visual_shader_nodes.cpp 115 KB

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  1. /*************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_nodes.h"
  31. ////////////// Scalar
  32. String VisualShaderNodeScalarConstant::get_caption() const {
  33. return "Scalar";
  34. }
  35. int VisualShaderNodeScalarConstant::get_input_port_count() const {
  36. return 0;
  37. }
  38. VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_input_port_type(int p_port) const {
  39. return PORT_TYPE_SCALAR;
  40. }
  41. String VisualShaderNodeScalarConstant::get_input_port_name(int p_port) const {
  42. return String();
  43. }
  44. int VisualShaderNodeScalarConstant::get_output_port_count() const {
  45. return 1;
  46. }
  47. VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_output_port_type(int p_port) const {
  48. return PORT_TYPE_SCALAR;
  49. }
  50. String VisualShaderNodeScalarConstant::get_output_port_name(int p_port) const {
  51. return ""; //no output port means the editor will be used as port
  52. }
  53. String VisualShaderNodeScalarConstant::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 {
  54. return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  55. }
  56. void VisualShaderNodeScalarConstant::set_constant(float p_value) {
  57. constant = p_value;
  58. emit_changed();
  59. }
  60. float VisualShaderNodeScalarConstant::get_constant() const {
  61. return constant;
  62. }
  63. Vector<StringName> VisualShaderNodeScalarConstant::get_editable_properties() const {
  64. Vector<StringName> props;
  65. props.push_back("constant");
  66. return props;
  67. }
  68. void VisualShaderNodeScalarConstant::_bind_methods() {
  69. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeScalarConstant::set_constant);
  70. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeScalarConstant::get_constant);
  71. ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant"), "set_constant", "get_constant");
  72. }
  73. VisualShaderNodeScalarConstant::VisualShaderNodeScalarConstant() {
  74. constant = 0;
  75. }
  76. ////////////// Boolean
  77. String VisualShaderNodeBooleanConstant::get_caption() const {
  78. return "Boolean";
  79. }
  80. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  81. return 0;
  82. }
  83. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  84. return PORT_TYPE_BOOLEAN;
  85. }
  86. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  87. return String();
  88. }
  89. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  90. return 1;
  91. }
  92. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  93. return PORT_TYPE_BOOLEAN;
  94. }
  95. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  96. return ""; //no output port means the editor will be used as port
  97. }
  98. 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 {
  99. return "\t" + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  100. }
  101. void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
  102. constant = p_value;
  103. emit_changed();
  104. }
  105. bool VisualShaderNodeBooleanConstant::get_constant() const {
  106. return constant;
  107. }
  108. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  109. Vector<StringName> props;
  110. props.push_back("constant");
  111. return props;
  112. }
  113. void VisualShaderNodeBooleanConstant::_bind_methods() {
  114. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
  115. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  116. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  117. }
  118. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  119. constant = false;
  120. }
  121. ////////////// Color
  122. String VisualShaderNodeColorConstant::get_caption() const {
  123. return "Color";
  124. }
  125. int VisualShaderNodeColorConstant::get_input_port_count() const {
  126. return 0;
  127. }
  128. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  129. return PORT_TYPE_VECTOR;
  130. }
  131. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  132. return String();
  133. }
  134. int VisualShaderNodeColorConstant::get_output_port_count() const {
  135. return 2;
  136. }
  137. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  138. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  139. }
  140. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  141. return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
  142. }
  143. 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 {
  144. String code;
  145. code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n";
  146. code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
  147. return code;
  148. }
  149. void VisualShaderNodeColorConstant::set_constant(Color p_value) {
  150. constant = p_value;
  151. emit_changed();
  152. }
  153. Color VisualShaderNodeColorConstant::get_constant() const {
  154. return constant;
  155. }
  156. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  157. Vector<StringName> props;
  158. props.push_back("constant");
  159. return props;
  160. }
  161. void VisualShaderNodeColorConstant::_bind_methods() {
  162. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant);
  163. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  164. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  165. }
  166. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  167. constant = Color(1, 1, 1, 1);
  168. }
  169. ////////////// Vector
  170. String VisualShaderNodeVec3Constant::get_caption() const {
  171. return "Vector";
  172. }
  173. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  174. return 0;
