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- /*************************************************************************/
- /* visual_shader_nodes.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "visual_shader_nodes.h"
- ////////////// Constants Base
- VisualShaderNodeConstant::VisualShaderNodeConstant() {
- }
- ////////////// Scalar(Float)
- String VisualShaderNodeFloatConstant::get_caption() const {
- return "FloatConstant";
- }
- int VisualShaderNodeFloatConstant::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeFloatConstant::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- 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 {
- return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
- }
- void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
- if (Math::is_equal_approx(constant, p_constant)) {
- return;
- }
- constant = p_constant;
- emit_changed();
- }
- float VisualShaderNodeFloatConstant::get_constant() const {
- return constant;
- }
- Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("constant");
- return props;
- }
- void VisualShaderNodeFloatConstant::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
- ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
- }
- VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
- }
- ////////////// Scalar(Int)
- String VisualShaderNodeIntConstant::get_caption() const {
- return "IntConstant";
- }
- int VisualShaderNodeIntConstant::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR_INT;
- }
- String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeIntConstant::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR_INT;
- }
- String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- 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 {
- return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
- }
- void VisualShaderNodeIntConstant::set_constant(int p_constant) {
- if (constant == p_constant) {
- return;
- }
- constant = p_constant;
- emit_changed();
- }
- int VisualShaderNodeIntConstant::get_constant() const {
- return constant;
- }
- Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("constant");
- return props;
- }
- void VisualShaderNodeIntConstant::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
- ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
- }
- VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
- }
- ////////////// Boolean
- String VisualShaderNodeBooleanConstant::get_caption() const {
- return "BooleanConstant";
- }
- int VisualShaderNodeBooleanConstant::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_BOOLEAN;
- }
- String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeBooleanConstant::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
- return PORT_TYPE_BOOLEAN;
- }
- String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- 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 {
- return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
- }
- void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
- if (constant == p_constant) {
- return;
- }
- constant = p_constant;
- emit_changed();
- }
- bool VisualShaderNodeBooleanConstant::get_constant() const {
- return constant;
- }
- Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("constant");
- return props;
- }
- void VisualShaderNodeBooleanConstant::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
- ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
- }
- VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
- }
- ////////////// Color
- String VisualShaderNodeColorConstant::get_caption() const {
- return "ColorConstant";
- }
- int VisualShaderNodeColorConstant::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeColorConstant::get_output_port_count() const {
- return 2;
- }
- VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
- return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
- }
- bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
- if (p_port == 0) {
- return true;
- }
- return false;
- }
- 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 {
- String code;
- code += " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
- code += " " + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
- return code;
- }
- void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
- if (constant.is_equal_approx(p_constant)) {
- return;
- }
- constant = p_constant;
- emit_changed();
- }
- Color VisualShaderNodeColorConstant::get_constant() const {
- return constant;
- }
- Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("constant");
- return props;
- }
- void VisualShaderNodeColorConstant::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
- ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
- ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
- }
- VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
- }
- ////////////// Vector
- String VisualShaderNodeVec3Constant::get_caption() const {
- return "VectorConstant";
- }
- int VisualShaderNodeVec3Constant::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeVec3Constant::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- 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 {
- return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
- }
- void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
- if (constant.is_equal_approx(p_constant)) {
- return;
- }
- constant = p_constant;
- emit_changed();
- }
- Vector3 VisualShaderNodeVec3Constant::get_constant() const {
- return constant;
- }
- Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("constant");
- return props;
- }
- void VisualShaderNodeVec3Constant::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
- ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
- }
- VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
- }
- ////////////// Transform3D
- String VisualShaderNodeTransformConstant::get_caption() const {
- return "TransformConstant";
- }
- int VisualShaderNodeTransformConstant::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeTransformConstant::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
- return PORT_TYPE_TRANSFORM;
- }
- String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- 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 {
- Transform3D t = constant;
- t.basis.transpose();
- String code = " " + p_output_vars[0] + " = mat4(";
- code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
- code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
- code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
- code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
- return code;
- }
- void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
- if (constant.is_equal_approx(p_constant)) {
- return;
- }
- constant = p_constant;
- emit_changed();
- }
- Transform3D VisualShaderNodeTransformConstant::get_constant() const {
- return constant;
- }
- Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("constant");
- return props;
- }
- void VisualShaderNodeTransformConstant::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
- ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
- }
- VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
- }
- ////////////// Texture
- String VisualShaderNodeTexture::get_caption() const {
- return "Texture2D";
- }
- int VisualShaderNodeTexture::get_input_port_count() const {
- return 3;
- }
- VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
- switch (p_port) {
- case 0:
- return PORT_TYPE_VECTOR;
- case 1:
- return PORT_TYPE_SCALAR;
- case 2:
- return PORT_TYPE_SAMPLER;
- default:
- return PORT_TYPE_SCALAR;
- }
- }
- String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
- switch (p_port) {
- case 0:
- return "uv";
- case 1:
- return "lod";
- case 2:
- return "sampler2D";
- default:
- return "";
- }
- }
- int VisualShaderNodeTexture::get_output_port_count() const {
- return 2;
- }
- VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
- if (p_port == 0 && source == SOURCE_DEPTH) {
- return PORT_TYPE_SCALAR;
- }
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
- if (p_port == 0 && source == SOURCE_DEPTH) {
- return "depth";
- }
- return p_port == 0 ? "rgb" : "alpha";
- }
- bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
- if (p_port == 0) {
- return true;
- }
- return false;
- }
- String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
- if (p_port == 0) {
- return "default";
- }
- return "";
- }
- Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
- VisualShader::DefaultTextureParam dtp;
- dtp.name = make_unique_id(p_type, p_id, "tex");
- dtp.param = texture;
- Vector<VisualShader::DefaultTextureParam> ret;
- ret.push_back(dtp);
- return ret;
- }
- String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- if (source == SOURCE_TEXTURE) {
- String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
- switch (texture_type) {
- case TYPE_DATA:
- break;
- case TYPE_COLOR:
- u += " : hint_albedo";
- break;
- case TYPE_NORMAL_MAP:
- u += " : hint_normal";
- break;
- default:
- break;
- }
- return u + ";\n";
- }
- return String();
- }
- 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 {
- String default_uv;
- if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
- default_uv = "UV.xy";
- } else {
- default_uv = "vec2(0.0)";
- }
- if (source == SOURCE_TEXTURE) {
- String id = make_unique_id(p_type, p_id, "tex");
- String code;
- if (p_input_vars[0] == String()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
- code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
- } else {
- code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
- }
- } else if (p_input_vars[1] == String()) {
- //no lod
- code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
- } else {
- code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
- }
- code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
- return code;
- }
- if (source == SOURCE_PORT) {
- String id = p_input_vars[2];
- String code;
- code += " {\n";
- if (id == String()) {
- code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
- } else {
- if (p_input_vars[0] == String()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
- code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
- } else {
- code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
- }
- } else if (p_input_vars[1] == String()) {
- //no lod
- code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
- } else {
- code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
- }
- code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
- }
- code += " }\n";
- return code;
- }
- if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
- String code = " {\n";
- if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
- if (p_input_vars[1] == String()) {
- code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
- } else {
- code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
- }
- } else if (p_input_vars[1] == String()) {
- //no lod
- code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
- } else {
- code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
- }
- code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = _tex_read.a;\n";
- code += " }\n";
- return code;
- }
- if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
- String code = " {\n";
- if (p_input_vars[0] == String()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
- code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
- } else {
- code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
- }
- } else if (p_input_vars[1] == String()) {
- //no lod
- code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
- } else {
- code += " vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
- }
- code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = _tex_read.a;\n";
- code += " }\n";
- return code;
- }
- if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
- String code = " {\n";
- if (p_input_vars[0] == String()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
- code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
- } else {
- code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
- }
- } else if (p_input_vars[1] == String()) {
- //no lod
- code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
- } else {
- code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
- }
- code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = _tex_read.a;\n";
- code += " }\n";
- return code;
- }
- if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
- {
- if (source == SOURCE_DEPTH) {
- String code;
- code += " " + p_output_vars[0] + " = 0.0;\n";
- code += " " + p_output_vars[1] + " = 1.0;\n";
- return code;
- }
- }
- if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
- String code = " {\n";
- if (p_input_vars[0] == String()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
- code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
- } else {
- code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
- }
- } else if (p_input_vars[1] == String()) {
- //no lod
- code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
- } else {
- code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
- }
- code += " " + p_output_vars[0] + " = _depth;\n";
- code += " " + p_output_vars[1] + " = 1.0;\n";
- code += " }\n";
- return code;
- } else if (source == SOURCE_DEPTH) {
- String code;
- code += " " + p_output_vars[0] + " = 0.0;\n";
- code += " " + p_output_vars[1] + " = 1.0;\n";
- return code;
- }
- //none
- String code;
- code += " " + p_output_vars[0] + " = vec3(0.0);\n";
- code += " " + p_output_vars[1] + " = 1.0;\n";
- return code;
- }
- void VisualShaderNodeTexture::set_source(Source p_source) {
- ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
- if (source == p_source) {
- return;
- }
- switch (p_source) {
- case SOURCE_TEXTURE:
- simple_decl = true;
- break;
- case SOURCE_SCREEN:
- simple_decl = false;
- break;
- case SOURCE_2D_TEXTURE:
- simple_decl = false;
- break;
- case SOURCE_2D_NORMAL:
- simple_decl = false;
- break;
- case SOURCE_DEPTH:
- simple_decl = false;
- break;
- case SOURCE_PORT:
- simple_decl = false;
- break;
- default:
- break;
- }
- source = p_source;
- emit_changed();
- emit_signal(SNAME("editor_refresh_request"));
- }
- VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
- return source;
- }
- void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
- texture = p_texture;
- emit_changed();
- }
- Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
- return texture;
- }
- void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
- ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
- if (texture_type == p_texture_type) {
- return;
- }
- texture_type = p_texture_type;
- emit_changed();
- }
- VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
- return texture_type;
- }
- Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("source");
- if (source == SOURCE_TEXTURE) {
- props.push_back("texture");
- props.push_back("texture_type");
- }
- return props;
- }
- String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
- if (is_input_port_connected(2) && source != SOURCE_PORT) {
- return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
- }
- if (source == SOURCE_TEXTURE) {
- return String(); // all good
- }
- if (source == SOURCE_PORT) {
- return String(); // all good
- }
- if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
- return String(); // all good
- }
- if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
- return String(); // all good
- }
- if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
- return String(); // all good
- }
- if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
- if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
