port == 0) {
  3151. return "x";
  3152. } else if (p_port == 1) {
  3153. return "y";
  3154. } else {
  3155. return "z";
  3156. }
  3157. }
  3158. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  3159. return 1;
  3160. }
  3161. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
  3162. return PORT_TYPE_VECTOR;
  3163. }
  3164. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  3165. return "vec";
  3166. }
  3167. 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 {
  3168. return " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3169. }
  3170. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  3171. set_input_port_default_value(0, 0.0);
  3172. set_input_port_default_value(1, 0.0);
  3173. set_input_port_default_value(2, 0.0);
  3174. }
  3175. ////////////// Transform Compose
  3176. String VisualShaderNodeTransformCompose::get_caption() const {
  3177. return "TransformCompose";
  3178. }
  3179. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  3180. return 4;
  3181. }
  3182. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  3183. return PORT_TYPE_VECTOR;
  3184. }
  3185. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  3186. if (p_port == 0) {
  3187. return "x";
  3188. } else if (p_port == 1) {
  3189. return "y";
  3190. } else if (p_port == 2) {
  3191. return "z";
  3192. } else {
  3193. return "origin";
  3194. }
  3195. }
  3196. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  3197. return 1;
  3198. }
  3199. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  3200. return PORT_TYPE_TRANSFORM;
  3201. }
  3202. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  3203. return "xform";
  3204. }
  3205. 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 {
  3206. 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";
  3207. }
  3208. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  3209. set_input_port_default_value(0, Vector3());
  3210. set_input_port_default_value(1, Vector3());
  3211. set_input_port_default_value(2, Vector3());
  3212. set_input_port_default_value(3, Vector3());
  3213. }
  3214. ////////////// Vector Decompose
  3215. String VisualShaderNodeVectorDecompose::get_caption() const {
  3216. return "VectorDecompose";
  3217. }
  3218. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  3219. return 1;
  3220. }
  3221. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
  3222. return PORT_TYPE_VECTOR;
  3223. }
  3224. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  3225. return "vec";
  3226. }
  3227. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  3228. return 3;
  3229. }
  3230. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  3231. return PORT_TYPE_SCALAR;
  3232. }
  3233. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  3234. if (p_port == 0) {
  3235. return "x";
  3236. } else if (p_port == 1) {
  3237. return "y";
  3238. } else {
  3239. return "z";
  3240. }
  3241. }
  3242. 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 {
  3243. String code;
  3244. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3245. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3246. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3247. return code;
  3248. }
  3249. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  3250. set_input_port_default_value(0, Vector3());
  3251. }
  3252. ////////////// Transform Decompose
  3253. String VisualShaderNodeTransformDecompose::get_caption() const {
  3254. return "TransformDecompose";
  3255. }
  3256. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  3257. return 1;
  3258. }
  3259. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  3260. return PORT_TYPE_TRANSFORM;
  3261. }
  3262. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  3263. return "xform";
  3264. }
  3265. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  3266. return 4;
  3267. }
  3268. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  3269. return PORT_TYPE_VECTOR;
  3270. }
  3271. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  3272. if (p_port == 0) {
  3273. return "x";
  3274. } else if (p_port == 1) {
  3275. return "y";
  3276. } else if (p_port == 2) {
  3277. return "z";
  3278. } else {
  3279. return "origin";
  3280. }
  3281. }
  3282. 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 {
  3283. String code;
  3284. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  3285. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  3286. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  3287. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  3288. return code;
  3289. }
  3290. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  3291. set_input_port_default_value(0, Transform3D());
  3292. }
  3293. ////////////// Float Uniform
  3294. String VisualShaderNodeFloatUniform::get_caption() const {
  3295. return "FloatUniform";
  3296. }
  3297. int VisualShaderNodeFloatUniform::get_input_port_count() const {
  3298. return 0;
  3299. }
  3300. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
  3301. return PORT_TYPE_SCALAR;
  3302. }
  3303. String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
  3304. return String();
  3305. }
  3306. int VisualShaderNodeFloatUniform::get_output_port_count() const {
  3307. return 1;
  3308. }
  3309. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
  3310. return PORT_TYPE_SCALAR;
  3311. }
  3312. String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
  3313. return ""; //no output port means the editor will be used as port
  3314. }
  3315. String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3316. String code = "";
  3317. if (hint == HINT_RANGE) {
  3318. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  3319. } else if (hint == HINT_RANGE_STEP) {
  3320. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  3321. } else {
  3322. code += _get_qual_str() + "uniform float " + get_uniform_name();
  3323. }
  3324. if (default_value_enabled) {
  3325. code += " = " + rtos(default_value);
  3326. }
  3327. code += ";\n";
  3328. return code;
  3329. }
  3330. 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 {
  3331. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3332. }
  3333. bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
  3334. return true;
  3335. }
  3336. bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
  3337. return true;
  3338. }
  3339. void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
  3340. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  3341. if (hint == p_hint) {
  3342. return;
  3343. }
  3344. hint = p_hint;
  3345. emit_changed();
  3346. }
  3347. VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
  3348. return hint;
  3349. }
  3350. void VisualShaderNodeFloatUniform::set_min(float p_value) {
  3351. if (Math::is_equal_approx(hint_range_min, p_value)) {
  3352. return;
  3353. }
  3354. hint_range_min = p_value;
  3355. emit_changed();
  3356. }
  3357. float VisualShaderNodeFloatUniform::get_min() const {
  3358. return hint_range_min;
  3359. }
  3360. void VisualShaderNodeFloatUniform::set_max(float p_value) {
  3361. if (Math::is_equal_approx(hint_range_max, p_value)) {
  3362. return;
  3363. }
  3364. hint_range_max = p_value;
  3365. emit_changed();
  3366. }
  3367. float VisualShaderNodeFloatUniform::get_max() const {
  3368. return hint_range_max;
  3369. }
  3370. void VisualShaderNodeFloatUniform::set_step(float p_value) {
  3371. if (Math::is_equal_approx(hint_range_step, p_value)) {
  3372. return;
  3373. }
  3374. hint_range_step = p_value;
  3375. emit_changed();
  3376. }
  3377. float VisualShaderNodeFloatUniform::get_step() const {
  3378. return hint_range_step;
  3379. }
  3380. void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
  3381. if (default_value_enabled == p_enabled) {
  3382. return;
  3383. }
  3384. default_value_enabled = p_enabled;
  3385. emit_changed();
  3386. }
  3387. bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
  3388. return default_value_enabled;
  3389. }
  3390. void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
  3391. if (Math::is_equal_approx(default_value, p_value)) {
  3392. return;
  3393. }
  3394. default_value = p_value;
  3395. emit_changed();
  3396. }
  3397. float VisualShaderNodeFloatUniform::get_default_value() const {
  3398. return default_value;
  3399. }
  3400. void VisualShaderNodeFloatUniform::_bind_methods() {
  3401. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