  175. }
  176. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  177. return PORT_TYPE_VECTOR;
  178. }
  179. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  180. return String();
  181. }
  182. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  183. return 1;
  184. }
  185. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  186. return PORT_TYPE_VECTOR;
  187. }
  188. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  189. return ""; //no output port means the editor will be used as port
  190. }
  191. 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 {
  192. return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n";
  193. }
  194. void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
  195. constant = p_value;
  196. emit_changed();
  197. }
  198. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  199. return constant;
  200. }
  201. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  202. Vector<StringName> props;
  203. props.push_back("constant");
  204. return props;
  205. }
  206. void VisualShaderNodeVec3Constant::_bind_methods() {
  207. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant);
  208. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  209. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  210. }
  211. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  212. }
  213. ////////////// Transform
  214. String VisualShaderNodeTransformConstant::get_caption() const {
  215. return "Transform";
  216. }
  217. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  218. return 0;
  219. }
  220. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  221. return PORT_TYPE_VECTOR;
  222. }
  223. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  224. return String();
  225. }
  226. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  227. return 1;
  228. }
  229. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  230. return PORT_TYPE_TRANSFORM;
  231. }
  232. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  233. return ""; //no output port means the editor will be used as port
  234. }
  235. 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 {
  236. Transform t = constant;
  237. t.basis.transpose();
  238. String code = "\t" + p_output_vars[0] + " = mat4(";
  239. code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  240. code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  241. code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  242. code += vformat("vec4(%.6f,%.6f,%.6f,1.0) );\n", t.origin.x, t.origin.y, t.origin.z);
  243. return code;
  244. }
  245. void VisualShaderNodeTransformConstant::set_constant(Transform p_value) {
  246. constant = p_value;
  247. emit_changed();
  248. }
  249. Transform VisualShaderNodeTransformConstant::get_constant() const {
  250. return constant;
  251. }
  252. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  253. Vector<StringName> props;
  254. props.push_back("constant");
  255. return props;
  256. }
  257. void VisualShaderNodeTransformConstant::_bind_methods() {
  258. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant);
  259. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  260. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant");
  261. }
  262. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  263. }
  264. ////////////// Texture
  265. String VisualShaderNodeTexture::get_caption() const {
  266. return "Texture";
  267. }
  268. int VisualShaderNodeTexture::get_input_port_count() const {
  269. return 2;
  270. }
  271. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  272. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  273. }
  274. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  275. return p_port == 0 ? "uv" : "lod";
  276. }
  277. int VisualShaderNodeTexture::get_output_port_count() const {
  278. return 2;
  279. }
  280. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  281. if (p_port == 0 && source == SOURCE_DEPTH)
  282. return PORT_TYPE_SCALAR;
  283. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  284. }
  285. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  286. if (p_port == 0 && source == SOURCE_DEPTH)
  287. return "depth";
  288. return p_port == 0 ? "rgb" : "alpha";
  289. }
  290. static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  291. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
  292. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  293. }
  294. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  295. VisualShader::DefaultTextureParam dtp;
  296. dtp.name = make_unique_id(p_type, p_id, "tex");
  297. dtp.param = texture;
  298. Vector<VisualShader::DefaultTextureParam> ret;
  299. ret.push_back(dtp);
  300. return ret;
  301. }
  302. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  303. if (source == SOURCE_TEXTURE) {
  304. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  305. switch (texture_type) {
  306. case TYPE_DATA: break;
  307. case TYPE_COLOR: u += " : hint_albedo"; break;
  308. case TYPE_NORMALMAP: u += " : hint_normal"; break;
  309. }
  310. return u + ";";
  311. }
  312. return String();
  313. }
  314. 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 {
  315. if (source == SOURCE_TEXTURE) {
  316. String id = make_unique_id(p_type, p_id, "tex");
  317. String code;
  318. if (p_input_vars[0] == String()) { //none bound, do nothing
  319. code += "\tvec4 " + id + "_read = vec4(0.0);\n";
  320. } else if (p_input_vars[1] == String()) {
  321. //no lod
  322. code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  323. } else {