- return TTR("Invalid source for preview.");
- }
- return String(); // all good
- }
- return TTR("Invalid source for shader.");
- }
- void VisualShaderNodeTexture::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
- ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
- ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
- ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
- ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
- ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
- BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
- BIND_ENUM_CONSTANT(SOURCE_SCREEN);
- BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
- BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
- BIND_ENUM_CONSTANT(SOURCE_DEPTH);
- BIND_ENUM_CONSTANT(SOURCE_PORT);
- BIND_ENUM_CONSTANT(SOURCE_MAX);
- BIND_ENUM_CONSTANT(TYPE_DATA);
- BIND_ENUM_CONSTANT(TYPE_COLOR);
- BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
- BIND_ENUM_CONSTANT(TYPE_MAX);
- }
- VisualShaderNodeTexture::VisualShaderNodeTexture() {
- }
- ////////////// CurveTexture
- String VisualShaderNodeCurveTexture::get_caption() const {
- return "CurveTexture";
- }
- int VisualShaderNodeCurveTexture::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeCurveTexture::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
- return String();
- }
- void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
- texture = p_texture;
- emit_changed();
- }
- Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
- return texture;
- }
- Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("texture");
- return props;
- }
- String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + ";\n";
- }
- 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 {
- if (p_input_vars[0] == String()) {
- return " " + p_output_vars[0] + " = 0.0;\n";
- }
- String id = make_unique_id(p_type, p_id, "curve");
- String code;
- code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
- return code;
- }
- Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
- VisualShader::DefaultTextureParam dtp;
- dtp.name = make_unique_id(p_type, p_id, "curve");
- dtp.param = texture;
- Vector<VisualShader::DefaultTextureParam> ret;
- ret.push_back(dtp);
- return ret;
- }
- void VisualShaderNodeCurveTexture::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
- ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
- }
- bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
- return true;
- }
- VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
- set_input_port_default_value(0, 0.0);
- simple_decl = true;
- allow_v_resize = false;
- }
- ////////////// CurveXYZTexture
- String VisualShaderNodeCurveXYZTexture::get_caption() const {
- return "CurveXYZTexture";
- }
- int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
- return String();
- }
- void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
- texture = p_texture;
- emit_changed();
- }
- Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
- return texture;
- }
- Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("texture");
- return props;
- }
- String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
- }
- 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 {
- if (p_input_vars[0] == String()) {
- return " " + p_output_vars[0] + " = vec3(0.0);\n";
- }
- String id = make_unique_id(p_type, p_id, "curve3d");
- String code;
- code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
- return code;
- }
- Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
- VisualShader::DefaultTextureParam dtp;
- dtp.name = make_unique_id(p_type, p_id, "curve3d");
- dtp.param = texture;
- Vector<VisualShader::DefaultTextureParam> ret;
- ret.push_back(dtp);
- return ret;
- }
- void VisualShaderNodeCurveXYZTexture::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
- ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
- }
- bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
- return true;
- }
- VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
- set_input_port_default_value(0, 0.0);
- simple_decl = true;
- allow_v_resize = false;
- }
- ////////////// Sample3D
- int VisualShaderNodeSample3D::get_input_port_count() const {
- return 3;
- }
- VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
- switch (p_port) {
- case 0:
- return PORT_TYPE_VECTOR;
- case 1:
- return PORT_TYPE_SCALAR;
- case 2:
- return PORT_TYPE_SAMPLER;
- default:
- return PORT_TYPE_SCALAR;
- }
- }
- String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
- switch (p_port) {
- case 0:
- return "uvw";
- case 1:
- return "lod";
- default:
- return "";
- }
- }
- int VisualShaderNodeSample3D::get_output_port_count() const {
- return 2;
- }
- VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
- return p_port == 0 ? "rgb" : "alpha";
- }
- bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
- if (p_port == 0) {
- return true;
- }
- return false;
- }
- String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
- if (p_port == 0) {
- return "default";
- }
- return "";
- }
- 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 {
- String default_uv;
- if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
- default_uv = "vec3(UV, 0.0)";
- } else {
- default_uv = "vec3(0.0)";
- }
- String code;
- if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
- String id;
- code += " {\n";
- if (source == SOURCE_TEXTURE) {
- id = make_unique_id(p_type, p_id, "tex3d");
- } else {
- id = p_input_vars[2];
- }
- if (id != String()) {
- if (p_input_vars[0] == String()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
- code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
- } else {
- code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
- }
- } else if (p_input_vars[1] == String()) {
- //no lod
- code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
- } else {
- code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- }
- } else {
- code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
- }
- code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
- code += " }\n";
- return code;
- }
- code += " " + p_output_vars[0] + " = vec3(0.0);\n";
- code += " " + p_output_vars[1] + " = 1.0;\n";
- return code;
- }
- void VisualShaderNodeSample3D::set_source(Source p_source) {
- ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
- if (source == p_source) {
- return;
- }
- source = p_source;
- emit_changed();
- emit_signal(SNAME("editor_refresh_request"));
- }
- VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
- return source;
- }
- void VisualShaderNodeSample3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
- ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
- BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
- BIND_ENUM_CONSTANT(SOURCE_PORT);
- BIND_ENUM_CONSTANT(SOURCE_MAX);
- }
- String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
- if (is_input_port_connected(2) && source != SOURCE_PORT) {
- return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
- }
- if (source == SOURCE_TEXTURE) {
- return String(); // all good
- }
- if (source == SOURCE_PORT) {
- return String(); // all good
- }
- return TTR("Invalid source for shader.");
- }
- VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
- simple_decl = false;
- }
- ////////////// Texture2DArray
- String VisualShaderNodeTexture2DArray::get_caption() const {
- return "Texture2DArray";
- }
- String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
- if (p_port == 2) {
- return "sampler2DArray";
- }
- return VisualShaderNodeSample3D::get_input_port_name(p_port);
- }
- Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
- VisualShader::DefaultTextureParam dtp;
- dtp.name = make_unique_id(p_type, p_id, "tex3d");
- dtp.param = texture_array;
- Vector<VisualShader::DefaultTextureParam> ret;
- ret.push_back(dtp);
- return ret;
- }
- String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- if (source == SOURCE_TEXTURE) {
- return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
- }
- return String();
- }
- void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
- texture_array = p_texture_array;
- emit_changed();
- }
- Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
- return texture_array;
- }
- Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("source");
- if (source == SOURCE_TEXTURE) {
- props.push_back("texture_array");
- }
- return props;
- }
- void VisualShaderNodeTexture2DArray::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
- ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
- }
- VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
- }
- ////////////// Texture3D
- String VisualShaderNodeTexture3D::get_caption() const {
- return "Texture3D";
- }
- String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
- if (p_port == 2) {
- return "sampler3D";
- }
- return VisualShaderNodeSample3D::get_input_port_name(p_port);
- }
- Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
- VisualShader::DefaultTextureParam dtp;
- dtp.name = make_unique_id(p_type, p_id, "tex3d");
- dtp.param = texture;
- Vector<VisualShader::DefaultTextureParam> ret;
- ret.push_back(dtp);
- return ret;
- }
- String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- if (source == SOURCE_TEXTURE) {
- return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
- }
- return String();
- }
- void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
- texture = p_texture;
- emit_changed();
- }
- Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
- return texture;
- }
- Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("source");
- if (source == SOURCE_TEXTURE) {
- props.push_back("texture");
- }
- return props;
- }
- void VisualShaderNodeTexture3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
- ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
- }
- VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
- }
- ////////////// Cubemap
- String VisualShaderNodeCubemap::get_caption() const {
- return "Cubemap";
- }
- int VisualShaderNodeCubemap::get_input_port_count() const {
- return 3;
- }
- VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
- switch (p_port) {
- case 0:
- return PORT_TYPE_VECTOR;
- case 1:
- return PORT_TYPE_SCALAR;
- case 2:
- return PORT_TYPE_SAMPLER;
- default:
- return PORT_TYPE_SCALAR;
- }
- }
- String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
- switch (p_port) {
- case 0:
- return "uv";
- case 1:
- return "lod";
- case 2:
- return "samplerCube";
- default:
- return "";
- }
- }
- int VisualShaderNodeCubemap::get_output_port_count() const {
- return 2;
- }
- VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
- return p_port == 0 ? "rgb" : "alpha";
- }
- bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
- if (p_port == 0) {
- return true;
- }
- return false;
- }
- Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
- VisualShader::DefaultTextureParam dtp;
- dtp.name = make_unique_id(p_type, p_id, "cube");
- dtp.param = cube_map;
- Vector<VisualShader::DefaultTextureParam> ret;
- ret.push_back(dtp);
- return ret;
- }
- String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- if (source == SOURCE_TEXTURE) {
- String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
- switch (texture_type) {
- case TYPE_DATA:
- break;
- case TYPE_COLOR:
- u += " : hint_albedo";
- break;
- case TYPE_NORMAL_MAP:
- u += " : hint_normal";
- break;
- default:
- break;
- }
- return u + ";\n";
- }
- return String();
- }
- 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 {
- String default_uv;
- if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
- default_uv = "vec3(UV, 0.0)";
- } else {
- default_uv = "vec3(0.0)";
- }
- String code;
- String id;
- if (source == SOURCE_TEXTURE) {
- id = make_unique_id(p_type, p_id, "cube");
- } else if (source == SOURCE_PORT) {
- id = p_input_vars[2];
- } else {
- return String();
- }
- code += " {\n";
- if (id == String()) {
- code += " vec4 " + id + "_read = vec4(0.0);\n";
- code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
- code += " }\n";
- return code;
- }
- if (p_input_vars[0] == String()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
- code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
- } else {
- code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
- }
- } else if (p_input_vars[1] == String()) {
- //no lod
- code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
- } else {
- code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- }
- code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
- code += " }\n";
- return code;
- }
- String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
- if (p_port == 0) {
- return "default";
- }
- return "";
- }
- void VisualShaderNodeCubemap::set_source(Source p_source) {
- ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
- if (source == p_source) {
- return;
- }
- source = p_source;
- emit_changed();
- emit_signal(SNAME("editor_refresh_request"));
- }
- VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
- return source;
- }
- void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
- cube_map = p_cube_map;
- emit_changed();
- }
- Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
- return cube_map;
- }
- void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
- ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
- if (texture_type == p_texture_type) {
- return;
- }
- texture_type = p_texture_type;
- emit_changed();
- }
- VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
- return texture_type;
- }
- Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("source");
- if (source == SOURCE_TEXTURE) {
- props.push_back("cube_map");
- props.push_back("texture_type");
- }
- return props;
- }
- String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
- if (is_input_port_connected(2) && source != SOURCE_PORT) {
- return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
- }
- return String();
- }
- void VisualShaderNodeCubemap::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
- ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
- ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
- ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
- ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
- ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
- BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
- BIND_ENUM_CONSTANT(SOURCE_PORT);
- BIND_ENUM_CONSTANT(SOURCE_MAX);
- BIND_ENUM_CONSTANT(TYPE_DATA);
- BIND_ENUM_CONSTANT(TYPE_COLOR);
- BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
- BIND_ENUM_CONSTANT(TYPE_MAX);
- }
- VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
- simple_decl = false;
- }
- ////////////// Float Op
- String VisualShaderNodeFloatOp::get_caption() const {
- return "FloatOp";
- }
- int VisualShaderNodeFloatOp::get_input_port_count() const {
- return 2;
- }
- VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
- return p_port == 0 ? "a" : "b";
- }
- int VisualShaderNodeFloatOp::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
- return "op"; //no output port means the editor will be used as port
- }
- 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 {
- String code = " " + p_output_vars[0] + " = ";
- switch (op) {
- case OP_ADD:
- code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
- break;
- case OP_SUB:
- code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
- break;
- case OP_MUL:
- code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
- break;
- case OP_DIV:
- code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
- break;
- case OP_MOD:
- code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- case OP_POW:
- code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- case OP_MAX:
- code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- case OP_MIN:
- code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- case OP_ATAN2:
- code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- case OP_STEP:
- code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- default:
- break;
- }
- return code;
- }
- void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
- ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
- if (op == p_op) {
- return;
- }
- op = p_op;
- emit_changed();
- }
- VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
- return op;
- }
- Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("operator");
- return props;
- }
- void VisualShaderNodeFloatOp::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
- ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
- BIND_ENUM_CONSTANT(OP_ADD);
- BIND_ENUM_CONSTANT(OP_SUB);
- BIND_ENUM_CONSTANT(OP_MUL);
- BIND_ENUM_CONSTANT(OP_DIV);
- BIND_ENUM_CONSTANT(OP_MOD);
- BIND_ENUM_CONSTANT(OP_POW);
- BIND_ENUM_CONSTANT(OP_MAX);
- BIND_ENUM_CONSTANT(OP_MIN);
- BIND_ENUM_CONSTANT(OP_ATAN2);
- BIND_ENUM_CONSTANT(OP_STEP);
- BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
- }
- VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- }
- ////////////// Integer Op
- String VisualShaderNodeIntOp::get_caption() const {
- return "IntOp";
- }
- int VisualShaderNodeIntOp::get_input_port_count() const {
- return 2;
- }
- VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR_INT;
- }
- String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
- return p_port == 0 ? "a" : "b";
- }
- int VisualShaderNodeIntOp::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR_INT;
- }
- String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
- return "op"; //no output port means the editor will be used as port
- }
- 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 {
- String code = " " + p_output_vars[0] + " = ";
- switch (op) {
- case OP_ADD:
- code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
- break;
- case OP_SUB:
- code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
- break;
- case OP_MUL:
- code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
- break;
- case OP_DIV:
- code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
- break;
- case OP_MOD:
- code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
- break;
- case OP_MAX:
- code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- case OP_MIN:
- code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- default:
- break;
- }
- return code;
- }
- void VisualShaderNodeIntOp::set_operator(Operator p_op) {
- ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
- if (op == p_op) {
- return;
- }
- op = p_op;
- emit_changed();
- }
- VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
- return op;
- }
- Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("operator");
- return props;
- }
- void VisualShaderNodeIntOp::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
- ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min"), "set_operator", "get_operator");
- BIND_ENUM_CONSTANT(OP_ADD);
- BIND_ENUM_CONSTANT(OP_SUB);
- BIND_ENUM_CONSTANT(OP_MUL);
- BIND_ENUM_CONSTANT(OP_DIV);
- BIND_ENUM_CONSTANT(OP_MOD);
- BIND_ENUM_CONSTANT(OP_MAX);
- BIND_ENUM_CONSTANT(OP_MIN);
- BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
- }
- VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
- set_input_port_default_value(0, 0);
- set_input_port_default_value(1, 0);
- }
- ////////////// Vector Op
- String VisualShaderNodeVectorOp::get_caption() const {
- return "VectorOp";
- }
- int VisualShaderNodeVectorOp::get_input_port_count() const {
- return 2;
- }
- VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
- return p_port == 0 ? "a" : "b";
- }
- int VisualShaderNodeVectorOp::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
- return "op"; //no output port means the editor will be used as port
- }
- 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 {
- String code = " " + p_output_vars[0] + " = ";
- switch (op) {
- case OP_ADD:
- code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
- break;
- case OP_SUB:
- code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
- break;
- case OP_MUL:
- code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
- break;
- case OP_DIV:
- code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
- break;
- case OP_MOD:
- code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- case OP_POW:
- code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- case OP_MAX:
- code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- case OP_MIN:
- code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- case OP_CROSS:
- code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- case OP_ATAN2:
- code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- case OP_REFLECT:
- code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- case OP_STEP:
- code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- break;
- default:
- break;
- }
- return code;
- }
- void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
- ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
- if (op == p_op) {
- return;
- }
- op = p_op;
- emit_changed();
- }
- VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
- return op;
- }
- Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("operator");
- return props;
- }
- void VisualShaderNodeVectorOp::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
- ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
- 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");
- BIND_ENUM_CONSTANT(OP_ADD);
- BIND_ENUM_CONSTANT(OP_SUB);
- BIND_ENUM_CONSTANT(OP_MUL);
- BIND_ENUM_CONSTANT(OP_DIV);
- BIND_ENUM_CONSTANT(OP_MOD);
- BIND_ENUM_CONSTANT(OP_POW);
- BIND_ENUM_CONSTANT(OP_MAX);
- BIND_ENUM_CONSTANT(OP_MIN);
- BIND_ENUM_CONSTANT(OP_CROSS);
- BIND_ENUM_CONSTANT(OP_ATAN2);
- BIND_ENUM_CONSTANT(OP_REFLECT);
- BIND_ENUM_CONSTANT(OP_STEP);
- BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
- }
- VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
- set_input_port_default_value(0, Vector3());
- set_input_port_default_value(1, Vector3());
- }
- ////////////// Color Op
- String VisualShaderNodeColorOp::get_caption() const {
- return "ColorOp";
- }
- int VisualShaderNodeColorOp::get_input_port_count() const {
- return 2;
- }
- VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
- return p_port == 0 ? "a" : "b";
- }
- int VisualShaderNodeColorOp::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
- return "op"; //no output port means the editor will be used as port
- }
- 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 {
- String code;
- static const char *axisn[3] = { "x", "y", "z" };
- switch (op) {
- case OP_SCREEN: {
- code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
- } break;
- case OP_DIFFERENCE: {
- code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
- } break;
- case OP_DARKEN: {
- code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- } break;
- case OP_LIGHTEN: {
- code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- } break;
- case OP_OVERLAY: {
- for (int i = 0; i < 3; i++) {
- code += " {\n";
- code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
- code += " if (base < 0.5) {\n";
- code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
- code += " } else {\n";
- code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
- code += " }\n";
- code += " }\n";
- }
- } break;
- case OP_DODGE: {
- code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
- } break;
- case OP_BURN: {
- code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
- } break;
- case OP_SOFT_LIGHT: {
- for (int i = 0; i < 3; i++) {
- code += " {\n";
- code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
- code += " if (base < 0.5) {\n";
- code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
- code += " } else {\n";
- code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
- code += " }\n";
- code += " }\n";
- }
- } break;
- case OP_HARD_LIGHT: {
- for (int i = 0; i < 3; i++) {
- code += " {\n";
- code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
- code += " if (base < 0.5) {\n";
- code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
- code += " } else {\n";
- code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
- code += " }\n";
- code += " }\n";
- }
- } break;
- default:
- break;
- }
- return code;
- }
- void VisualShaderNodeColorOp::set_operator(Operator p_op) {
- ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
- if (op == p_op) {
- return;
- }
- switch (p_op) {
- case OP_SCREEN:
- simple_decl = true;
- break;
- case OP_DIFFERENCE:
- simple_decl = true;
- break;
- case OP_DARKEN:
- simple_decl = true;
- break;
- case OP_LIGHTEN:
- simple_decl = true;
- break;
- case OP_OVERLAY:
- simple_decl = false;
- break;
- case OP_DODGE:
- simple_decl = true;
- break;
- case OP_BURN:
- simple_decl = true;
- break;
- case OP_SOFT_LIGHT:
- simple_decl = false;
- break;
- case OP_HARD_LIGHT:
- simple_decl = false;
- break;
- default:
- break;
- }
- op = p_op;
- emit_changed();
- }
- VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
- return op;
- }
- Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("operator");
- return props;
- }
- void VisualShaderNodeColorOp::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
- ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
- BIND_ENUM_CONSTANT(OP_SCREEN);
- BIND_ENUM_CONSTANT(OP_DIFFERENCE);
- BIND_ENUM_CONSTANT(OP_DARKEN);
- BIND_ENUM_CONSTANT(OP_LIGHTEN);
- BIND_ENUM_CONSTANT(OP_OVERLAY);
- BIND_ENUM_CONSTANT(OP_DODGE);
- BIND_ENUM_CONSTANT(OP_BURN);
- BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
- BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
- BIND_ENUM_CONSTANT(OP_MAX);
- }
- VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
- set_input_port_default_value(0, Vector3());
- set_input_port_default_value(1, Vector3());
- }
- ////////////// Transform Op
- String VisualShaderNodeTransformOp::get_caption() const {
- return "TransformOp";
- }
- int VisualShaderNodeTransformOp::get_input_port_count() const {
- return 2;
- }
- VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
- return PORT_TYPE_TRANSFORM;
- }
- String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
- return p_port == 0 ? "a" : "b";
- }
- int VisualShaderNodeTransformOp::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
- return PORT_TYPE_TRANSFORM;
- }
- String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
- return "mult"; //no output port means the editor will be used as port
- }
- 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 {
- switch (op) {
- case OP_AxB:
- return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
- case OP_BxA:
- return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
- case OP_AxB_COMP:
- return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- case OP_BxA_COMP:
- return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
- case OP_ADD:
- return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
- case OP_A_MINUS_B:
- return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
- case OP_B_MINUS_A:
- return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
- case OP_A_DIV_B:
- return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
- case OP_B_DIV_A:
- return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
- default:
- return "";
- }
- }
- void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
- ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
- if (op == p_op) {
- return;
- }
- op = p_op;
- emit_changed();
- }
- VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
- return op;
- }
- Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("operator");
- return props;
- }
- void VisualShaderNodeTransformOp::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
- ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
- 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");
- BIND_ENUM_CONSTANT(OP_AxB);
- BIND_ENUM_CONSTANT(OP_BxA);
- BIND_ENUM_CONSTANT(OP_AxB_COMP);
- BIND_ENUM_CONSTANT(OP_BxA_COMP);
- BIND_ENUM_CONSTANT(OP_ADD);
- BIND_ENUM_CONSTANT(OP_A_MINUS_B);
- BIND_ENUM_CONSTANT(OP_B_MINUS_A);
- BIND_ENUM_CONSTANT(OP_A_DIV_B);
- BIND_ENUM_CONSTANT(OP_B_DIV_A);
- BIND_ENUM_CONSTANT(OP_MAX);
- }
- VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
- set_input_port_default_value(0, Transform3D());
- set_input_port_default_value(1, Transform3D());
- }
- ////////////// TransformVec Mult
- String VisualShaderNodeTransformVecMult::get_caption() const {
- return "TransformVectorMult";
- }
- int VisualShaderNodeTransformVecMult::get_input_port_count() const {
- return 2;
- }
- VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
- return p_port == 0 ? "a" : "b";
- }
- int VisualShaderNodeTransformVecMult::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- 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 {
- if (op == OP_AxB) {
- return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
- } else if (op == OP_BxA) {
- return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
- } else if (op == OP_3x3_AxB) {
- return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
- } else {
- return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
- }
- }
- void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
- ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
- if (op == p_op) {
- return;
- }
- op = p_op;
- emit_changed();
- }
- VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
- return op;
- }
- Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("operator");
- return props;
- }
- void VisualShaderNodeTransformVecMult::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
- ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
- 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");
- BIND_ENUM_CONSTANT(OP_AxB);
- BIND_ENUM_CONSTANT(OP_BxA);
- BIND_ENUM_CONSTANT(OP_3x3_AxB);
- BIND_ENUM_CONSTANT(OP_3x3_BxA);
- BIND_ENUM_CONSTANT(OP_MAX);
- }
- VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
- set_input_port_default_value(0, Transform3D());
- set_input_port_default_value(1, Vector3());
- }
- ////////////// Float Func
- String VisualShaderNodeFloatFunc::get_caption() const {
- return "FloatFunc";
- }
- int VisualShaderNodeFloatFunc::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
- return "";
- }
- int VisualShaderNodeFloatFunc::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- 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 {
- static const char *functions[FUNC_MAX] = {
- "sin($)",
- "cos($)",
- "tan($)",
- "asin($)",
- "acos($)",
- "atan($)",
- "sinh($)",
- "cosh($)",
- "tanh($)",
- "log($)",
- "exp($)",
- "sqrt($)",
- "abs($)",
- "sign($)",
- "floor($)",
- "round($)",
- "ceil($)",
- "fract($)",
- "min(max($, 0.0), 1.0)",
- "-($)",
- "acosh($)",
- "asinh($)",
- "atanh($)",
- "degrees($)",
- "exp2($)",
- "inversesqrt($)",
- "log2($)",
- "radians($)",
- "1.0 / ($)",
- "roundEven($)",
- "trunc($)",
- "1.0 - $"
- };
- return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
- }
- void VisualShaderNodeFloatFunc::set_function(Function p_func) {
- ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
- if (func == p_func) {
- return;
- }
- func = p_func;
- emit_changed();
- }
- VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
- return func;
- }
- Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("function");
- return props;
- }
- void VisualShaderNodeFloatFunc::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
- ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