  3402. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
  3403. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
  3404. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
  3405. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
  3406. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
  3407. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
  3408. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
  3409. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
  3410. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
  3411. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
  3412. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
  3413. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  3414. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  3415. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  3416. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  3417. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3418. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  3419. BIND_ENUM_CONSTANT(HINT_NONE);
  3420. BIND_ENUM_CONSTANT(HINT_RANGE);
  3421. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  3422. BIND_ENUM_CONSTANT(HINT_MAX);
  3423. }
  3424. bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
  3425. return true; // all qualifiers are supported
  3426. }
  3427. bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
  3428. return true; // conversion is allowed
  3429. }
  3430. Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
  3431. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3432. props.push_back("hint");
  3433. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  3434. props.push_back("min");
  3435. props.push_back("max");
  3436. }
  3437. if (hint == HINT_RANGE_STEP) {
  3438. props.push_back("step");
  3439. }
  3440. props.push_back("default_value_enabled");
  3441. if (default_value_enabled) {
  3442. props.push_back("default_value");
  3443. }
  3444. return props;
  3445. }
  3446. VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
  3447. }
  3448. ////////////// Integer Uniform
  3449. String VisualShaderNodeIntUniform::get_caption() const {
  3450. return "IntUniform";
  3451. }
  3452. int VisualShaderNodeIntUniform::get_input_port_count() const {
  3453. return 0;
  3454. }
  3455. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
  3456. return PORT_TYPE_SCALAR_INT;
  3457. }
  3458. String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
  3459. return String();
  3460. }
  3461. int VisualShaderNodeIntUniform::get_output_port_count() const {
  3462. return 1;
  3463. }
  3464. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
  3465. return PORT_TYPE_SCALAR_INT;
  3466. }
  3467. String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
  3468. return ""; //no output port means the editor will be used as port
  3469. }
  3470. String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3471. String code = "";
  3472. if (hint == HINT_RANGE) {
  3473. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  3474. } else if (hint == HINT_RANGE_STEP) {
  3475. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  3476. } else {
  3477. code += _get_qual_str() + "uniform int " + get_uniform_name();
  3478. }
  3479. if (default_value_enabled) {
  3480. code += " = " + itos(default_value);
  3481. }
  3482. code += ";\n";
  3483. return code;
  3484. }
  3485. 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 {
  3486. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3487. }
  3488. bool VisualShaderNodeIntUniform::is_show_prop_names() const {
  3489. return true;
  3490. }
  3491. bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
  3492. return true;
  3493. }
  3494. void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
  3495. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  3496. if (hint == p_hint) {
  3497. return;
  3498. }
  3499. hint = p_hint;
  3500. emit_changed();
  3501. }
  3502. VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
  3503. return hint;
  3504. }
  3505. void VisualShaderNodeIntUniform::set_min(int p_value) {
  3506. if (hint_range_min == p_value) {
  3507. return;
  3508. }
  3509. hint_range_min = p_value;
  3510. emit_changed();
  3511. }
  3512. int VisualShaderNodeIntUniform::get_min() const {
  3513. return hint_range_min;
  3514. }
  3515. void VisualShaderNodeIntUniform::set_max(int p_value) {
  3516. if (hint_range_max == p_value) {
  3517. return;
  3518. }
  3519. hint_range_max = p_value;
  3520. emit_changed();
  3521. }
  3522. int VisualShaderNodeIntUniform::get_max() const {
  3523. return hint_range_max;
  3524. }
  3525. void VisualShaderNodeIntUniform::set_step(int p_value) {
  3526. if (hint_range_step == p_value) {
  3527. return;
  3528. }
  3529. hint_range_step = p_value;
  3530. emit_changed();
  3531. }
  3532. int VisualShaderNodeIntUniform::get_step() const {
  3533. return hint_range_step;
  3534. }
  3535. void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_enabled) {
  3536. if (default_value_enabled == p_default_value_enabled) {
  3537. return;
  3538. }
  3539. default_value_enabled = p_default_value_enabled;
  3540. emit_changed();
  3541. }
  3542. bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
  3543. return default_value_enabled;
  3544. }
  3545. void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
  3546. if (default_value == p_default_value) {
  3547. return;
  3548. }
  3549. default_value = p_default_value;
  3550. emit_changed();
  3551. }
  3552. int VisualShaderNodeIntUniform::get_default_value() const {
  3553. return default_value;
  3554. }
  3555. void VisualShaderNodeIntUniform::_bind_methods() {
  3556. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
  3557. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
  3558. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
  3559. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
  3560. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
  3561. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
  3562. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
  3563. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
  3564. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
  3565. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
  3566. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
  3567. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
  3568. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
  3569. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  3570. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  3571. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  3572. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3573. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  3574. BIND_ENUM_CONSTANT(HINT_NONE);
  3575. BIND_ENUM_CONSTANT(HINT_RANGE);
  3576. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  3577. BIND_ENUM_CONSTANT(HINT_MAX);
  3578. }
  3579. bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
  3580. return true; // all qualifiers are supported
  3581. }
  3582. bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
  3583. return true; // conversion is allowed
  3584. }
  3585. Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
  3586. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3587. props.push_back("hint");
  3588. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  3589. props.push_back("min");
  3590. props.push_back("max");
  3591. }
  3592. if (hint == HINT_RANGE_STEP) {
  3593. props.push_back("step");
  3594. }
  3595. props.push_back("default_value_enabled");
  3596. if (default_value_enabled) {
  3597. props.push_back("default_value");
  3598. }
  3599. return props;
  3600. }
  3601. VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
  3602. }
  3603. ////////////// Boolean Uniform
  3604. String VisualShaderNodeBooleanUniform::get_caption() const {
  3605. return "BooleanUniform";
  3606. }
  3607. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  3608. return 0;
  3609. }
  3610. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  3611. return PORT_TYPE_BOOLEAN;
  3612. }
  3613. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  3614. return String();
  3615. }
  3616. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  3617. return 1;
  3618. }
  3619. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  3620. return PORT_TYPE_BOOLEAN;