  324. code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  325. }
  326. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  327. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  328. return code;
  329. }
  330. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  331. String code = "\t{\n";
  332. if (p_input_vars[0] == String() || p_for_preview) { //none bound, do nothing
  333. code += "\t\tvec4 _tex_read = vec4(0.0);\n";
  334. } else if (p_input_vars[1] == String()) {
  335. //no lod
  336. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy, 0.0 );\n";
  337. } else {
  338. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  339. }
  340. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  341. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  342. code += "\t}\n";
  343. return code;
  344. }
  345. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  346. String code = "\t{\n";
  347. if (p_input_vars[0] == String()) { //none bound, do nothing
  348. code += "\t\tvec4 _tex_read = vec4(0.0);\n";
  349. } else if (p_input_vars[1] == String()) {
  350. //no lod
  351. code += "\t\tvec4 _tex_read = texture( TEXTURE , " + p_input_vars[0] + ".xy );\n";
  352. } else {
  353. code += "\t\tvec4 _tex_read = textureLod( TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  354. }
  355. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  356. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  357. code += "\t}\n";
  358. return code;
  359. }
  360. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  361. String code = "\t{\n";
  362. if (p_input_vars[0] == String()) { //none bound, do nothing
  363. code += "\t\tvec4 _tex_read = vec4(0.0);\n";
  364. } else if (p_input_vars[1] == String()) {
  365. //no lod
  366. code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy );\n";
  367. } else {
  368. code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  369. }
  370. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  371. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  372. code += "\t}\n";
  373. return code;
  374. }
  375. if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  376. {
  377. if (source == SOURCE_DEPTH) {
  378. String code;
  379. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  380. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  381. return code;
  382. }
  383. }
  384. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  385. String code = "\t{\n";
  386. if (p_input_vars[0] == String()) { //none bound, do nothing
  387. code += "\t\tfloat _depth = 0.0;\n";
  388. } else if (p_input_vars[1] == String()) {
  389. //no lod
  390. code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy ).r;\n";
  391. } else {
  392. code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " ).r;\n";
  393. }
  394. code += "\t\t" + p_output_vars[0] + " = _depth;\n";
  395. code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
  396. code += "\t}\n";
  397. return code;
  398. } else if (source == SOURCE_DEPTH) {
  399. String code;
  400. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  401. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  402. return code;
  403. }
  404. //none
  405. String code;
  406. code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  407. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  408. return code;
  409. }
  410. void VisualShaderNodeTexture::set_source(Source p_source) {
  411. source = p_source;
  412. emit_changed();
  413. emit_signal("editor_refresh_request");
  414. }
  415. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  416. return source;
  417. }
  418. void VisualShaderNodeTexture::set_texture(Ref<Texture> p_value) {
  419. texture = p_value;
  420. emit_changed();
  421. }
  422. Ref<Texture> VisualShaderNodeTexture::get_texture() const {
  423. return texture;
  424. }
  425. void VisualShaderNodeTexture::set_texture_type(TextureType p_type) {
  426. texture_type = p_type;
  427. emit_changed();
  428. }
  429. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  430. return texture_type;
  431. }
  432. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  433. Vector<StringName> props;
  434. props.push_back("source");
  435. if (source == SOURCE_TEXTURE) {
  436. props.push_back("texture");
  437. props.push_back("texture_type");
  438. }
  439. return props;
  440. }
  441. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  442. if (source == SOURCE_TEXTURE) {
  443. return String(); // all good
  444. }
  445. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  446. return String(); // all good
  447. }
  448. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  449. return String(); // all good
  450. }
  451. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  452. return String(); // all good
  453. }
  454. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  455. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  456. return TTR("Invalid source for preview.");
  457. }
  458. return String(); // all good
  459. }
  460. return TTR("Invalid source for shader.");
  461. }
  462. void VisualShaderNodeTexture::_bind_methods() {
  463. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  464. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  465. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  466. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  467. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  468. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  469. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth"), "set_source", "get_source");