- 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");
- BIND_ENUM_CONSTANT(FUNC_SIN);
- BIND_ENUM_CONSTANT(FUNC_COS);
- BIND_ENUM_CONSTANT(FUNC_TAN);
- BIND_ENUM_CONSTANT(FUNC_ASIN);
- BIND_ENUM_CONSTANT(FUNC_ACOS);
- BIND_ENUM_CONSTANT(FUNC_ATAN);
- BIND_ENUM_CONSTANT(FUNC_SINH);
- BIND_ENUM_CONSTANT(FUNC_COSH);
- BIND_ENUM_CONSTANT(FUNC_TANH);
- BIND_ENUM_CONSTANT(FUNC_LOG);
- BIND_ENUM_CONSTANT(FUNC_EXP);
- BIND_ENUM_CONSTANT(FUNC_SQRT);
- BIND_ENUM_CONSTANT(FUNC_ABS);
- BIND_ENUM_CONSTANT(FUNC_SIGN);
- BIND_ENUM_CONSTANT(FUNC_FLOOR);
- BIND_ENUM_CONSTANT(FUNC_ROUND);
- BIND_ENUM_CONSTANT(FUNC_CEIL);
- BIND_ENUM_CONSTANT(FUNC_FRAC);
- BIND_ENUM_CONSTANT(FUNC_SATURATE);
- BIND_ENUM_CONSTANT(FUNC_NEGATE);
- BIND_ENUM_CONSTANT(FUNC_ACOSH);
- BIND_ENUM_CONSTANT(FUNC_ASINH);
- BIND_ENUM_CONSTANT(FUNC_ATANH);
- BIND_ENUM_CONSTANT(FUNC_DEGREES);
- BIND_ENUM_CONSTANT(FUNC_EXP2);
- BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
- BIND_ENUM_CONSTANT(FUNC_LOG2);
- BIND_ENUM_CONSTANT(FUNC_RADIANS);
- BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
- BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
- BIND_ENUM_CONSTANT(FUNC_TRUNC);
- BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
- BIND_ENUM_CONSTANT(FUNC_MAX);
- }
- VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
- set_input_port_default_value(0, 0.0);
- }
- ////////////// Int Func
- String VisualShaderNodeIntFunc::get_caption() const {
- return "IntFunc";
- }
- int VisualShaderNodeIntFunc::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR_INT;
- }
- String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
- return "";
- }
- int VisualShaderNodeIntFunc::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR_INT;
- }
- String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- 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 {
- static const char *functions[FUNC_MAX] = {
- "abs($)",
- "-($)",
- "sign($)"
- };
- return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
- }
- void VisualShaderNodeIntFunc::set_function(Function p_func) {
- ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
- if (func == p_func) {
- return;
- }
- func = p_func;
- emit_changed();
- }
- VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
- return func;
- }
- Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("function");
- return props;
- }
- void VisualShaderNodeIntFunc::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
- ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign"), "set_function", "get_function");
- BIND_ENUM_CONSTANT(FUNC_ABS);
- BIND_ENUM_CONSTANT(FUNC_NEGATE);
- BIND_ENUM_CONSTANT(FUNC_SIGN);
- BIND_ENUM_CONSTANT(FUNC_MAX);
- }
- VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
- set_input_port_default_value(0, 0);
- }
- ////////////// Vector Func
- String VisualShaderNodeVectorFunc::get_caption() const {
- return "VectorFunc";
- }
- int VisualShaderNodeVectorFunc::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
- return "";
- }
- int VisualShaderNodeVectorFunc::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- 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 {
- static const char *vec_func_id[FUNC_MAX] = {
- "normalize($)",
- "max(min($, vec3(1.0)), vec3(0.0))",
- "-($)",
- "1.0 / ($)",
- "",
- "",
- "abs($)",
- "acos($)",
- "acosh($)",
- "asin($)",
- "asinh($)",
- "atan($)",
- "atanh($)",
- "ceil($)",
- "cos($)",
- "cosh($)",
- "degrees($)",
- "exp($)",
- "exp2($)",
- "floor($)",
- "fract($)",
- "inversesqrt($)",
- "log($)",
- "log2($)",
- "radians($)",
- "round($)",
- "roundEven($)",
- "sign($)",
- "sin($)",
- "sinh($)",
- "sqrt($)",
- "tan($)",
- "tanh($)",
- "trunc($)",
- "vec3(1.0, 1.0, 1.0) - $"
- };
- String code;
- if (func == FUNC_RGB2HSV) {
- code += " {\n";
- code += " vec3 c = " + p_input_vars[0] + ";\n";
- code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
- code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
- code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
- code += " float d = q.x - min(q.w, q.y);\n";
- code += " float e = 1.0e-10;\n";
- code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
- code += " }\n";
- } else if (func == FUNC_HSV2RGB) {
- code += " {\n";
- code += " vec3 c = " + p_input_vars[0] + ";\n";
- code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
- code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
- code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
- code += " }\n";
- } else {
- code += " " + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
- }
- return code;
- }
- void VisualShaderNodeVectorFunc::set_function(Function p_func) {
- ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
- if (func == p_func) {
- return;
- }
- if (p_func == FUNC_RGB2HSV) {
- simple_decl = false;
- } else if (p_func == FUNC_HSV2RGB) {
- simple_decl = false;
- } else {
- simple_decl = true;
- }
- func = p_func;
- emit_changed();
- }
- VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
- return func;
- }
- Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("function");
- return props;
- }
- void VisualShaderNodeVectorFunc::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
- ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
- 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");
- BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
- BIND_ENUM_CONSTANT(FUNC_SATURATE);
- BIND_ENUM_CONSTANT(FUNC_NEGATE);
- BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
- BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
- BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
- BIND_ENUM_CONSTANT(FUNC_ABS);
- BIND_ENUM_CONSTANT(FUNC_ACOS);
- BIND_ENUM_CONSTANT(FUNC_ACOSH);
- BIND_ENUM_CONSTANT(FUNC_ASIN);
- BIND_ENUM_CONSTANT(FUNC_ASINH);
- BIND_ENUM_CONSTANT(FUNC_ATAN);
- BIND_ENUM_CONSTANT(FUNC_ATANH);
- BIND_ENUM_CONSTANT(FUNC_CEIL);
- BIND_ENUM_CONSTANT(FUNC_COS);
- BIND_ENUM_CONSTANT(FUNC_COSH);
- BIND_ENUM_CONSTANT(FUNC_DEGREES);
- BIND_ENUM_CONSTANT(FUNC_EXP);
- BIND_ENUM_CONSTANT(FUNC_EXP2);
- BIND_ENUM_CONSTANT(FUNC_FLOOR);
- BIND_ENUM_CONSTANT(FUNC_FRAC);
- BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
- BIND_ENUM_CONSTANT(FUNC_LOG);
- BIND_ENUM_CONSTANT(FUNC_LOG2);
- BIND_ENUM_CONSTANT(FUNC_RADIANS);
- BIND_ENUM_CONSTANT(FUNC_ROUND);
- BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
- BIND_ENUM_CONSTANT(FUNC_SIGN);
- BIND_ENUM_CONSTANT(FUNC_SIN);
- BIND_ENUM_CONSTANT(FUNC_SINH);
- BIND_ENUM_CONSTANT(FUNC_SQRT);
- BIND_ENUM_CONSTANT(FUNC_TAN);
- BIND_ENUM_CONSTANT(FUNC_TANH);
- BIND_ENUM_CONSTANT(FUNC_TRUNC);
- BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
- BIND_ENUM_CONSTANT(FUNC_MAX);
- }
- VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
- set_input_port_default_value(0, Vector3());
- }
- ////////////// ColorFunc
- String VisualShaderNodeColorFunc::get_caption() const {
- return "ColorFunc";
- }
- int VisualShaderNodeColorFunc::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
- return "";
- }
- int VisualShaderNodeColorFunc::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
- return "";
- }
- 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 {
- String code;
- switch (func) {
- case FUNC_GRAYSCALE:
- code += " {\n";
- code += " vec3 c = " + p_input_vars[0] + ";\n";
- code += " float max1 = max(c.r, c.g);\n";
- code += " float max2 = max(max1, c.b);\n";
- code += " float max3 = max(max1, max2);\n";
- code += " " + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
- code += " }\n";
- break;
- case FUNC_SEPIA:
- code += " {\n";
- code += " vec3 c = " + p_input_vars[0] + ";\n";
- code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
- code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
- code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
- code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
- code += " }\n";
- break;
- default:
- break;
- }
- return code;
- }
- void VisualShaderNodeColorFunc::set_function(Function p_func) {
- ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
- if (func == p_func) {
- return;
- }
- func = p_func;
- emit_changed();
- }
- VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
- return func;
- }
- Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("function");
- return props;
- }
- void VisualShaderNodeColorFunc::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
- ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
- BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
- BIND_ENUM_CONSTANT(FUNC_SEPIA);
- BIND_ENUM_CONSTANT(FUNC_MAX);
- }
- VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
- simple_decl = false;
- set_input_port_default_value(0, Vector3());
- }
- ////////////// Transform Func
- String VisualShaderNodeTransformFunc::get_caption() const {
- return "TransformFunc";
- }
- int VisualShaderNodeTransformFunc::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
- return PORT_TYPE_TRANSFORM;
- }
- String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
- return "";
- }
- int VisualShaderNodeTransformFunc::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_TRANSFORM;
- }
- String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
- return "";
- }
- 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 {
- static const char *functions[FUNC_MAX] = {
- "inverse($)",
- "transpose($)"
- };
- String code;
- code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
- return code;
- }
- void VisualShaderNodeTransformFunc::set_function(Function p_func) {
- ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
- if (func == p_func) {
- return;
- }
- func = p_func;
- emit_changed();
- }
- VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
- return func;
- }
- Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("function");
- return props;
- }
- void VisualShaderNodeTransformFunc::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
- ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
- BIND_ENUM_CONSTANT(FUNC_INVERSE);
- BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
- BIND_ENUM_CONSTANT(FUNC_MAX);
- }
- VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
- set_input_port_default_value(0, Transform3D());
- }
- ////////////// UV Func
- String VisualShaderNodeUVFunc::get_caption() const {
- return "UVFunc";
- }
- int VisualShaderNodeUVFunc::get_input_port_count() const {
- return 3;
- }
- VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
- switch (p_port) {
- case 0:
- [[fallthrough]]; // uv
- case 1:
- return PORT_TYPE_VECTOR; // scale
- case 2:
- return PORT_TYPE_VECTOR; // offset & pivot
- default:
- break;
- }
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
- switch (p_port) {
- case 0:
- return "uv";
- case 1:
- return "scale";
- case 2:
- switch (func) {
- case FUNC_PANNING:
- return "offset";
- case FUNC_SCALING:
- return "pivot";
- default:
- break;
- }
- break;
- default:
- break;
- }
- return "";
- }
- String VisualShaderNodeUVFunc::get_input_port_default_hint(int p_port) const {
- if (p_port == 0) {
- return "UV";
- }
- return "";
- }
- int VisualShaderNodeUVFunc::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
- return "uv";
- }
- bool VisualShaderNodeUVFunc::is_show_prop_names() const {
- return true;
- }
- 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 {
- String code;
- String uv;
- if (p_input_vars[0].is_empty()) {
- uv = "vec3(UV.xy, 0.0)";
- } else {
- uv = vformat("%s", p_input_vars[0]);
- }
- String scale = vformat("%s", p_input_vars[1]);
- String offset_pivot = vformat("%s", p_input_vars[2]);
- switch (func) {
- case FUNC_PANNING: {
- code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
- } break;
- case FUNC_SCALING: {
- code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
- } break;
- default:
- break;
- }
- return code;
- }
- void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
- ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
- if (func == p_func) {
- return;
- }
- if (p_func == FUNC_PANNING) {
- set_input_port_default_value(2, Vector3()); // offset
- } else { // FUNC_SCALING
- set_input_port_default_value(2, Vector3(0.5, 0.5, 0.0)); // pivot
- }
- func = p_func;
- emit_changed();
- }
- VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
- return func;
- }
- Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("function");
- return props;
- }
- void VisualShaderNodeUVFunc::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
- ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
- BIND_ENUM_CONSTANT(FUNC_PANNING);
- BIND_ENUM_CONSTANT(FUNC_SCALING);
- BIND_ENUM_CONSTANT(FUNC_MAX);
- }
- VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
- set_input_port_default_value(1, Vector3(1.0, 1.0, 0.0)); // scale
- set_input_port_default_value(2, Vector3()); // offset
- }
- ////////////// Dot Product
- String VisualShaderNodeDotProduct::get_caption() const {
- return "DotProduct";
- }
- int VisualShaderNodeDotProduct::get_input_port_count() const {
- return 2;
- }
- VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
- return p_port == 0 ? "a" : "b";
- }
- int VisualShaderNodeDotProduct::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
- return "dot";
- }
- 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 {
- return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- }
- VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
- set_input_port_default_value(0, Vector3());
- set_input_port_default_value(1, Vector3());
- }
- ////////////// Vector Len
- String VisualShaderNodeVectorLen::get_caption() const {
- return "VectorLen";
- }
- int VisualShaderNodeVectorLen::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
- return "";
- }
- int VisualShaderNodeVectorLen::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
- return "length";
- }
- 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 {
- return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
- }
- VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
- set_input_port_default_value(0, Vector3());
- }
- ////////////// Determinant
- String VisualShaderNodeDeterminant::get_caption() const {
- return "Determinant";
- }
- int VisualShaderNodeDeterminant::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
- return PORT_TYPE_TRANSFORM;
- }
- String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
- return "";
- }
- int VisualShaderNodeDeterminant::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
- return "";
- }
- 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 {
- return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
- }
- VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
- set_input_port_default_value(0, Transform3D());
- }
- ////////////// Scalar Derivative Function
- String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
- return "ScalarDerivativeFunc";
- }
- int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
- return "";
- }
- int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
- return "";
- }
- 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 {
- static const char *functions[FUNC_MAX] = {
- "fwidth($)",
- "dFdx($)",
- "dFdy($)"
- };
- String code;
- code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
- return code;
- }
- void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
- ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
- if (func == p_func) {
- return;
- }
- func = p_func;
- emit_changed();
- }
- VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
- return func;
- }
- Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("function");
- return props;
- }
- void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
- ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