  3621. }
  3622. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  3623. return ""; //no output port means the editor will be used as port
  3624. }
  3625. void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_value_enabled) {
  3626. if (default_value_enabled == p_default_value_enabled) {
  3627. return;
  3628. }
  3629. default_value_enabled = p_default_value_enabled;
  3630. emit_changed();
  3631. }
  3632. bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
  3633. return default_value_enabled;
  3634. }
  3635. void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
  3636. if (default_value == p_default_value) {
  3637. return;
  3638. }
  3639. default_value = p_default_value;
  3640. emit_changed();
  3641. }
  3642. bool VisualShaderNodeBooleanUniform::get_default_value() const {
  3643. return default_value;
  3644. }
  3645. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3646. String code = _get_qual_str() + "uniform bool " + get_uniform_name();
  3647. if (default_value_enabled) {
  3648. if (default_value) {
  3649. code += " = true";
  3650. } else {
  3651. code += " = false";
  3652. }
  3653. }
  3654. code += ";\n";
  3655. return code;
  3656. }
  3657. 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 {
  3658. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3659. }
  3660. bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
  3661. return true;
  3662. }
  3663. bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
  3664. return true;
  3665. }
  3666. void VisualShaderNodeBooleanUniform::_bind_methods() {
  3667. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
  3668. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
  3669. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
  3670. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
  3671. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3672. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  3673. }
  3674. bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
  3675. return true; // all qualifiers are supported
  3676. }
  3677. bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
  3678. return true; // conversion is allowed
  3679. }
  3680. Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
  3681. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3682. props.push_back("default_value_enabled");
  3683. if (default_value_enabled) {
  3684. props.push_back("default_value");
  3685. }
  3686. return props;
  3687. }
  3688. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  3689. }
  3690. ////////////// Color Uniform
  3691. String VisualShaderNodeColorUniform::get_caption() const {
  3692. return "ColorUniform";
  3693. }
  3694. int VisualShaderNodeColorUniform::get_input_port_count() const {
  3695. return 0;
  3696. }
  3697. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  3698. return PORT_TYPE_VECTOR;
  3699. }
  3700. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  3701. return String();
  3702. }
  3703. int VisualShaderNodeColorUniform::get_output_port_count() const {
  3704. return 2;
  3705. }
  3706. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  3707. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  3708. }
  3709. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  3710. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  3711. }
  3712. void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
  3713. if (default_value_enabled == p_enabled) {
  3714. return;
  3715. }
  3716. default_value_enabled = p_enabled;
  3717. emit_changed();
  3718. }
  3719. bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
  3720. return default_value_enabled;
  3721. }
  3722. void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
  3723. if (default_value.is_equal_approx(p_value)) {
  3724. return;
  3725. }
  3726. default_value = p_value;
  3727. emit_changed();
  3728. }
  3729. Color VisualShaderNodeColorUniform::get_default_value() const {
  3730. return default_value;
  3731. }
  3732. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3733. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
  3734. if (default_value_enabled) {
  3735. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  3736. }
  3737. code += ";\n";
  3738. return code;
  3739. }
  3740. 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 {
  3741. String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  3742. code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  3743. return code;
  3744. }
  3745. bool VisualShaderNodeColorUniform::is_show_prop_names() const {
  3746. return true;
  3747. }
  3748. void VisualShaderNodeColorUniform::_bind_methods() {
  3749. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
  3750. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
  3751. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
  3752. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
  3753. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3754. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  3755. }
  3756. bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
  3757. return true; // all qualifiers are supported
  3758. }
  3759. bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
  3760. return true; // conversion is allowed
  3761. }
  3762. Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
  3763. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3764. props.push_back("default_value_enabled");
  3765. if (default_value_enabled) {
  3766. props.push_back("default_value");
  3767. }
  3768. return props;
  3769. }
  3770. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  3771. }
  3772. ////////////// Vector Uniform
  3773. String VisualShaderNodeVec3Uniform::get_caption() const {
  3774. return "VectorUniform";
  3775. }
  3776. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  3777. return 0;
  3778. }
  3779. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  3780. return PORT_TYPE_VECTOR;
  3781. }
  3782. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  3783. return String();
  3784. }
  3785. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  3786. return 1;
  3787. }
  3788. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  3789. return PORT_TYPE_VECTOR;
  3790. }
  3791. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  3792. return ""; //no output port means the editor will be used as port
  3793. }
  3794. void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
  3795. default_value_enabled = p_enabled;
  3796. emit_changed();
  3797. }
  3798. bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
  3799. return default_value_enabled;
  3800. }
  3801. void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
  3802. default_value = p_value;
  3803. emit_changed();
  3804. }
  3805. Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
  3806. return default_value;
  3807. }
  3808. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3809. String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
  3810. if (default_value_enabled) {
  3811. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  3812. }
  3813. code += ";\n";
  3814. return code;
  3815. }
  3816. 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 {
  3817. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3818. }
  3819. void VisualShaderNodeVec3Uniform::_bind_methods() {
  3820. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
  3821. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
  3822. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
  3823. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
  3824. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3825. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  3826. }
  3827. bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
  3828. return true;
  3829. }
  3830. bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
  3831. return true;
  3832. }
  3833. bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
  3834. return true; // all qualifiers are supported
  3835. }
  3836. bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
  3837. return true; // conversion is allowed
  3838. }
  3839. Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
  3840. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3841. props.push_back("default_value_enabled");
  3842. if (default_value_enabled) {
  3843. props.push_back("default_value");
  3844. }
  3845. return props;
  3846. }