  470. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
  471. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  472. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  473. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  474. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  475. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  476. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  477. BIND_ENUM_CONSTANT(TYPE_DATA);
  478. BIND_ENUM_CONSTANT(TYPE_COLOR);
  479. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  480. }
  481. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  482. texture_type = TYPE_DATA;
  483. source = SOURCE_TEXTURE;
  484. }
  485. ////////////// CubeMap
  486. String VisualShaderNodeCubeMap::get_caption() const {
  487. return "CubeMap";
  488. }
  489. int VisualShaderNodeCubeMap::get_input_port_count() const {
  490. return 2;
  491. }
  492. VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const {
  493. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  494. }
  495. String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
  496. return p_port == 0 ? "uv" : "lod";
  497. }
  498. int VisualShaderNodeCubeMap::get_output_port_count() const {
  499. return 2;
  500. }
  501. VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_output_port_type(int p_port) const {
  502. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  503. }
  504. String VisualShaderNodeCubeMap::get_output_port_name(int p_port) const {
  505. return p_port == 0 ? "rgb" : "alpha";
  506. }
  507. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  508. VisualShader::DefaultTextureParam dtp;
  509. dtp.name = make_unique_id(p_type, p_id, "cube");
  510. dtp.param = cube_map;
  511. Vector<VisualShader::DefaultTextureParam> ret;
  512. ret.push_back(dtp);
  513. return ret;
  514. }
  515. String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  516. String u = "uniform sampler2DCube " + make_unique_id(p_type, p_id, "cube");
  517. switch (texture_type) {
  518. case TYPE_DATA: break;
  519. case TYPE_COLOR: u += " : hint_albedo"; break;
  520. case TYPE_NORMALMAP: u += " : hint_normal"; break;
  521. }
  522. return u + ";";
  523. }
  524. 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 {
  525. String id = make_unique_id(p_type, p_id, "cube");
  526. String code;
  527. if (p_input_vars[0] == String()) { //none bound, do nothing
  528. code += "\tvec4 " + id + "_read = vec4(0.0);\n";
  529. } else if (p_input_vars[1] == String()) {
  530. //no lod
  531. code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
  532. } else {
  533. code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  534. }
  535. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  536. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  537. return code;
  538. }
  539. void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
  540. cube_map = p_value;
  541. emit_changed();
  542. }
  543. Ref<CubeMap> VisualShaderNodeCubeMap::get_cube_map() const {
  544. return cube_map;
  545. }
  546. void VisualShaderNodeCubeMap::set_texture_type(TextureType p_type) {
  547. texture_type = p_type;
  548. emit_changed();
  549. }
  550. VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type() const {
  551. return texture_type;
  552. }
  553. Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
  554. Vector<StringName> props;
  555. props.push_back("cube_map");
  556. props.push_back("texture_type");
  557. return props;
  558. }
  559. void VisualShaderNodeCubeMap::_bind_methods() {
  560. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map);
  561. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map);
  562. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type);
  563. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type);
  564. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map");
  565. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  566. BIND_ENUM_CONSTANT(TYPE_DATA);
  567. BIND_ENUM_CONSTANT(TYPE_COLOR);
  568. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  569. }
  570. VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() {
  571. texture_type = TYPE_DATA;
  572. }
  573. ////////////// Scalar Op
  574. String VisualShaderNodeScalarOp::get_caption() const {
  575. return "ScalarOp";
  576. }
  577. int VisualShaderNodeScalarOp::get_input_port_count() const {
  578. return 2;
  579. }
  580. VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_input_port_type(int p_port) const {
  581. return PORT_TYPE_SCALAR;
  582. }
  583. String VisualShaderNodeScalarOp::get_input_port_name(int p_port) const {
  584. return p_port == 0 ? "a" : "b";
  585. }
  586. int VisualShaderNodeScalarOp::get_output_port_count() const {
  587. return 1;
  588. }
  589. VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_output_port_type(int p_port) const {
  590. return PORT_TYPE_SCALAR;
  591. }
  592. String VisualShaderNodeScalarOp::get_output_port_name(int p_port) const {
  593. return "op"; //no output port means the editor will be used as port
  594. }
  595. String VisualShaderNodeScalarOp::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 {
  596. String code = "\t" + p_output_vars[0] + " = ";
  597. switch (op) {
  598. case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
  599. case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
  600. case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
  601. case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