- BIND_ENUM_CONSTANT(FUNC_SUM);
- BIND_ENUM_CONSTANT(FUNC_X);
- BIND_ENUM_CONSTANT(FUNC_Y);
- BIND_ENUM_CONSTANT(FUNC_MAX);
- }
- VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
- set_input_port_default_value(0, 0.0);
- }
- ////////////// Vector Derivative Function
- String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
- return "VectorDerivativeFunc";
- }
- int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
- return "";
- }
- int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
- return "";
- }
- 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 {
- static const char *functions[FUNC_MAX] = {
- "fwidth($)",
- "dFdx($)",
- "dFdy($)"
- };
- String code;
- code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
- return code;
- }
- void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
- ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
- if (func == p_func) {
- return;
- }
- func = p_func;
- emit_changed();
- }
- VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
- return func;
- }
- Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("function");
- return props;
- }
- void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
- ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
- BIND_ENUM_CONSTANT(FUNC_SUM);
- BIND_ENUM_CONSTANT(FUNC_X);
- BIND_ENUM_CONSTANT(FUNC_Y);
- BIND_ENUM_CONSTANT(FUNC_MAX);
- }
- VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
- set_input_port_default_value(0, Vector3());
- }
- ////////////// Clamp
- String VisualShaderNodeClamp::get_caption() const {
- return "Clamp";
- }
- int VisualShaderNodeClamp::get_input_port_count() const {
- return 3;
- }
- VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
- switch (op_type) {
- case OP_TYPE_INT:
- return PORT_TYPE_SCALAR_INT;
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- default:
- break;
- }
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "";
- } else if (p_port == 1) {
- return "min";
- } else if (p_port == 2) {
- return "max";
- }
- return "";
- }
- int VisualShaderNodeClamp::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
- switch (op_type) {
- case OP_TYPE_INT:
- return PORT_TYPE_SCALAR_INT;
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- default:
- break;
- }
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
- return "";
- }
- 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 {
- return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
- }
- void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
- ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
- if (op_type == p_op_type) {
- return;
- }
- switch (p_op_type) {
- case OP_TYPE_FLOAT:
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- set_input_port_default_value(2, 0.0);
- break;
- case OP_TYPE_INT:
- set_input_port_default_value(0, 0);
- set_input_port_default_value(1, 0);
- set_input_port_default_value(2, 0);
- break;
- case OP_TYPE_VECTOR:
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
- break;
- default:
- break;
- }
- op_type = p_op_type;
- emit_changed();
- }
- VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
- return op_type;
- }
- Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("op_type");
- return props;
- }
- void VisualShaderNodeClamp::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
- ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector"), "set_op_type", "get_op_type");
- BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
- BIND_ENUM_CONSTANT(OP_TYPE_INT);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
- BIND_ENUM_CONSTANT(OP_TYPE_MAX);
- }
- VisualShaderNodeClamp::VisualShaderNodeClamp() {
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- set_input_port_default_value(2, 1.0);
- }
- ////////////// FaceForward
- String VisualShaderNodeFaceForward::get_caption() const {
- return "FaceForward";
- }
- int VisualShaderNodeFaceForward::get_input_port_count() const {
- return 3;
- }
- VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
- switch (p_port) {
- case 0:
- return "N";
- case 1:
- return "I";
- case 2:
- return "Nref";
- default:
- return "";
- }
- }
- int VisualShaderNodeFaceForward::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
- return "";
- }
- 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 {
- return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
- }
- VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
- }
- ////////////// Outer Product
- String VisualShaderNodeOuterProduct::get_caption() const {
- return "OuterProduct";
- }
- int VisualShaderNodeOuterProduct::get_input_port_count() const {
- return 2;
- }
- VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
- switch (p_port) {
- case 0:
- return "c";
- case 1:
- return "r";
- default:
- return "";
- }
- }
- int VisualShaderNodeOuterProduct::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
- return PORT_TYPE_TRANSFORM;
- }
- String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
- return "";
- }
- 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 {
- return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
- }
- VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
- }
- ////////////// Step
- String VisualShaderNodeStep::get_caption() const {
- return "Step";
- }
- int VisualShaderNodeStep::get_input_port_count() const {
- return 2;
- }
- VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
- switch (op_type) {
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_VECTOR_SCALAR:
- if (p_port == 1) {
- return PORT_TYPE_VECTOR;
- }
- break;
- default:
- break;
- }
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeStep::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "edge";
- } else if (p_port == 1) {
- return "x";
- }
- return "";
- }
- int VisualShaderNodeStep::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
- switch (op_type) {
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_VECTOR_SCALAR:
- return PORT_TYPE_VECTOR;
- default:
- break;
- }
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeStep::get_output_port_name(int p_port) const {
- return "";
- }
- void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
- ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
- if (op_type == p_op_type) {
- return;
- }
- switch (p_op_type) {
- case OP_TYPE_SCALAR:
- if (op_type == OP_TYPE_VECTOR) {
- set_input_port_default_value(0, 0.0); // edge
- }
- if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
- set_input_port_default_value(1, 0.0); // x
- }
- break;
- case OP_TYPE_VECTOR:
- if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge
- }
- if (op_type == OP_TYPE_SCALAR) {
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
- }
- break;
- case OP_TYPE_VECTOR_SCALAR:
- if (op_type == OP_TYPE_VECTOR) {
- set_input_port_default_value(0, 0.0); // edge
- }
- if (op_type == OP_TYPE_SCALAR) {
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
- }
- break;
- default:
- break;
- }
- op_type = p_op_type;
- emit_changed();
- }
- VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
- return op_type;
- }
- 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 {
- return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- }
- Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("op_type");
- return props;
- }
- void VisualShaderNodeStep::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
- ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
- BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
- BIND_ENUM_CONSTANT(OP_TYPE_MAX);
- }
- VisualShaderNodeStep::VisualShaderNodeStep() {
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- }
- ////////////// SmoothStep
- String VisualShaderNodeSmoothStep::get_caption() const {
- return "SmoothStep";
- }
- int VisualShaderNodeSmoothStep::get_input_port_count() const {
- return 3;
- }
- VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
- switch (op_type) {
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_VECTOR_SCALAR:
- if (p_port == 2) {
- return PORT_TYPE_VECTOR; // x
- }
- break;
- default:
- break;
- }
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "edge0";
- } else if (p_port == 1) {
- return "edge1";
- } else if (p_port == 2) {
- return "x";
- }
- return "";
- }
- int VisualShaderNodeSmoothStep::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
- switch (op_type) {
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_VECTOR_SCALAR:
- return PORT_TYPE_VECTOR;
- default:
- break;
- }
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
- return "";
- }
- void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
- ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
- if (op_type == p_op_type) {
- return;
- }
- switch (p_op_type) {
- case OP_TYPE_SCALAR:
- if (op_type == OP_TYPE_VECTOR) {
- set_input_port_default_value(0, 0.0); // edge0
- set_input_port_default_value(1, 0.0); // edge1
- }
- if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
- set_input_port_default_value(2, 0.0); // x
- }
- break;
- case OP_TYPE_VECTOR:
- if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge0
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // edge1
- }
- if (op_type == OP_TYPE_SCALAR) {
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
- }
- break;
- case OP_TYPE_VECTOR_SCALAR:
- if (op_type == OP_TYPE_VECTOR) {
- set_input_port_default_value(0, 0.0); // edge0
- set_input_port_default_value(1, 0.0); // edge1
- }
- if (op_type == OP_TYPE_SCALAR) {
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
- }
- break;
- default:
- break;
- }
- op_type = p_op_type;
- emit_changed();
- }
- VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
- return op_type;
- }
- 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 {
- return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
- }
- Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("op_type");
- return props;
- }
- void VisualShaderNodeSmoothStep::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
- ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
- BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
- BIND_ENUM_CONSTANT(OP_TYPE_MAX);
- }
- VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- set_input_port_default_value(2, 0.0);
- }
- ////////////// Distance
- String VisualShaderNodeVectorDistance::get_caption() const {
- return "Distance";
- }
- int VisualShaderNodeVectorDistance::get_input_port_count() const {
- return 2;
- }
- VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "p0";
- } else if (p_port == 1) {
- return "p1";
- }
- return "";
- }
- int VisualShaderNodeVectorDistance::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
- return "";
- }
- 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 {
- return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- }
- VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
- }
- ////////////// Refract Vector
- String VisualShaderNodeVectorRefract::get_caption() const {
- return "Refract";
- }
- int VisualShaderNodeVectorRefract::get_input_port_count() const {
- return 3;
- }
- VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
- if (p_port == 2) {
- return PORT_TYPE_SCALAR;
- }
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "I";
- } else if (p_port == 1) {
- return "N";
- } else if (p_port == 2) {
- return "eta";
- }
- return "";
- }
- int VisualShaderNodeVectorRefract::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
- return "";
- }
- 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 {
- return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
- }
- VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(2, 0.0);
- }
- ////////////// Mix
- String VisualShaderNodeMix::get_caption() const {
- return "Mix";
- }
- int VisualShaderNodeMix::get_input_port_count() const {
- return 3;
- }
- VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
- switch (op_type) {
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_VECTOR_SCALAR:
- if (p_port == 2) {
- break;
- }
- return PORT_TYPE_VECTOR;
- default:
- break;
- }
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeMix::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "a";
- } else if (p_port == 1) {
- return "b";
- } else {
- return "weight";
- }
- }
- int VisualShaderNodeMix::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
- switch (op_type) {
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_VECTOR_SCALAR:
- return PORT_TYPE_VECTOR;
- default:
- break;
- }
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeMix::get_output_port_name(int p_port) const {
- return "mix";
- }
- void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
- ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
- if (op_type == p_op_type) {
- return;
- }
- switch (p_op_type) {
- case OP_TYPE_SCALAR:
- set_input_port_default_value(0, 0.0); // a
- set_input_port_default_value(1, 1.0); // b
- if (op_type == OP_TYPE_VECTOR) {
- set_input_port_default_value(2, 0.5); // weight
- }
- break;
- case OP_TYPE_VECTOR:
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
- set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
- if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
- set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5)); // weight
- }
- break;
- case OP_TYPE_VECTOR_SCALAR:
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
- set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
- if (op_type == OP_TYPE_VECTOR) {
- set_input_port_default_value(2, 0.5); // weight
- }
- break;
- default:
- break;
- }
- op_type = p_op_type;
- emit_changed();
- }
- VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
- return op_type;
- }
- 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 {
- return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
- }
- Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("op_type");
- return props;
- }
- void VisualShaderNodeMix::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
- ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
- BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
- BIND_ENUM_CONSTANT(OP_TYPE_MAX);
- }
- VisualShaderNodeMix::VisualShaderNodeMix() {
- set_input_port_default_value(0, 0.0); // a
- set_input_port_default_value(1, 1.0); // b
- set_input_port_default_value(2, 0.5); // weight
- }
- ////////////// Vector Compose
- String VisualShaderNodeVectorCompose::get_caption() const {
- return "VectorCompose";
- }
- int VisualShaderNodeVectorCompose::get_input_port_count() const {
- return 3;
- }
- VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "x";
- } else if (p_port == 1) {
- return "y";
- } else {
- return "z";
- }
- }
- int VisualShaderNodeVectorCompose::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
- return "vec";
- }
- 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 {
- return " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
- }
- VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- set_input_port_default_value(2, 0.0);
- }
- ////////////// Transform Compose
- String VisualShaderNodeTransformCompose::get_caption() const {
- return "TransformCompose";
- }
- int VisualShaderNodeTransformCompose::get_input_port_count() const {
- return 4;
- }
- VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "x";
- } else if (p_port == 1) {
- return "y";
- } else if (p_port == 2) {
- return "z";
- } else {
- return "origin";
- }
- }
- int VisualShaderNodeTransformCompose::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
- return PORT_TYPE_TRANSFORM;
- }
- String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
- return "xform";
- }
- 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 {
- 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";
- }
- VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
- set_input_port_default_value(0, Vector3());
- set_input_port_default_value(1, Vector3());
- set_input_port_default_value(2, Vector3());
- set_input_port_default_value(3, Vector3());
- }
- ////////////// Vector Decompose
- String VisualShaderNodeVectorDecompose::get_caption() const {
- return "VectorDecompose";
- }
- int VisualShaderNodeVectorDecompose::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
- return "vec";
- }
- int VisualShaderNodeVectorDecompose::get_output_port_count() const {
- return 3;
- }
- VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
- if (p_port == 0) {
- return "x";
- } else if (p_port == 1) {
- return "y";
- } else {
- return "z";
- }
- }
- 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 {
- String code;
- code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
- code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
- code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
- return code;
- }
- VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
- set_input_port_default_value(0, Vector3());
- }
- ////////////// Transform Decompose
- String VisualShaderNodeTransformDecompose::get_caption() const {
- return "TransformDecompose";
- }
- int VisualShaderNodeTransformDecompose::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
- return PORT_TYPE_TRANSFORM;
- }
- String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
- return "xform";
- }
- int VisualShaderNodeTransformDecompose::get_output_port_count() const {
- return 4;
- }
- VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
- if (p_port == 0) {
- return "x";
- } else if (p_port == 1) {
- return "y";
- } else if (p_port == 2) {
- return "z";
- } else {
- return "origin";
- }
- }
- 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 {
- String code;
- code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
- code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
- code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
- code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
- return code;
- }
- VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
- set_input_port_default_value(0, Transform3D());
- }
- ////////////// Float Uniform
- String VisualShaderNodeFloatUniform::get_caption() const {
- return "FloatUniform";
- }
- int VisualShaderNodeFloatUniform::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeFloatUniform::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = "";
- if (hint == HINT_RANGE) {
- code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
- } else if (hint == HINT_RANGE_STEP) {
- code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
- } else {
- code += _get_qual_str() + "uniform float " + get_uniform_name();
- }
- if (default_value_enabled) {
- code += " = " + rtos(default_value);
- }
- code += ";\n";
- return code;
- }
- 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 {
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
- }
- bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
- return true;
- }
- bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
- return true;
- }
- void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
- ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
- if (hint == p_hint) {
- return;
- }
- hint = p_hint;
- emit_changed();
- }
- VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
- return hint;
- }
- void VisualShaderNodeFloatUniform::set_min(float p_value) {
- if (Math::is_equal_approx(hint_range_min, p_value)) {
- return;
- }
- hint_range_min = p_value;
- emit_changed();
- }
- float VisualShaderNodeFloatUniform::get_min() const {
- return hint_range_min;
- }
- void VisualShaderNodeFloatUniform::set_max(float p_value) {
- if (Math::is_equal_approx(hint_range_max, p_value)) {
- return;
- }
- hint_range_max = p_value;
- emit_changed();
- }
- float VisualShaderNodeFloatUniform::get_max() const {
- return hint_range_max;
- }
- void VisualShaderNodeFloatUniform::set_step(float p_value) {
- if (Math::is_equal_approx(hint_range_step, p_value)) {
- return;
- }
- hint_range_step = p_value;
- emit_changed();
- }
- float VisualShaderNodeFloatUniform::get_step() const {
- return hint_range_step;
- }
- void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
- if (default_value_enabled == p_enabled) {
- return;
- }
- default_value_enabled = p_enabled;
- emit_changed();
- }
- bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
- return default_value_enabled;
- }
- void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
- if (Math::is_equal_approx(default_value, p_value)) {
- return;
- }
- default_value = p_value;
- emit_changed();
- }
- float VisualShaderNodeFloatUniform::get_default_value() const {
- return default_value;
- }
- void VisualShaderNodeFloatUniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
- ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
- ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
- ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
- ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
- ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
- ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
- ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
- BIND_ENUM_CONSTANT(HINT_NONE);
- BIND_ENUM_CONSTANT(HINT_RANGE);
- BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
- BIND_ENUM_CONSTANT(HINT_MAX);
- }
- bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
- return true; // all qualifiers are supported
- }
- bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
- return true; // conversion is allowed
- }
- Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
- props.push_back("hint");
- if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
- props.push_back("min");
- props.push_back("max");
- }
- if (hint == HINT_RANGE_STEP) {
- props.push_back("step");
- }
- props.push_back("default_value_enabled");
- if (default_value_enabled) {
- props.push_back("default_value");
- }
- return props;
- }
- VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
- }
- ////////////// Integer Uniform
- String VisualShaderNodeIntUniform::get_caption() const {
- return "IntUniform";
- }
- int VisualShaderNodeIntUniform::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR_INT;
- }
- String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeIntUniform::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR_INT;
- }
- String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = "";
- if (hint == HINT_RANGE) {
- code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
- } else if (hint == HINT_RANGE_STEP) {
- code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
- } else {
- code += _get_qual_str() + "uniform int " + get_uniform_name();
- }
- if (default_value_enabled) {
- code += " = " + itos(default_value);
- }
- code += ";\n";
- return code;
- }
- 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 {
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
- }
- bool VisualShaderNodeIntUniform::is_show_prop_names() const {
- return true;
- }
- bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
- return true;
- }
- void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
- ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
- if (hint == p_hint) {
- return;
- }
- hint = p_hint;
- emit_changed();
- }
- VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
- return hint;
- }
- void VisualShaderNodeIntUniform::set_min(int p_value) {
- if (hint_range_min == p_value) {
- return;
- }
- hint_range_min = p_value;
- emit_changed();
- }
- int VisualShaderNodeIntUniform::get_min() const {
- return hint_range_min;
- }
- void VisualShaderNodeIntUniform::set_max(int p_value) {
- if (hint_range_max == p_value) {
- return;
- }
- hint_range_max = p_value;
- emit_changed();
- }
- int VisualShaderNodeIntUniform::get_max() const {
- return hint_range_max;
- }
- void VisualShaderNodeIntUniform::set_step(int p_value) {
- if (hint_range_step == p_value) {
- return;
- }
- hint_range_step = p_value;
- emit_changed();
- }
- int VisualShaderNodeIntUniform::get_step() const {
- return hint_range_step;
- }
- void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_enabled) {
- if (default_value_enabled == p_default_value_enabled) {
- return;
- }
- default_value_enabled = p_default_value_enabled;
- emit_changed();
- }
- bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
- return default_value_enabled;
- }
- void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
- if (default_value == p_default_value) {
- return;
- }
- default_value = p_default_value;
- emit_changed();
- }
- int VisualShaderNodeIntUniform::get_default_value() const {
- return default_value;
- }
- void VisualShaderNodeIntUniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
- ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
- ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
- ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
- ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
- ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
- ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
- ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
- BIND_ENUM_CONSTANT(HINT_NONE);
- BIND_ENUM_CONSTANT(HINT_RANGE);
- BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
- BIND_ENUM_CONSTANT(HINT_MAX);
- }
- bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
- return true; // all qualifiers are supported
- }
- bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
- return true; // conversion is allowed
- }
- Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
- props.push_back("hint");
- if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
- props.push_back("min");
- props.push_back("max");
- }
- if (hint == HINT_RANGE_STEP) {
- props.push_back("step");
- }
- props.push_back("default_value_enabled");
- if (default_value_enabled) {
- props.push_back("default_value");
- }
- return props;
- }
- VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
- }
- ////////////// Boolean Uniform
- String VisualShaderNodeBooleanUniform::get_caption() const {
- return "BooleanUniform";
- }
- int VisualShaderNodeBooleanUniform::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_BOOLEAN;
- }
- String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeBooleanUniform::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_BOOLEAN;
- }
- String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_value_enabled) {
- if (default_value_enabled == p_default_value_enabled) {
- return;
- }
- default_value_enabled = p_default_value_enabled;
- emit_changed();
- }
- bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
- return default_value_enabled;
- }
- void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
- if (default_value == p_default_value) {
- return;
- }
- default_value = p_default_value;
- emit_changed();
- }
- bool VisualShaderNodeBooleanUniform::get_default_value() const {
- return default_value;
- }
- String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform bool " + get_uniform_name();
- if (default_value_enabled) {
- if (default_value) {
- code += " = true";
- } else {
- code += " = false";
- }
- }
- code += ";\n";
- return code;
- }
- 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 {
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
- }
- bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
- return true;
- }
- bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
- return true;
- }
- void VisualShaderNodeBooleanUniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
- }
- bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
- return true; // all qualifiers are supported
- }
- bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
- return true; // conversion is allowed
- }
- Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
- props.push_back("default_value_enabled");
- if (default_value_enabled) {
- props.push_back("default_value");
- }
- return props;
- }
- VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
- }
- ////////////// Color Uniform
- String VisualShaderNodeColorUniform::get_caption() const {
- return "ColorUniform";
- }
- int VisualShaderNodeColorUniform::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeColorUniform::get_output_port_count() const {
- return 2;
- }
- VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
- return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
- }
- void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
- if (default_value_enabled == p_enabled) {
- return;
- }
- default_value_enabled = p_enabled;
- emit_changed();
- }
- bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
- return default_value_enabled;
- }
- void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
- if (default_value.is_equal_approx(p_value)) {
- return;
- }
- default_value = p_value;
- emit_changed();
- }
- Color VisualShaderNodeColorUniform::get_default_value() const {
- return default_value;
- }
- String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
- if (default_value_enabled) {
- code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
- }
- code += ";\n";
- return code;
- }
- 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 {
- String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
- code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
- return code;
- }
- bool VisualShaderNodeColorUniform::is_show_prop_names() const {
- return true;
- }
- void VisualShaderNodeColorUniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
- }
- bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
- return true; // all qualifiers are supported
- }
- bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
- return true; // conversion is allowed
- }
- Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
- props.push_back("default_value_enabled");
- if (default_value_enabled) {
- props.push_back("default_value");
- }
- return props;
- }
- VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
- }
- ////////////// Vector Uniform
- String VisualShaderNodeVec3Uniform::get_caption() const {
- return "VectorUniform";
- }
- int VisualShaderNodeVec3Uniform::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeVec3Uniform::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
- default_value_enabled = p_enabled;
- emit_changed();
- }
- bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
- return default_value_enabled;
- }
- void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
- default_value = p_value;
- emit_changed();
- }
- Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
- return default_value;
- }
- String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
- if (default_value_enabled) {
- code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
- }
- code += ";\n";
- return code;
- }
- 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 {
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
- }
- void VisualShaderNodeVec3Uniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
- }
- bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
- return true;
- }
- bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
- return true;
- }
- bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
- return true; // all qualifiers are supported
- }
- bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
- return true; // conversion is allowed
- }
- Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
- props.push_back("default_value_enabled");
- if (default_value_enabled) {
- props.push_back("default_value");
- }
- return props;
- }
- VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
- }
- ////////////// Transform Uniform