  3847. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  3848. }
  3849. ////////////// Transform Uniform
  3850. String VisualShaderNodeTransformUniform::get_caption() const {
  3851. return "TransformUniform";
  3852. }
  3853. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  3854. return 0;
  3855. }
  3856. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  3857. return PORT_TYPE_VECTOR;
  3858. }
  3859. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  3860. return String();
  3861. }
  3862. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  3863. return 1;
  3864. }
  3865. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  3866. return PORT_TYPE_TRANSFORM;
  3867. }
  3868. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  3869. return ""; //no output port means the editor will be used as port
  3870. }
  3871. void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
  3872. default_value_enabled = p_enabled;
  3873. emit_changed();
  3874. }
  3875. bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
  3876. return default_value_enabled;
  3877. }
  3878. void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
  3879. default_value = p_value;
  3880. emit_changed();
  3881. }
  3882. Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
  3883. return default_value;
  3884. }
  3885. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3886. String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
  3887. if (default_value_enabled) {
  3888. Vector3 row0 = default_value.basis.get_row(0);
  3889. Vector3 row1 = default_value.basis.get_row(1);
  3890. Vector3 row2 = default_value.basis.get_row(2);
  3891. Vector3 origin = default_value.origin;
  3892. 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) + ")";
  3893. }
  3894. code += ";\n";
  3895. return code;
  3896. }
  3897. 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 {
  3898. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3899. }
  3900. void VisualShaderNodeTransformUniform::_bind_methods() {
  3901. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
  3902. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
  3903. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
  3904. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
  3905. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3906. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
  3907. }
  3908. bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
  3909. return true;
  3910. }
  3911. bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
  3912. return true;
  3913. }
  3914. bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
  3915. if (p_qual == Qualifier::QUAL_INSTANCE) {
  3916. return false;
  3917. }
  3918. return true;
  3919. }
  3920. bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
  3921. return true; // conversion is allowed
  3922. }
  3923. Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
  3924. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3925. props.push_back("default_value_enabled");
  3926. if (default_value_enabled) {
  3927. props.push_back("default_value");
  3928. }
  3929. return props;
  3930. }
  3931. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  3932. }
  3933. ////////////// Texture Uniform
  3934. String VisualShaderNodeTextureUniform::get_caption() const {
  3935. return "TextureUniform";
  3936. }
  3937. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  3938. return 2;
  3939. }
  3940. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  3941. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  3942. }
  3943. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  3944. return p_port == 0 ? "uv" : "lod";
  3945. }
  3946. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  3947. return 3;
  3948. }
  3949. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  3950. switch (p_port) {
  3951. case 0:
  3952. return PORT_TYPE_VECTOR;
  3953. case 1:
  3954. return PORT_TYPE_SCALAR;
  3955. case 2:
  3956. return PORT_TYPE_SAMPLER;
  3957. default:
  3958. return PORT_TYPE_SCALAR;
  3959. }
  3960. }
  3961. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  3962. switch (p_port) {
  3963. case 0:
  3964. return "rgb";
  3965. case 1:
  3966. return "alpha";
  3967. case 2:
  3968. return "sampler2D";
  3969. default:
  3970. return "";
  3971. }
  3972. }
  3973. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3974. String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
  3975. switch (texture_type) {
  3976. case TYPE_DATA:
  3977. if (color_default == COLOR_DEFAULT_BLACK) {
  3978. code += " : hint_black;\n";
  3979. } else {
  3980. code += ";\n";
  3981. }
  3982. break;
  3983. case TYPE_COLOR:
  3984. if (color_default == COLOR_DEFAULT_BLACK) {
  3985. code += " : hint_black_albedo;\n";
  3986. } else {
  3987. code += " : hint_albedo;\n";
  3988. }
  3989. break;
  3990. case TYPE_NORMAL_MAP:
  3991. code += " : hint_normal;\n";
  3992. break;
  3993. case TYPE_ANISO:
  3994. code += " : hint_aniso;\n";
  3995. break;
  3996. default:
  3997. code += ";\n";
  3998. break;
  3999. }
  4000. return code;
  4001. }
  4002. bool VisualShaderNodeTextureUniform::is_code_generated() const {
  4003. return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
  4004. }
  4005. 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 {
  4006. String default_uv;
  4007. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  4008. default_uv = "UV.xy";
  4009. } else {
  4010. default_uv = "vec2(0.0)";
  4011. }
  4012. String id = get_uniform_name();
  4013. String code = " {\n";
  4014. if (p_input_vars[0] == String()) { // Use UV by default.
  4015. if (p_input_vars[1] == String()) {
  4016. code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
  4017. } else {
  4018. code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  4019. }
  4020. } else if (p_input_vars[1] == String()) {
  4021. //no lod
  4022. code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  4023. } else {
  4024. code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  4025. }
  4026. code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
  4027. code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
  4028. code += " }\n";
  4029. return code;
  4030. }
  4031. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
  4032. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  4033. if (texture_type == p_texture_type) {
  4034. return;
  4035. }
  4036. texture_type = p_texture_type;
  4037. emit_changed();
  4038. }
  4039. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  4040. return texture_type;
  4041. }
  4042. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_default) {
  4043. ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
  4044. if (color_default == p_color_default) {
  4045. return;
  4046. }
  4047. color_default = p_color_default;
  4048. emit_changed();
  4049. }
  4050. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  4051. return color_default;
  4052. }
  4053. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  4054. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4055. props.push_back("texture_type");
  4056. props.push_back("color_default");
  4057. return props;
  4058. }
  4059. void VisualShaderNodeTextureUniform::_bind_methods() {
  4060. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  4061. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  4062. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  4063. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  4064. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
  4065. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
  4066. BIND_ENUM_CONSTANT(TYPE_DATA);
  4067. BIND_ENUM_CONSTANT(TYPE_COLOR);
  4068. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  4069. BIND_ENUM_CONSTANT(TYPE_ANISO);
  4070. BIND_ENUM_CONSTANT(TYPE_MAX);
  4071. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  4072. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  4073. BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
  4074. }
  4075. String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
  4076. if (p_port == 0) {
  4077. return "default";
  4078. }
  4079. return "";
  4080. }
  4081. bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
  4082. switch (p_qual) {
  4083. case Qualifier::QUAL_NONE:
  4084. return true;
  4085. case Qualifier::QUAL_GLOBAL:
  4086. return true;