  602. case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  603. case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  604. case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  605. case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  606. case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  607. case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  608. }
  609. return code;
  610. }
  611. void VisualShaderNodeScalarOp::set_operator(Operator p_op) {
  612. op = p_op;
  613. emit_changed();
  614. }
  615. VisualShaderNodeScalarOp::Operator VisualShaderNodeScalarOp::get_operator() const {
  616. return op;
  617. }
  618. Vector<StringName> VisualShaderNodeScalarOp::get_editable_properties() const {
  619. Vector<StringName> props;
  620. props.push_back("operator");
  621. return props;
  622. }
  623. void VisualShaderNodeScalarOp::_bind_methods() {
  624. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeScalarOp::set_operator);
  625. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeScalarOp::get_operator);
  626. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
  627. BIND_ENUM_CONSTANT(OP_ADD);
  628. BIND_ENUM_CONSTANT(OP_SUB);
  629. BIND_ENUM_CONSTANT(OP_MUL);
  630. BIND_ENUM_CONSTANT(OP_DIV);
  631. BIND_ENUM_CONSTANT(OP_MOD);
  632. BIND_ENUM_CONSTANT(OP_POW);
  633. BIND_ENUM_CONSTANT(OP_MAX);
  634. BIND_ENUM_CONSTANT(OP_MIN);
  635. BIND_ENUM_CONSTANT(OP_ATAN2);
  636. BIND_ENUM_CONSTANT(OP_STEP);
  637. }
  638. VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() {
  639. op = OP_ADD;
  640. set_input_port_default_value(0, 0.0);
  641. set_input_port_default_value(1, 0.0);
  642. }
  643. ////////////// Vector Op
  644. String VisualShaderNodeVectorOp::get_caption() const {
  645. return "VectorOp";
  646. }
  647. int VisualShaderNodeVectorOp::get_input_port_count() const {
  648. return 2;
  649. }
  650. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
  651. return PORT_TYPE_VECTOR;
  652. }
  653. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  654. return p_port == 0 ? "a" : "b";
  655. }
  656. int VisualShaderNodeVectorOp::get_output_port_count() const {
  657. return 1;
  658. }
  659. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
  660. return PORT_TYPE_VECTOR;
  661. }
  662. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  663. return "op"; //no output port means the editor will be used as port
  664. }
  665. 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 {
  666. String code = "\t" + p_output_vars[0] + " = ";
  667. switch (op) {
  668. case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
  669. case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
  670. case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
  671. case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
  672. case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  673. case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  674. case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  675. case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  676. case OP_CROSS: code += "cross( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  677. case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  678. case OP_REFLECT: code += "reflect( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  679. case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  680. }
  681. return code;
  682. }
  683. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  684. op = p_op;
  685. emit_changed();
  686. }
  687. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  688. return op;
  689. }
  690. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  691. Vector<StringName> props;
  692. props.push_back("operator");
  693. return props;
  694. }
  695. void VisualShaderNodeVectorOp::_bind_methods() {
  696. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  697. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  698. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross,Atan2,Reflect,Step"), "set_operator", "get_operator");
  699. BIND_ENUM_CONSTANT(OP_ADD);
  700. BIND_ENUM_CONSTANT(OP_SUB);
  701. BIND_ENUM_CONSTANT(OP_MUL);
  702. BIND_ENUM_CONSTANT(OP_DIV);
  703. BIND_ENUM_CONSTANT(OP_MOD);
  704. BIND_ENUM_CONSTANT(OP_POW);
  705. BIND_ENUM_CONSTANT(OP_MAX);
  706. BIND_ENUM_CONSTANT(OP_MIN);
  707. BIND_ENUM_CONSTANT(OP_CROSS);
  708. BIND_ENUM_CONSTANT(OP_ATAN2);
  709. BIND_ENUM_CONSTANT(OP_REFLECT);
  710. BIND_ENUM_CONSTANT(OP_STEP);
  711. }
  712. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  713. op = OP_ADD;
  714. set_input_port_default_value(0, Vector3());
  715. set_input_port_default_value(1, Vector3());
  716. }
  717. ////////////// Color Op
  718. String VisualShaderNodeColorOp::get_caption() const {
  719. return "ColorOp";
  720. }
  721. int VisualShaderNodeColorOp::get_input_port_count() const {
  722. return 2;
  723. }
  724. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  725. return PORT_TYPE_VECTOR;
  726. }
  727. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  728. return p_port == 0 ? "a" : "b";
  729. }
  730. int VisualShaderNodeColorOp::get_output_port_count() const {
  731. return 1;
  732. }
  733. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  734. return PORT_TYPE_VECTOR;
  735. }
  736. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  737. return "op"; //no output port means the editor will be used as port
  738. }
  739. 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 {
  740. String code;
  741. static const char *axisn[3] = { "x", "y", "z" };
  742. switch (op) {
  743. case OP_SCREEN: {