- String VisualShaderNodeTransformUniform::get_caption() const {
- return "TransformUniform";
- }
- int VisualShaderNodeTransformUniform::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
- return String();
- }
- int VisualShaderNodeTransformUniform::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_TRANSFORM;
- }
- String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
- }
- void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
- default_value_enabled = p_enabled;
- emit_changed();
- }
- bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
- return default_value_enabled;
- }
- void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
- default_value = p_value;
- emit_changed();
- }
- Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
- return default_value;
- }
- String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
- if (default_value_enabled) {
- Vector3 row0 = default_value.basis.get_row(0);
- Vector3 row1 = default_value.basis.get_row(1);
- Vector3 row2 = default_value.basis.get_row(2);
- Vector3 origin = default_value.origin;
- 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) + ")";
- }
- code += ";\n";
- return code;
- }
- 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 {
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
- }
- void VisualShaderNodeTransformUniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
- }
- bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
- return true;
- }
- bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
- return true;
- }
- bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
- if (p_qual == Qualifier::QUAL_INSTANCE) {
- return false;
- }
- return true;
- }
- bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
- return true; // conversion is allowed
- }
- Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
- props.push_back("default_value_enabled");
- if (default_value_enabled) {
- props.push_back("default_value");
- }
- return props;
- }
- VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
- }
- ////////////// Texture Uniform
- String VisualShaderNodeTextureUniform::get_caption() const {
- return "TextureUniform";
- }
- int VisualShaderNodeTextureUniform::get_input_port_count() const {
- return 2;
- }
- VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
- return p_port == 0 ? "uv" : "lod";
- }
- int VisualShaderNodeTextureUniform::get_output_port_count() const {
- return 3;
- }
- VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
- switch (p_port) {
- case 0:
- return PORT_TYPE_VECTOR;
- case 1:
- return PORT_TYPE_SCALAR;
- case 2:
- return PORT_TYPE_SAMPLER;
- default:
- return PORT_TYPE_SCALAR;
- }
- }
- String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
- switch (p_port) {
- case 0:
- return "rgb";
- case 1:
- return "alpha";
- case 2:
- return "sampler2D";
- default:
- return "";
- }
- }
- String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
- switch (texture_type) {
- case TYPE_DATA:
- if (color_default == COLOR_DEFAULT_BLACK) {
- code += " : hint_black;\n";
- } else {
- code += ";\n";
- }
- break;
- case TYPE_COLOR:
- if (color_default == COLOR_DEFAULT_BLACK) {
- code += " : hint_black_albedo;\n";
- } else {
- code += " : hint_albedo;\n";
- }
- break;
- case TYPE_NORMAL_MAP:
- code += " : hint_normal;\n";
- break;
- case TYPE_ANISO:
- code += " : hint_aniso;\n";
- break;
- default:
- code += ";\n";
- break;
- }
- return code;
- }
- bool VisualShaderNodeTextureUniform::is_code_generated() const {
- return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
- }
- 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 {
- String default_uv;
- if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
- default_uv = "UV.xy";
- } else {
- default_uv = "vec2(0.0)";
- }
- String id = get_uniform_name();
- String code = " {\n";
- if (p_input_vars[0] == String()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
- code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
- } else {
- code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
- }
- } else if (p_input_vars[1] == String()) {
- //no lod
- code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
- } else {
- code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
- }
- code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
- code += " }\n";
- return code;
- }
- void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
- ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
- if (texture_type == p_texture_type) {
- return;
- }
- texture_type = p_texture_type;
- emit_changed();
- }
- VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
- return texture_type;
- }
- void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_default) {
- ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
- if (color_default == p_color_default) {
- return;
- }
- color_default = p_color_default;
- emit_changed();
- }
- VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
- return color_default;
- }
- Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
- props.push_back("texture_type");
- props.push_back("color_default");
- return props;
- }
- void VisualShaderNodeTextureUniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
- ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
- ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
- ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
- BIND_ENUM_CONSTANT(TYPE_DATA);
- BIND_ENUM_CONSTANT(TYPE_COLOR);
- BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
- BIND_ENUM_CONSTANT(TYPE_ANISO);
- BIND_ENUM_CONSTANT(TYPE_MAX);
- BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
- BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
- BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
- }
- String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
- if (p_port == 0) {
- return "default";
- }
- return "";
- }
- bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
- switch (p_qual) {
- case Qualifier::QUAL_NONE:
- return true;
- case Qualifier::QUAL_GLOBAL:
- return true;
- case Qualifier::QUAL_INSTANCE:
- return false;
- default:
- break;
- }
- return false;
- }
- bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
- return false; // conversion is not allowed
- }
- VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
- simple_decl = false;
- }
- ////////////// Texture Uniform (Triplanar)
- String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
- return "TextureUniformTriplanar";
- }
- int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
- return 2;
- }
- VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
- if (p_port == 0 || p_port == 1) {
- return PORT_TYPE_VECTOR;
- }
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "weights";
- } else if (p_port == 1) {
- return "pos";
- }
- return "";
- }
- String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code;
- code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
- code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
- code += " vec4 samp = vec4(0.0);\n";
- code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
- code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
- code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
- code += " return samp;\n";
- code += " }\n";
- code += "\n";
- code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
- code += " uniform vec3 triplanar_offset;\n";
- code += " uniform float triplanar_sharpness = 0.5;\n";
- code += "\n";
- code += " varying vec3 triplanar_power_normal;\n";
- code += " varying vec3 triplanar_pos;\n";
- return code;
- }
- String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code;
- if (p_type == VisualShader::TYPE_VERTEX) {
- code += " // TRIPLANAR FUNCTION VERTEX CODE\n";
- code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
- code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
- code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
- code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
- }
- return code;
- }
- 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 {
- String id = get_uniform_name();
- String code = " {\n";
- if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
- code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
- } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
- code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
- } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
- code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
- } else {
- code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- }
- code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
- code += " }\n";
- return code;
- }
- String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
- if (p_port == 0) {
- return "default";
- } else if (p_port == 1) {
- return "default";
- }
- return "";
- }
- VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
- }
- ////////////// Texture2DArray Uniform
- String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
- return "Texture2DArrayUniform";
- }
- int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_SAMPLER;
- }
- String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
- return "sampler2DArray";
- }
- int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
- return "";
- }
- String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
- return "";
- }
- String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
- switch (texture_type) {
- case TYPE_DATA:
- if (color_default == COLOR_DEFAULT_BLACK) {
- code += " : hint_black;\n";
- } else {
- code += ";\n";
- }
- break;
- case TYPE_COLOR:
- if (color_default == COLOR_DEFAULT_BLACK) {
- code += " : hint_black_albedo;\n";
- } else {
- code += " : hint_albedo;\n";
- }
- break;
- case TYPE_NORMAL_MAP:
- code += " : hint_normal;\n";
- break;
- case TYPE_ANISO:
- code += " : hint_aniso;\n";
- break;
- default:
- code += ";\n";
- break;
- }
- return code;
- }
- 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 {
- return String();
- }
- VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
- }
- ////////////// Texture3D Uniform
- String VisualShaderNodeTexture3DUniform::get_caption() const {
- return "Texture3DUniform";
- }
- int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_SAMPLER;
- }
- String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
- return "sampler3D";
- }
- int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
- return "";
- }
- String VisualShaderNodeTexture3DUniform::get_input_port_default_hint(int p_port) const {
- return "";
- }
- String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
- switch (texture_type) {
- case TYPE_DATA:
- if (color_default == COLOR_DEFAULT_BLACK) {
- code += " : hint_black;\n";
- } else {
- code += ";\n";
- }
- break;
- case TYPE_COLOR:
- if (color_default == COLOR_DEFAULT_BLACK) {
- code += " : hint_black_albedo;\n";
- } else {
- code += " : hint_albedo;\n";
- }
- break;
- case TYPE_NORMAL_MAP:
- code += " : hint_normal;\n";
- break;
- case TYPE_ANISO:
- code += " : hint_aniso;\n";
- break;
- default:
- code += ";\n";
- break;
- }
- return code;
- }
- 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 {
- return String();
- }
- VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
- }
- ////////////// Cubemap Uniform
- String VisualShaderNodeCubemapUniform::get_caption() const {
- return "CubemapUniform";
- }
- int VisualShaderNodeCubemapUniform::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_SAMPLER;
- }
- String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
- return "samplerCube";
- }
- int VisualShaderNodeCubemapUniform::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
- return "";
- }
- String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const {
- return "";
- }
- String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
- switch (texture_type) {
- case TYPE_DATA:
- if (color_default == COLOR_DEFAULT_BLACK) {
- code += " : hint_black;\n";
- } else {
- code += ";\n";
- }
- break;
- case TYPE_COLOR:
- if (color_default == COLOR_DEFAULT_BLACK) {
- code += " : hint_black_albedo;\n";
- } else {
- code += " : hint_albedo;\n";
- }
- break;
- case TYPE_NORMAL_MAP:
- code += " : hint_normal;\n";
- break;
- case TYPE_ANISO:
- code += " : hint_aniso;\n";
- break;
- default:
- code += ";\n";
- break;
- }
- return code;
- }
- 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 {
- return String();
- }
- VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
- }
- ////////////// If
- String VisualShaderNodeIf::get_caption() const {
- return "If";
- }
- int VisualShaderNodeIf::get_input_port_count() const {
- return 6;
- }
- VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
- if (p_port == 0 || p_port == 1 || p_port == 2) {
- return PORT_TYPE_SCALAR;
- }
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeIf::get_input_port_name(int p_port) const {
- switch (p_port) {
- case 0:
- return "a";
- case 1:
- return "b";
- case 2:
- return "tolerance";
- case 3:
- return "a == b";
- case 4:
- return "a > b";
- case 5:
- return "a < b";
- default:
- return "";
- }
- }
- int VisualShaderNodeIf::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
- }
- String VisualShaderNodeIf::get_output_port_name(int p_port) const {
- return "result";
- }
- 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 {
- String code;
- code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
- code += " {\n";
- code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
- code += " }\n";
- code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
- code += " {\n";
- code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
- code += " }\n";
- code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
- code += " {\n";
- code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
- code += " }\n";
- return code;
- }
- VisualShaderNodeIf::VisualShaderNodeIf() {
- simple_decl = false;
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- set_input_port_default_value(2, CMP_EPSILON);
- set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
- }
- ////////////// Switch
- String VisualShaderNodeSwitch::get_caption() const {
- return "Switch";
- }
- int VisualShaderNodeSwitch::get_input_port_count() const {
- return 3;
- }
- VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
- if (p_port == 0) {
- return PORT_TYPE_BOOLEAN;
- }
- if (p_port == 1 || p_port == 2) {
- switch (op_type) {
- case OP_TYPE_INT:
- return PORT_TYPE_SCALAR_INT;
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_BOOLEAN:
- return PORT_TYPE_BOOLEAN;
- case OP_TYPE_TRANSFORM:
- return PORT_TYPE_TRANSFORM;
- default:
- break;
- }
- }
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
- switch (p_port) {
- case 0:
- return "value";
- case 1:
- return "true";
- case 2:
- return "false";
- default:
- return "";
- }
- }
- int VisualShaderNodeSwitch::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
- switch (op_type) {
- case OP_TYPE_INT:
- return PORT_TYPE_SCALAR_INT;
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_BOOLEAN:
- return PORT_TYPE_BOOLEAN;
- case OP_TYPE_TRANSFORM:
- return PORT_TYPE_TRANSFORM;
- default:
- break;
- }
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
- return "result";
- }
- void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
- ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
- if (op_type == p_op_type) {
- return;
- }
- switch (p_op_type) {
- case OP_TYPE_FLOAT:
- set_input_port_default_value(1, 1.0);
- set_input_port_default_value(2, 0.0);
- break;
- case OP_TYPE_INT:
- set_input_port_default_value(1, 1);
- set_input_port_default_value(2, 0);
- break;
- case OP_TYPE_VECTOR:
- set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
- break;