  4087. case Qualifier::QUAL_INSTANCE:
  4088. return false;
  4089. default:
  4090. break;
  4091. }
  4092. return false;
  4093. }
  4094. bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
  4095. return false; // conversion is not allowed
  4096. }
  4097. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  4098. simple_decl = false;
  4099. }
  4100. ////////////// Texture Uniform (Triplanar)
  4101. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  4102. return "TextureUniformTriplanar";
  4103. }
  4104. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  4105. return 2;
  4106. }
  4107. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  4108. if (p_port == 0 || p_port == 1) {
  4109. return PORT_TYPE_VECTOR;
  4110. }
  4111. return PORT_TYPE_SCALAR;
  4112. }
  4113. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  4114. if (p_port == 0) {
  4115. return "weights";
  4116. } else if (p_port == 1) {
  4117. return "pos";
  4118. }
  4119. return "";
  4120. }
  4121. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4122. String code;
  4123. code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
  4124. code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  4125. code += " vec4 samp = vec4(0.0);\n";
  4126. code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  4127. code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  4128. code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  4129. code += " return samp;\n";
  4130. code += " }\n";
  4131. code += "\n";
  4132. code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  4133. code += " uniform vec3 triplanar_offset;\n";
  4134. code += " uniform float triplanar_sharpness = 0.5;\n";
  4135. code += "\n";
  4136. code += " varying vec3 triplanar_power_normal;\n";
  4137. code += " varying vec3 triplanar_pos;\n";
  4138. return code;
  4139. }
  4140. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4141. String code;
  4142. if (p_type == VisualShader::TYPE_VERTEX) {
  4143. code += " // TRIPLANAR FUNCTION VERTEX CODE\n";
  4144. code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  4145. code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  4146. code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  4147. code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  4148. }
  4149. return code;
  4150. }
  4151. 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 {
  4152. String id = get_uniform_name();
  4153. String code = " {\n";
  4154. if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
  4155. code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  4156. } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
  4157. code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  4158. } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
  4159. code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  4160. } else {
  4161. code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  4162. }
  4163. code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
  4164. code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
  4165. code += " }\n";
  4166. return code;
  4167. }
  4168. String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
  4169. if (p_port == 0) {
  4170. return "default";
  4171. } else if (p_port == 1) {
  4172. return "default";
  4173. }
  4174. return "";
  4175. }
  4176. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  4177. }
  4178. ////////////// Texture2DArray Uniform
  4179. String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
  4180. return "Texture2DArrayUniform";
  4181. }
  4182. int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
  4183. return 1;
  4184. }
  4185. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
  4186. return PORT_TYPE_SAMPLER;
  4187. }
  4188. String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
  4189. return "sampler2DArray";
  4190. }
  4191. int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
  4192. return 0;
  4193. }
  4194. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
  4195. return PORT_TYPE_SCALAR;
  4196. }
  4197. String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
  4198. return "";
  4199. }
  4200. String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
  4201. return "";
  4202. }
  4203. String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4204. String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
  4205. switch (texture_type) {
  4206. case TYPE_DATA:
  4207. if (color_default == COLOR_DEFAULT_BLACK) {
  4208. code += " : hint_black;\n";
  4209. } else {
  4210. code += ";\n";
  4211. }
  4212. break;
  4213. case TYPE_COLOR:
  4214. if (color_default == COLOR_DEFAULT_BLACK) {
  4215. code += " : hint_black_albedo;\n";
  4216. } else {
  4217. code += " : hint_albedo;\n";
  4218. }
  4219. break;
  4220. case TYPE_NORMAL_MAP:
  4221. code += " : hint_normal;\n";
  4222. break;
  4223. case TYPE_ANISO:
  4224. code += " : hint_aniso;\n";
  4225. break;
  4226. default:
  4227. code += ";\n";
  4228. break;
  4229. }
  4230. return code;
  4231. }
  4232. 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 {
  4233. return String();
  4234. }
  4235. VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
  4236. }
  4237. ////////////// Texture3D Uniform
  4238. String VisualShaderNodeTexture3DUniform::get_caption() const {
  4239. return "Texture3DUniform";
  4240. }
  4241. int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
  4242. return 1;
  4243. }
  4244. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
  4245. return PORT_TYPE_SAMPLER;
  4246. }
  4247. String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
  4248. return "sampler3D";
  4249. }
  4250. int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
  4251. return 0;
  4252. }
  4253. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
  4254. return PORT_TYPE_SCALAR;
  4255. }
  4256. String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
  4257. return "";
  4258. }
  4259. String VisualShaderNodeTexture3DUniform::get_input_port_default_hint(int p_port) const {
  4260. return "";
  4261. }
  4262. String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4263. String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
  4264. switch (texture_type) {
  4265. case TYPE_DATA:
  4266. if (color_default == COLOR_DEFAULT_BLACK) {
  4267. code += " : hint_black;\n";
  4268. } else {
  4269. code += ";\n";
  4270. }
  4271. break;
  4272. case TYPE_COLOR:
  4273. if (color_default == COLOR_DEFAULT_BLACK) {
  4274. code += " : hint_black_albedo;\n";
  4275. } else {
  4276. code += " : hint_albedo;\n";
  4277. }
  4278. break;
  4279. case TYPE_NORMAL_MAP:
  4280. code += " : hint_normal;\n";
  4281. break;
  4282. case TYPE_ANISO:
  4283. code += " : hint_aniso;\n";
  4284. break;
  4285. default:
  4286. code += ";\n";
  4287. break;
  4288. }
  4289. return code;
  4290. }
  4291. 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 {
  4292. return String();
  4293. }
  4294. VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
  4295. }
  4296. ////////////// Cubemap Uniform
  4297. String VisualShaderNodeCubemapUniform::get_caption() const {
  4298. return "CubemapUniform";
  4299. }
  4300. int VisualShaderNodeCubemapUniform::get_output_port_count() const {
  4301. return 1;
  4302. }
  4303. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
  4304. return PORT_TYPE_SAMPLER;
  4305. }
  4306. String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
  4307. return "samplerCube";
  4308. }
  4309. int VisualShaderNodeCubemapUniform::get_input_port_count() const {
  4310. return 0;
  4311. }
  4312. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
  4313. return PORT_TYPE_SCALAR;
  4314. }
  4315. String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
  4316. return "";
  4317. }
  4318. String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const {
  4319. return "";
  4320. }
  4321. String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4322. String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
  4323. switch (texture_type) {
  4324. case TYPE_DATA:
  4325. if (color_default == COLOR_DEFAULT_BLACK) {
  4326. code += " : hint_black;\n";
  4327. } else {
  4328. code += ";\n";
  4329. }
  4330. break;
  4331. case TYPE_COLOR:
  4332. if (color_default == COLOR_DEFAULT_BLACK) {
  4333. code += " : hint_black_albedo;\n";
  4334. } else {
  4335. code += " : hint_albedo;\n";
  4336. }