  744. code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")*(vec3(1.0)-" + p_input_vars[1] + ");\n";
  745. } break;
  746. case OP_DIFFERENCE: {
  747. code += "\t" + p_output_vars[0] + "=abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ");\n";
  748. } break;
  749. case OP_DARKEN: {
  750. code += "\t" + p_output_vars[0] + "=min(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
  751. } break;
  752. case OP_LIGHTEN: {
  753. code += "\t" + p_output_vars[0] + "=max(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
  754. } break;
  755. case OP_OVERLAY: {
  756. for (int i = 0; i < 3; i++) {
  757. code += "\t{\n";
  758. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  759. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  760. code += "\t\tif (base < 0.5) {\n";
  761. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  762. code += "\t\t} else {\n";
  763. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  764. code += "\t\t}\n";
  765. code += "\t}\n";
  766. }
  767. } break;
  768. case OP_DODGE: {
  769. code += "\t" + p_output_vars[0] + "=(" + p_input_vars[0] + ")/(vec3(1.0)-" + p_input_vars[1] + ");\n";
  770. } break;
  771. case OP_BURN: {
  772. code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")/(" + p_input_vars[1] + ");\n";
  773. } break;
  774. case OP_SOFT_LIGHT: {
  775. for (int i = 0; i < 3; i++) {
  776. code += "\t{\n";
  777. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  778. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  779. code += "\t\tif (base < 0.5) {\n";
  780. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend+0.5));\n";
  781. code += "\t\t} else {\n";
  782. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-(blend-0.5)));\n";
  783. code += "\t\t}\n";
  784. code += "\t}\n";
  785. }
  786. } break;
  787. case OP_HARD_LIGHT: {
  788. for (int i = 0; i < 3; i++) {
  789. code += "\t{\n";
  790. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  791. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  792. code += "\t\tif (base < 0.5) {\n";
  793. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0*blend));\n";
  794. code += "\t\t} else {\n";
  795. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-2.0*(blend-0.5)));\n";
  796. code += "\t\t}\n";
  797. code += "\t}\n";
  798. }
  799. } break;
  800. }
  801. return code;
  802. }
  803. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  804. op = p_op;
  805. emit_changed();
  806. }
  807. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  808. return op;
  809. }
  810. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  811. Vector<StringName> props;
  812. props.push_back("operator");
  813. return props;
  814. }
  815. void VisualShaderNodeColorOp::_bind_methods() {
  816. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  817. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  818. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator");
  819. BIND_ENUM_CONSTANT(OP_SCREEN);
  820. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  821. BIND_ENUM_CONSTANT(OP_DARKEN);
  822. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  823. BIND_ENUM_CONSTANT(OP_OVERLAY);
  824. BIND_ENUM_CONSTANT(OP_DODGE);
  825. BIND_ENUM_CONSTANT(OP_BURN);
  826. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  827. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  828. }
  829. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  830. op = OP_SCREEN;
  831. set_input_port_default_value(0, Vector3());
  832. set_input_port_default_value(1, Vector3());
  833. }
  834. ////////////// Transform Mult
  835. String VisualShaderNodeTransformMult::get_caption() const {
  836. return "TransformMult";
  837. }
  838. int VisualShaderNodeTransformMult::get_input_port_count() const {
  839. return 2;
  840. }
  841. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
  842. return PORT_TYPE_TRANSFORM;
  843. }
  844. String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
  845. return p_port == 0 ? "a" : "b";
  846. }
  847. int VisualShaderNodeTransformMult::get_output_port_count() const {
  848. return 1;
  849. }
  850. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
  851. return PORT_TYPE_TRANSFORM;
  852. }
  853. String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
  854. return "mult"; //no output port means the editor will be used as port
  855. }
  856. String VisualShaderNodeTransformMult::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 {
  857. if (op == OP_AxB) {
  858. return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  859. } else if (op == OP_BxA) {
  860. return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  861. } else if (op == OP_AxB_COMP) {
  862. return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  863. } else {
  864. return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[1] + " , " + p_input_vars[0] + " );\n";
  865. }
  866. }
  867. void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
  868. op = p_op;
  869. emit_changed();
  870. }
  871. VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
  872. return op;
  873. }
  874. Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
  875. Vector<StringName> props;
  876. props.push_back("operator");
  877. return props;
  878. }
  879. void VisualShaderNodeTransformMult::_bind_methods() {
  880. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
  881. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
  882. 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)"), "set_operator", "get_operator");
  883. BIND_ENUM_CONSTANT(OP_AxB);