- case OP_TYPE_BOOLEAN:
- set_input_port_default_value(1, true);
- set_input_port_default_value(2, false);
- break;
- case OP_TYPE_TRANSFORM:
- set_input_port_default_value(1, Transform3D());
- set_input_port_default_value(2, Transform3D());
- break;
- default:
- break;
- }
- op_type = p_op_type;
- emit_changed();
- }
- VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
- return op_type;
- }
- Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("op_type");
- return props;
- }
- void VisualShaderNodeSwitch::_bind_methods() { // static
- ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
- ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_op_type", "get_op_type");
- BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
- BIND_ENUM_CONSTANT(OP_TYPE_INT);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
- BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
- BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
- BIND_ENUM_CONSTANT(OP_TYPE_MAX);
- }
- 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 {
- String code;
- code += " if(" + p_input_vars[0] + ")\n";
- code += " {\n";
- code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
- code += " }\n";
- code += " else\n";
- code += " {\n";
- code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
- code += " }\n";
- return code;
- }
- VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
- simple_decl = false;
- set_input_port_default_value(0, false);
- set_input_port_default_value(1, 1.0);
- set_input_port_default_value(2, 0.0);
- }
- ////////////// Fresnel
- String VisualShaderNodeFresnel::get_caption() const {
- return "Fresnel";
- }
- int VisualShaderNodeFresnel::get_input_port_count() const {
- return 4;
- }
- VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
- switch (p_port) {
- case 0:
- return PORT_TYPE_VECTOR;
- case 1:
- return PORT_TYPE_VECTOR;
- case 2:
- return PORT_TYPE_BOOLEAN;
- case 3:
- return PORT_TYPE_SCALAR;
- default:
- return PORT_TYPE_VECTOR;
- }
- }
- String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
- switch (p_port) {
- case 0:
- return "normal";
- case 1:
- return "view";
- case 2:
- return "invert";
- case 3:
- return "power";
- default:
- return "";
- }
- }
- int VisualShaderNodeFresnel::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
- return "result";
- }
- bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
- if (p_port == 2) {
- return false;
- }
- return true;
- }
- 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 {
- String normal;
- String view;
- if (p_input_vars[0] == String()) {
- normal = "NORMAL";
- } else {
- normal = p_input_vars[0];
- }
- if (p_input_vars[1] == String()) {
- view = "VIEW";
- } else {
- view = p_input_vars[1];
- }
- if (is_input_port_connected(2)) {
- 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";
- } else {
- if (get_input_port_default_value(2)) {
- return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
- } else {
- return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
- }
- }
- }
- String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
- if (p_port == 0) {
- return "default";
- } else if (p_port == 1) {
- return "default";
- }
- return "";
- }
- VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
- set_input_port_default_value(2, false);
- set_input_port_default_value(3, 1.0);
- }
- ////////////// Is
- String VisualShaderNodeIs::get_caption() const {
- return "Is";
- }
- int VisualShaderNodeIs::get_input_port_count() const {
- return 1;
- }
- VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeIs::get_input_port_name(int p_port) const {
- return "";
- }
- int VisualShaderNodeIs::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
- return PORT_TYPE_BOOLEAN;
- }
- String VisualShaderNodeIs::get_output_port_name(int p_port) const {
- return "";
- }
- 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 {
- static const char *functions[FUNC_MAX] = {
- "isinf($)",
- "isnan($)"
- };
- String code;
- code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
- return code;
- }
- void VisualShaderNodeIs::set_function(Function p_func) {
- ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
- if (func == p_func) {
- return;
- }
- func = p_func;
- emit_changed();
- }
- VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
- return func;
- }
- Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("function");
- return props;
- }
- void VisualShaderNodeIs::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
- ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
- BIND_ENUM_CONSTANT(FUNC_IS_INF);
- BIND_ENUM_CONSTANT(FUNC_IS_NAN);
- BIND_ENUM_CONSTANT(FUNC_MAX);
- }
- VisualShaderNodeIs::VisualShaderNodeIs() {
- set_input_port_default_value(0, 0.0);
- }
- ////////////// Compare
- String VisualShaderNodeCompare::get_caption() const {
- return "Compare";
- }
- int VisualShaderNodeCompare::get_input_port_count() const {
- if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
- return 3;
- }
- return 2;
- }
- VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
- switch (comparison_type) {
- case CTYPE_SCALAR:
- return PORT_TYPE_SCALAR;
- case CTYPE_SCALAR_INT:
- return PORT_TYPE_SCALAR_INT;
- case CTYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case CTYPE_BOOLEAN:
- return PORT_TYPE_BOOLEAN;
- case CTYPE_TRANSFORM:
- return PORT_TYPE_TRANSFORM;
- default:
- return PORT_TYPE_SCALAR;
- }
- }
- String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "a";
- } else if (p_port == 1) {
- return "b";
- } else if (p_port == 2) {
- return "tolerance";
- }
- return "";
- }
- int VisualShaderNodeCompare::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
- return PORT_TYPE_BOOLEAN;
- }
- String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
- if (p_port == 0) {
- return "result";
- }
- return "";
- }
- String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
- if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
- if (func > FUNC_NOT_EQUAL) {
- return TTR("Invalid comparison function for that type.");
- }
- }
- return "";
- }
- 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 {
- static const char *operators[FUNC_MAX] = {
- "==",
- "!=",
- ">",
- ">=",
- "<",
- "<=",
- };
- static const char *functions[FUNC_MAX] = {
- "equal($)",
- "notEqual($)",
- "greaterThan($)",
- "greaterThanEqual($)",
- "lessThan($)",
- "lessThanEqual($)",
- };
- static const char *conditions[COND_MAX] = {
- "all($)",
- "any($)",
- };
- String code;
- switch (comparison_type) {
- case CTYPE_SCALAR:
- if (func == FUNC_EQUAL) {
- code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
- } else if (func == FUNC_NOT_EQUAL) {
- code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
- } else {
- code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
- }
- break;
- case CTYPE_SCALAR_INT:
- code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
- break;
- case CTYPE_VECTOR:
- code += " {\n";
- code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
- code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
- code += " }\n";
- break;
- case CTYPE_BOOLEAN:
- if (func > FUNC_NOT_EQUAL) {
- return " " + p_output_vars[0] + " = false;\n";
- }
- code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
- break;
- case CTYPE_TRANSFORM:
- if (func > FUNC_NOT_EQUAL) {
- return " " + p_output_vars[0] + " = false;\n";
- }
- code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
- break;
- default:
- break;
- }
- return code;
- }
- void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
- ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
- if (comparison_type == p_comparison_type) {
- return;
- }
- switch (p_comparison_type) {
- case CTYPE_SCALAR:
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- simple_decl = true;
- break;
- case CTYPE_SCALAR_INT:
- set_input_port_default_value(0, 0);
- set_input_port_default_value(1, 0);
- simple_decl = true;
- break;
- case CTYPE_VECTOR:
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
- simple_decl = false;
- break;
- case CTYPE_BOOLEAN:
- set_input_port_default_value(0, false);
- set_input_port_default_value(1, false);
- simple_decl = true;
- break;
- case CTYPE_TRANSFORM:
- set_input_port_default_value(0, Transform3D());
- set_input_port_default_value(1, Transform3D());
- simple_decl = true;
- break;
- default:
- break;
- }
- comparison_type = p_comparison_type;
- emit_changed();
- }
- VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
- return comparison_type;
- }
- void VisualShaderNodeCompare::set_function(Function p_func) {
- ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
- if (func == p_func) {
- return;
- }
- func = p_func;
- emit_changed();
- }
- VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
- return func;
- }
- void VisualShaderNodeCompare::set_condition(Condition p_condition) {
- ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
- if (condition == p_condition) {
- return;
- }
- condition = p_condition;
- emit_changed();
- }
- VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
- return condition;
- }
- Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("type");
- props.push_back("function");
- if (comparison_type == CTYPE_VECTOR) {
- props.push_back("condition");
- }
- return props;
- }
- void VisualShaderNodeCompare::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
- ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
- ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
- ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
- ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
- ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
- 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");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
- BIND_ENUM_CONSTANT(CTYPE_SCALAR);
- BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
- BIND_ENUM_CONSTANT(CTYPE_VECTOR);
- BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
- BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
- BIND_ENUM_CONSTANT(CTYPE_MAX);
- BIND_ENUM_CONSTANT(FUNC_EQUAL);
- BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
- BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
- BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
- BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
- BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
- BIND_ENUM_CONSTANT(FUNC_MAX);
- BIND_ENUM_CONSTANT(COND_ALL);
- BIND_ENUM_CONSTANT(COND_ANY);
- BIND_ENUM_CONSTANT(COND_MAX);
- }
- VisualShaderNodeCompare::VisualShaderNodeCompare() {
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- set_input_port_default_value(2, CMP_EPSILON);
- }
- ////////////// Fma
- String VisualShaderNodeMultiplyAdd::get_caption() const {
- return "MultiplyAdd";
- }
- int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
- return 3;
- }
- VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
- if (op_type == OP_TYPE_VECTOR) {
- return PORT_TYPE_VECTOR;
- }
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "a";
- } else if (p_port == 1) {
- return "b(*)";
- } else if (p_port == 2) {
- return "c(+)";
- }
- return "";
- }
- int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
- if (op_type == OP_TYPE_SCALAR) {
- return PORT_TYPE_SCALAR;
- } else {
- return PORT_TYPE_VECTOR;
- }
- }
- String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
- return "";
- }
- 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 {
- return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
- }
- void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
- ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
- if (op_type == p_op_type) {
- return;
- }
- switch (p_op_type) {
- case OP_TYPE_SCALAR:
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- set_input_port_default_value(2, 0.0);
- break;
- case OP_TYPE_VECTOR:
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
- break;
- default:
- break;
- }
- op_type = p_op_type;
- emit_changed();
- }
- VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
- return op_type;
- }
- Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("op_type");
- return props;
- }
- void VisualShaderNodeMultiplyAdd::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
- ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type");
- BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
- BIND_ENUM_CONSTANT(OP_TYPE_MAX);
- }
- VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- set_input_port_default_value(2, 0.0);
- }
- ////////////// Billboard
- String VisualShaderNodeBillboard::get_caption() const {
- return "GetBillboardMatrix";
- }
- int VisualShaderNodeBillboard::get_input_port_count() const {
- return 0;
- }
- VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
- }
- String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
- return "";
- }
- int VisualShaderNodeBillboard::get_output_port_count() const {
- return 1;
- }
- VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
- return PORT_TYPE_TRANSFORM;
- }
- String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
- return "model_view_matrix";
- }
- 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 {
- String code;
- switch (billboard_type) {
- case BILLBOARD_TYPE_ENABLED:
- code += " {\n";
- code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n";
- if (keep_scale) {
- 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";
- }
- code += " " + p_output_vars[0] + " = __mvm;\n";
- code += " }\n";
- break;
- case BILLBOARD_TYPE_FIXED_Y:
- code += " {\n";
- 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";
- if (keep_scale) {
- 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";
- } else {
- 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";
- }
- code += " " + p_output_vars[0] + " = __mvm;\n";
- code += " }\n";
- break;
- case BILLBOARD_TYPE_PARTICLES:
- code += " {\n";
- 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";
- 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";
- code += " " + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n";
- code += " }\n";
- break;
- default:
- code += " " + p_output_vars[0] + " = mat4(1.0);\n";
- break;
- }
- return code;
- }
- bool VisualShaderNodeBillboard::is_show_prop_names() const {
- return true;
- }
- void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
- ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
- if (billboard_type == p_billboard_type) {
- return;
- }
- billboard_type = p_billboard_type;
- simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
- set_disabled(simple_decl);
- emit_changed();
- }
- VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
- return billboard_type;
- }
- void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
- keep_scale = p_enabled;
- emit_changed();
- }
- bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
- return keep_scale;
- }
- Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("billboard_type");
- if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
- props.push_back("keep_scale");
- }
- return props;
- }
- void VisualShaderNodeBillboard::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
- ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
- ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
- ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
- BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
- BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
- BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
- BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
- BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
- }
- VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
- simple_decl = false;
- }
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