  4337. break;
  4338. case TYPE_NORMAL_MAP:
  4339. code += " : hint_normal;\n";
  4340. break;
  4341. case TYPE_ANISO:
  4342. code += " : hint_aniso;\n";
  4343. break;
  4344. default:
  4345. code += ";\n";
  4346. break;
  4347. }
  4348. return code;
  4349. }
  4350. 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 {
  4351. return String();
  4352. }
  4353. VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
  4354. }
  4355. ////////////// If
  4356. String VisualShaderNodeIf::get_caption() const {
  4357. return "If";
  4358. }
  4359. int VisualShaderNodeIf::get_input_port_count() const {
  4360. return 6;
  4361. }
  4362. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  4363. if (p_port == 0 || p_port == 1 || p_port == 2) {
  4364. return PORT_TYPE_SCALAR;
  4365. }
  4366. return PORT_TYPE_VECTOR;
  4367. }
  4368. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  4369. switch (p_port) {
  4370. case 0:
  4371. return "a";
  4372. case 1:
  4373. return "b";
  4374. case 2:
  4375. return "tolerance";
  4376. case 3:
  4377. return "a == b";
  4378. case 4:
  4379. return "a > b";
  4380. case 5:
  4381. return "a < b";
  4382. default:
  4383. return "";
  4384. }
  4385. }
  4386. int VisualShaderNodeIf::get_output_port_count() const {
  4387. return 1;
  4388. }
  4389. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  4390. return PORT_TYPE_VECTOR;
  4391. }
  4392. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  4393. return "result";
  4394. }
  4395. 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 {
  4396. String code;
  4397. code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  4398. code += " {\n";
  4399. code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  4400. code += " }\n";
  4401. code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  4402. code += " {\n";
  4403. code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  4404. code += " }\n";
  4405. code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  4406. code += " {\n";
  4407. code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  4408. code += " }\n";
  4409. return code;
  4410. }
  4411. VisualShaderNodeIf::VisualShaderNodeIf() {
  4412. simple_decl = false;
  4413. set_input_port_default_value(0, 0.0);
  4414. set_input_port_default_value(1, 0.0);
  4415. set_input_port_default_value(2, CMP_EPSILON);
  4416. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  4417. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  4418. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  4419. }
  4420. ////////////// Switch
  4421. String VisualShaderNodeSwitch::get_caption() const {
  4422. return "Switch";
  4423. }
  4424. int VisualShaderNodeSwitch::get_input_port_count() const {
  4425. return 3;
  4426. }
  4427. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  4428. if (p_port == 0) {
  4429. return PORT_TYPE_BOOLEAN;
  4430. }
  4431. if (p_port == 1 || p_port == 2) {
  4432. switch (op_type) {
  4433. case OP_TYPE_INT:
  4434. return PORT_TYPE_SCALAR_INT;
  4435. case OP_TYPE_VECTOR:
  4436. return PORT_TYPE_VECTOR;
  4437. case OP_TYPE_BOOLEAN:
  4438. return PORT_TYPE_BOOLEAN;
  4439. case OP_TYPE_TRANSFORM:
  4440. return PORT_TYPE_TRANSFORM;
  4441. default:
  4442. break;
  4443. }
  4444. }
  4445. return PORT_TYPE_SCALAR;
  4446. }
  4447. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  4448. switch (p_port) {
  4449. case 0:
  4450. return "value";
  4451. case 1:
  4452. return "true";
  4453. case 2:
  4454. return "false";
  4455. default:
  4456. return "";
  4457. }
  4458. }
  4459. int VisualShaderNodeSwitch::get_output_port_count() const {
  4460. return 1;
  4461. }
  4462. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  4463. switch (op_type) {
  4464. case OP_TYPE_INT:
  4465. return PORT_TYPE_SCALAR_INT;
  4466. case OP_TYPE_VECTOR:
  4467. return PORT_TYPE_VECTOR;
  4468. case OP_TYPE_BOOLEAN:
  4469. return PORT_TYPE_BOOLEAN;
  4470. case OP_TYPE_TRANSFORM:
  4471. return PORT_TYPE_TRANSFORM;
  4472. default:
  4473. break;
  4474. }
  4475. return PORT_TYPE_SCALAR;
  4476. }
  4477. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  4478. return "result";
  4479. }
  4480. void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
  4481. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  4482. if (op_type == p_op_type) {
  4483. return;
  4484. }
  4485. switch (p_op_type) {
  4486. case OP_TYPE_FLOAT:
  4487. set_input_port_default_value(1, 1.0);
  4488. set_input_port_default_value(2, 0.0);
  4489. break;
  4490. case OP_TYPE_INT:
  4491. set_input_port_default_value(1, 1);
  4492. set_input_port_default_value(2, 0);
  4493. break;
  4494. case OP_TYPE_VECTOR:
  4495. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  4496. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  4497. break;
  4498. case OP_TYPE_BOOLEAN:
  4499. set_input_port_default_value(1, true);
  4500. set_input_port_default_value(2, false);
  4501. break;
  4502. case OP_TYPE_TRANSFORM:
  4503. set_input_port_default_value(1, Transform3D());
  4504. set_input_port_default_value(2, Transform3D());
  4505. break;
  4506. default:
  4507. break;
  4508. }
  4509. op_type = p_op_type;
  4510. emit_changed();
  4511. }
  4512. VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
  4513. return op_type;
  4514. }
  4515. Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
  4516. Vector<StringName> props;
  4517. props.push_back("op_type");
  4518. return props;
  4519. }
  4520. void VisualShaderNodeSwitch::_bind_methods() { // static
  4521. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
  4522. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
  4523. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_op_type", "get_op_type");
  4524. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  4525. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  4526. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  4527. BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
  4528. BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
  4529. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  4530. }
  4531. 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 {
  4532. String code;
  4533. code += " if(" + p_input_vars[0] + ")\n";
  4534. code += " {\n";
  4535. code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  4536. code += " }\n";
  4537. code += " else\n";
  4538. code += " {\n";
  4539. code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  4540. code += " }\n";
  4541. return code;
  4542. }
  4543. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  4544. simple_decl = false;
  4545. set_input_port_default_value(0, false);
  4546. set_input_port_default_value(1, 1.0);
  4547. set_input_port_default_value(2, 0.0);
  4548. }
  4549. ////////////// Fresnel
  4550. String VisualShaderNodeFresnel::get_caption() const {
  4551. return "Fresnel";
  4552. }
  4553. int VisualShaderNodeFresnel::get_input_port_count() const {
  4554. return 4;
  4555. }
  4556. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  4557. switch (p_port) {
  4558. case 0:
  4559. return PORT_TYPE_VECTOR;
  4560. case 1:
  4561. return PORT_TYPE_VECTOR;
  4562. case 2:
  4563. return PORT_TYPE_BOOLEAN;
  4564. case 3:
  4565. return PORT_TYPE_SCALAR;
  4566. default:
  4567. return PORT_TYPE_VECTOR;
  4568. }
  4569. }
  4570. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  4571. switch (p_port) {
  4572. case 0:
  4573. return "normal";
  4574. case 1:
  4575. return "view";
  4576. case 2:
  4577. return "invert";
  4578. case 3:
  4579. return "power";
  4580. default:
  4581. return "";
  4582. }
  4583. }
  4584. int VisualShaderNodeFresnel::get_output_port_count() const {
  4585. return 1;
  4586. }
  4587. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  4588. return PORT_TYPE_SCALAR;
  4589. }
  4590. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  4591. return "result";
  4592. }
  4593. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  4594. if (p_port == 2) {
  4595. return false;
  4596. }
  4597. return true;
  4598. }
  4599. 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 {
  4600. String normal;
  4601. String view;
  4602. if (p_input_vars[0] == String()) {
  4603. normal = "NORMAL";
  4604. } else {
  4605. normal = p_input_vars[0];
  4606. }
  4607. if (p_input_vars[1] == String()) {
  4608. view = "VIEW";
  4609. } else {