  884. BIND_ENUM_CONSTANT(OP_BxA);
  885. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  886. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  887. }
  888. VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
  889. op = OP_AxB;
  890. set_input_port_default_value(0, Transform());
  891. set_input_port_default_value(1, Transform());
  892. }
  893. ////////////// TransformVec Mult
  894. String VisualShaderNodeTransformVecMult::get_caption() const {
  895. return "TransformVectorMult";
  896. }
  897. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  898. return 2;
  899. }
  900. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  901. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
  902. }
  903. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  904. return p_port == 0 ? "a" : "b";
  905. }
  906. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  907. return 1;
  908. }
  909. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  910. return PORT_TYPE_VECTOR;
  911. }
  912. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  913. return ""; //no output port means the editor will be used as port
  914. }
  915. 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 {
  916. if (op == OP_AxB) {
  917. return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n";
  918. } else if (op == OP_BxA) {
  919. return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + " ).xyz;\n";
  920. } else if (op == OP_3x3_AxB) {
  921. return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0) ).xyz;\n";
  922. } else {
  923. return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + " ).xyz;\n";
  924. }
  925. }
  926. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  927. op = p_op;
  928. emit_changed();
  929. }
  930. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  931. return op;
  932. }
  933. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  934. Vector<StringName> props;
  935. props.push_back("operator");
  936. return props;
  937. }
  938. void VisualShaderNodeTransformVecMult::_bind_methods() {
  939. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  940. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  941. 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");
  942. BIND_ENUM_CONSTANT(OP_AxB);
  943. BIND_ENUM_CONSTANT(OP_BxA);
  944. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  945. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  946. }
  947. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  948. op = OP_AxB;
  949. set_input_port_default_value(0, Transform());
  950. set_input_port_default_value(1, Vector3());
  951. }
  952. ////////////// Scalar Func
  953. String VisualShaderNodeScalarFunc::get_caption() const {
  954. return "ScalarFunc";
  955. }
  956. int VisualShaderNodeScalarFunc::get_input_port_count() const {
  957. return 1;
  958. }
  959. VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_input_port_type(int p_port) const {
  960. return PORT_TYPE_SCALAR;
  961. }
  962. String VisualShaderNodeScalarFunc::get_input_port_name(int p_port) const {
  963. return "";
  964. }
  965. int VisualShaderNodeScalarFunc::get_output_port_count() const {
  966. return 1;
  967. }
  968. VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_output_port_type(int p_port) const {
  969. return PORT_TYPE_SCALAR;
  970. }
  971. String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const {
  972. return ""; //no output port means the editor will be used as port
  973. }
  974. String VisualShaderNodeScalarFunc::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 {
  975. static const char *scalar_func_id[FUNC_ONEMINUS + 1] = {
  976. "sin($)",
  977. "cos($)",
  978. "tan($)",
  979. "asin($)",
  980. "acos($)",
  981. "atan($)",
  982. "sinh($)",
  983. "cosh($)",
  984. "tanh($)",
  985. "log($)",
  986. "exp($)",
  987. "sqrt($)",
  988. "abs($)",
  989. "sign($)",
  990. "floor($)",
  991. "round($)",
  992. "ceil($)",
  993. "fract($)",
  994. "min(max($,0.0),1.0)",
  995. "-($)",
  996. "acosh($)",
  997. "asinh($)",
  998. "atanh($)",
  999. "degrees($)",
  1000. "exp2($)",
  1001. "inversesqrt($)",
  1002. "log2($)",
  1003. "radians($)",
  1004. "1.0/($)",
  1005. "roundEven($)",
  1006. "trunc($)",
  1007. "1.0-$"
  1008. };
  1009. return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1010. }
  1011. void VisualShaderNodeScalarFunc::set_function(Function p_func) {
  1012. func = p_func;
  1013. emit_changed();
  1014. }
  1015. VisualShaderNodeScalarFunc::Function VisualShaderNodeScalarFunc::get_function() const {
  1016. return func;
  1017. }
  1018. Vector<StringName> VisualShaderNodeScalarFunc::get_editable_properties() const {
  1019. Vector<StringName> props;
  1020. props.push_back("function");
  1021. return props;
  1022. }
  1023. void VisualShaderNodeScalarFunc::_bind_methods() {
  1024. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarFunc::set_function);
  1025. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarFunc::get_function);
  1026. 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");
  1027. BIND_ENUM_CONSTANT(FUNC_SIN);
  1028. BIND_ENUM_CONSTANT(FUNC_COS);
  1029. BIND_ENUM_CONSTANT(FUNC_TAN);
  1030. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1031. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1032. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1033. BIND_ENUM_CONSTANT(FUNC_SINH);
  1034. BIND_ENUM_CONSTANT(FUNC_COSH);
  1035. BIND_ENUM_CONSTANT(FUNC_TANH);
  1036. BIND_ENUM_CONSTANT(FUNC_LOG);
  1037. BIND_ENUM_CONSTANT(FUNC_EXP);