  4610. view = p_input_vars[1];
  4611. }
  4612. if (is_input_port_connected(2)) {
  4613. 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";
  4614. } else {
  4615. if (get_input_port_default_value(2)) {
  4616. return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  4617. } else {
  4618. return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  4619. }
  4620. }
  4621. }
  4622. String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
  4623. if (p_port == 0) {
  4624. return "default";
  4625. } else if (p_port == 1) {
  4626. return "default";
  4627. }
  4628. return "";
  4629. }
  4630. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  4631. set_input_port_default_value(2, false);
  4632. set_input_port_default_value(3, 1.0);
  4633. }
  4634. ////////////// Is
  4635. String VisualShaderNodeIs::get_caption() const {
  4636. return "Is";
  4637. }
  4638. int VisualShaderNodeIs::get_input_port_count() const {
  4639. return 1;
  4640. }
  4641. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  4642. return PORT_TYPE_SCALAR;
  4643. }
  4644. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  4645. return "";
  4646. }
  4647. int VisualShaderNodeIs::get_output_port_count() const {
  4648. return 1;
  4649. }
  4650. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  4651. return PORT_TYPE_BOOLEAN;
  4652. }
  4653. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  4654. return "";
  4655. }
  4656. 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 {
  4657. static const char *functions[FUNC_MAX] = {
  4658. "isinf($)",
  4659. "isnan($)"
  4660. };
  4661. String code;
  4662. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  4663. return code;
  4664. }
  4665. void VisualShaderNodeIs::set_function(Function p_func) {
  4666. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  4667. if (func == p_func) {
  4668. return;
  4669. }
  4670. func = p_func;
  4671. emit_changed();
  4672. }
  4673. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  4674. return func;
  4675. }
  4676. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  4677. Vector<StringName> props;
  4678. props.push_back("function");
  4679. return props;
  4680. }
  4681. void VisualShaderNodeIs::_bind_methods() {
  4682. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  4683. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  4684. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  4685. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  4686. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  4687. BIND_ENUM_CONSTANT(FUNC_MAX);
  4688. }
  4689. VisualShaderNodeIs::VisualShaderNodeIs() {
  4690. set_input_port_default_value(0, 0.0);
  4691. }
  4692. ////////////// Compare
  4693. String VisualShaderNodeCompare::get_caption() const {
  4694. return "Compare";
  4695. }
  4696. int VisualShaderNodeCompare::get_input_port_count() const {
  4697. if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  4698. return 3;
  4699. }
  4700. return 2;
  4701. }
  4702. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  4703. switch (comparison_type) {
  4704. case CTYPE_SCALAR:
  4705. return PORT_TYPE_SCALAR;
  4706. case CTYPE_SCALAR_INT:
  4707. return PORT_TYPE_SCALAR_INT;
  4708. case CTYPE_VECTOR:
  4709. return PORT_TYPE_VECTOR;
  4710. case CTYPE_BOOLEAN:
  4711. return PORT_TYPE_BOOLEAN;
  4712. case CTYPE_TRANSFORM:
  4713. return PORT_TYPE_TRANSFORM;
  4714. default:
  4715. return PORT_TYPE_SCALAR;
  4716. }
  4717. }
  4718. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  4719. if (p_port == 0) {
  4720. return "a";
  4721. } else if (p_port == 1) {
  4722. return "b";
  4723. } else if (p_port == 2) {
  4724. return "tolerance";
  4725. }
  4726. return "";
  4727. }
  4728. int VisualShaderNodeCompare::get_output_port_count() const {
  4729. return 1;
  4730. }
  4731. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  4732. return PORT_TYPE_BOOLEAN;
  4733. }
  4734. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  4735. if (p_port == 0) {
  4736. return "result";
  4737. }
  4738. return "";
  4739. }
  4740. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  4741. if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
  4742. if (func > FUNC_NOT_EQUAL) {
  4743. return TTR("Invalid comparison function for that type.");
  4744. }
  4745. }
  4746. return "";
  4747. }
  4748. 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 {
  4749. static const char *operators[FUNC_MAX] = {
  4750. "==",
  4751. "!=",
  4752. ">",
  4753. ">=",
  4754. "<",
  4755. "<=",
  4756. };
  4757. static const char *functions[FUNC_MAX] = {
  4758. "equal($)",
  4759. "notEqual($)",
  4760. "greaterThan($)",
  4761. "greaterThanEqual($)",
  4762. "lessThan($)",
  4763. "lessThanEqual($)",
  4764. };
  4765. static const char *conditions[COND_MAX] = {
  4766. "all($)",
  4767. "any($)",
  4768. };
  4769. String code;
  4770. switch (comparison_type) {
  4771. case CTYPE_SCALAR:
  4772. if (func == FUNC_EQUAL) {
  4773. code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  4774. } else if (func == FUNC_NOT_EQUAL) {
  4775. code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  4776. } else {
  4777. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  4778. }
  4779. break;
  4780. case CTYPE_SCALAR_INT:
  4781. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  4782. break;
  4783. case CTYPE_VECTOR:
  4784. code += " {\n";
  4785. code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  4786. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  4787. code += " }\n";
  4788. break;
  4789. case CTYPE_BOOLEAN:
  4790. if (func > FUNC_NOT_EQUAL) {
  4791. return " " + p_output_vars[0] + " = false;\n";
  4792. }
  4793. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  4794. break;
  4795. case CTYPE_TRANSFORM:
  4796. if (func > FUNC_NOT_EQUAL) {
  4797. return " " + p_output_vars[0] + " = false;\n";
  4798. }
  4799. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  4800. break;
  4801. default:
  4802. break;
  4803. }
  4804. return code;
  4805. }
  4806. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
  4807. ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
  4808. if (comparison_type == p_comparison_type) {
  4809. return;
  4810. }
  4811. switch (p_comparison_type) {
  4812. case CTYPE_SCALAR:
  4813. set_input_port_default_value(0, 0.0);
  4814. set_input_port_default_value(1, 0.0);
  4815. simple_decl = true;
  4816. break;
  4817. case CTYPE_SCALAR_INT:
  4818. set_input_port_default_value(0, 0);
  4819. set_input_port_default_value(1, 0);
  4820. simple_decl = true;
  4821. break;
  4822. case CTYPE_VECTOR:
  4823. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4824. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  4825. simple_decl = false;
  4826. break;
  4827. case CTYPE_BOOLEAN:
  4828. set_input_port_default_value(0, false);
  4829. set_input_port_default_value(1, false);
  4830. simple_decl = true;
  4831. break;
  4832. case CTYPE_TRANSFORM:
  4833. set_input_port_default_value(0, Transform3D());
  4834. set_input_port_default_value(1, Transform3D());
  4835. simple_decl = true;
  4836. break;
  4837. default:
  4838. break;
  4839. }
  4840. comparison_type = p_comparison_type;
  4841. emit_changed();
  4842. }
  4843. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  4844. return comparison_type;
  4845. }
  4846. void VisualShaderNodeCompare::set_function(Function p_func) {
  4847. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  4848. if (func == p_func) {
  4849. return;
  4850. }
  4851. func = p_func;
  4852. emit_changed();
  4853. }
  4854. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  4855. return func;
  4856. }
  4857. void VisualShaderNodeCompare::set_condition(Condition p_condition) {
  4858. ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
  4859. if (condition == p_condition) {
  4860. return;
  4861. }
  4862. condition = p_condition;
  4863. emit_changed();
  4864. }
  4865. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  4866. return condition;
  4867. }
  4868. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  4869. Vector<StringName> props;
  4870. props.push_back("type");
  4871. props.push_back("function");
  4872. if (comparison_type == CTYPE_VECTOR) {
  4873. props.push_back("condition");
  4874. }
  4875. return props;
  4876. }
  4877. void VisualShaderNodeCompare::_bind_methods() {
  4878. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  4879. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  4880. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  4881. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  4882. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  4883. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  4884. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  4885. 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");
  4886. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  4887. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  4888. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  4889. BIND_ENUM_CONSTANT(CTYPE_VECTOR);
  4890. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  4891. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  4892. BIND_ENUM_CONSTANT(CTYPE_MAX);
  4893. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  4894. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  4895. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  4896. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  4897. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  4898. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  4899. BIND_ENUM_CONSTANT(FUNC_MAX);
  4900. BIND_ENUM_CONSTANT(COND_ALL);
  4901. BIND_ENUM_CONSTANT(COND_ANY);
  4902. BIND_ENUM_CONSTANT(COND_MAX);
  4903. }
  4904. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  4905. set_input_port_default_value(0, 0.0);
  4906. set_input_port_default_value(1, 0.0);
  4907. set_input_port_default_value(2, CMP_EPSILON);
  4908. }
  4909. ////////////// Fma
  4910. String VisualShaderNodeMultiplyAdd::get_caption() const {
  4911. return "MultiplyAdd";
  4912. }
  4913. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  4914. return 3;
  4915. }
  4916. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  4917. if (op_type == OP_TYPE_VECTOR) {
  4918. return PORT_TYPE_VECTOR;
  4919. }
  4920. return PORT_TYPE_SCALAR;
  4921. }
  4922. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  4923. if (p_port == 0) {
  4924. return "a";
  4925. } else if (p_port == 1) {
  4926. return "b(*)";
  4927. } else if (p_port == 2) {
  4928. return "c(+)";
  4929. }
  4930. return "";
  4931. }
  4932. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  4933. return 1;
  4934. }
  4935. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  4936. if (op_type == OP_TYPE_SCALAR) {
  4937. return PORT_TYPE_SCALAR;
  4938. } else {
  4939. return PORT_TYPE_VECTOR;
  4940. }
  4941. }
  4942. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  4943. return "";
  4944. }
  4945. 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 {
  4946. return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  4947. }
  4948. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  4949. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  4950. if (op_type == p_op_type) {
  4951. return;
  4952. }
  4953. switch (p_op_type) {
  4954. case OP_TYPE_SCALAR:
  4955. set_input_port_default_value(0, 0.0);
  4956. set_input_port_default_value(1, 0.0);
  4957. set_input_port_default_value(2, 0.0);
  4958. break;
  4959. case OP_TYPE_VECTOR:
  4960. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4961. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  4962. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  4963. break;
  4964. default:
  4965. break;
  4966. }
  4967. op_type = p_op_type;
  4968. emit_changed();
  4969. }
  4970. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  4971. return op_type;
  4972. }
  4973. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  4974. Vector<StringName> props;
  4975. props.push_back("op_type");
  4976. return props;
  4977. }
  4978. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  4979. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  4980. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  4981. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type");
  4982. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  4983. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  4984. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  4985. }
  4986. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  4987. set_input_port_default_value(0, 0.0);
  4988. set_input_port_default_value(1, 0.0);
  4989. set_input_port_default_value(2, 0.0);
  4990. }
  4991. ////////////// Billboard
  4992. String VisualShaderNodeBillboard::get_caption() const {
  4993. return "GetBillboardMatrix";
  4994. }
  4995. int VisualShaderNodeBillboard::get_input_port_count() const {
  4996. return 0;
  4997. }
  4998. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
  4999. return PORT_TYPE_SCALAR;
  5000. }
  5001. String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
  5002. return "";
  5003. }
  5004. int VisualShaderNodeBillboard::get_output_port_count() const {
  5005. return 1;
  5006. }
  5007. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
  5008. return PORT_TYPE_TRANSFORM;
  5009. }
  5010. String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
  5011. return "model_view_matrix";
  5012. }
  5013. 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 {
  5014. String code;
  5015. switch (billboard_type) {
  5016. case BILLBOARD_TYPE_ENABLED:
  5017. code += " {\n";
  5018. code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n";
  5019. if (keep_scale) {
  5020. code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5021. }
  5022. code += " " + p_output_vars[0] + " = __mvm;\n";
  5023. code += " }\n";
  5024. break;
  5025. case BILLBOARD_TYPE_FIXED_Y:
  5026. code += " {\n";
  5027. code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\n";
  5028. if (keep_scale) {
  5029. code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5030. } else {
  5031. code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(WORLD_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";
  5032. }
  5033. code += " " + p_output_vars[0] + " = __mvm;\n";
  5034. code += " }\n";
  5035. break;
  5036. case BILLBOARD_TYPE_PARTICLES:
  5037. code += " {\n";
  5038. code += " mat4 __wm = mat4(normalize(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\n";
  5039. 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";
  5040. code += " " + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n";
  5041. code += " }\n";
  5042. break;
  5043. default:
  5044. code += " " + p_output_vars[0] + " = mat4(1.0);\n";
  5045. break;
  5046. }
  5047. return code;
  5048. }
  5049. bool VisualShaderNodeBillboard::is_show_prop_names() const {
  5050. return true;
  5051. }
  5052. void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
  5053. ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
  5054. if (billboard_type == p_billboard_type) {
  5055. return;
  5056. }
  5057. billboard_type = p_billboard_type;
  5058. simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
  5059. set_disabled(simple_decl);
  5060. emit_changed();
  5061. }
  5062. VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
  5063. return billboard_type;
  5064. }
  5065. void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
  5066. keep_scale = p_enabled;
  5067. emit_changed();
  5068. }
  5069. bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
  5070. return keep_scale;
  5071. }
  5072. Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
  5073. Vector<StringName> props;
  5074. props.push_back("billboard_type");
  5075. if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
  5076. props.push_back("keep_scale");
  5077. }
  5078. return props;
  5079. }
  5080. void VisualShaderNodeBillboard::_bind_methods() {
  5081. ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
  5082. ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
  5083. ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
  5084. ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
  5085. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
  5086. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
  5087. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
  5088. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
  5089. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
  5090. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
  5091. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
  5092. }
  5093. VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
  5094. simple_decl = false;
  5095. }