  1038. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1039. BIND_ENUM_CONSTANT(FUNC_ABS);
  1040. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1041. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1042. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1043. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1044. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1045. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1046. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1047. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1048. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1049. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1050. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1051. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1052. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1053. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1054. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1055. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1056. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1057. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1058. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1059. }
  1060. VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() {
  1061. func = FUNC_SIGN;
  1062. set_input_port_default_value(0, 0.0);
  1063. }
  1064. ////////////// Vector Func
  1065. String VisualShaderNodeVectorFunc::get_caption() const {
  1066. return "VectorFunc";
  1067. }
  1068. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  1069. return 1;
  1070. }
  1071. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
  1072. return PORT_TYPE_VECTOR;
  1073. }
  1074. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  1075. return "";
  1076. }
  1077. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  1078. return 1;
  1079. }
  1080. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
  1081. return PORT_TYPE_VECTOR;
  1082. }
  1083. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  1084. return ""; //no output port means the editor will be used as port
  1085. }
  1086. 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 {
  1087. static const char *vec_func_id[FUNC_ONEMINUS + 1] = {
  1088. "normalize($)",
  1089. "max(min($,vec3(1.0)),vec3(0.0))",
  1090. "-($)",
  1091. "1.0/($)",
  1092. "",
  1093. "",
  1094. "abs($)",
  1095. "acos($)",
  1096. "acosh($)",
  1097. "asin($)",
  1098. "asinh($)",
  1099. "atan($)",
  1100. "atanh($)",
  1101. "ceil($)",
  1102. "cos($)",
  1103. "cosh($)",
  1104. "degrees($)",
  1105. "exp($)",
  1106. "exp2($)",
  1107. "floor($)",
  1108. "fract($)",
  1109. "inversesqrt($)",
  1110. "log($)",
  1111. "log2($)",
  1112. "radians($)",
  1113. "round($)",
  1114. "roundEven($)",
  1115. "sign($)",
  1116. "sin($)",
  1117. "sinh($)",
  1118. "sqrt($)",
  1119. "tan($)",
  1120. "tanh($)",
  1121. "trunc($)",
  1122. "vec3(1.0, 1.0, 1.0)-$"
  1123. };
  1124. String code;
  1125. if (func == FUNC_RGB2HSV) {
  1126. code += "\t{\n";
  1127. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1128. code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  1129. code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  1130. code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  1131. code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
  1132. code += "\t\tfloat e = 1.0e-10;\n";
  1133. code += "\t\t" + p_output_vars[0] + "=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  1134. code += "\t}\n";
  1135. } else if (func == FUNC_HSV2RGB) {
  1136. code += "\t{\n";
  1137. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1138. code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  1139. code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  1140. code += "\t\t" + p_output_vars[0] + "=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  1141. code += "\t}\n";
  1142. } else {
  1143. code += "\t" + p_output_vars[0] + "=" + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1144. }
  1145. return code;
  1146. }
  1147. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  1148. func = p_func;
  1149. emit_changed();
  1150. }
  1151. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  1152. return func;
  1153. }
  1154. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  1155. Vector<StringName> props;
  1156. props.push_back("function");
  1157. return props;
  1158. }
  1159. void VisualShaderNodeVectorFunc::_bind_methods() {
  1160. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  1161. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  1162. 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");
  1163. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  1164. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1165. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1166. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1167. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  1168. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  1169. BIND_ENUM_CONSTANT(FUNC_ABS);
  1170. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1171. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1172. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1173. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1174. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1175. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1176. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1177. BIND_ENUM_CONSTANT(FUNC_COS);
  1178. BIND_ENUM_CONSTANT(FUNC_COSH);
  1179. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1180. BIND_ENUM_CONSTANT(FUNC_EXP);
  1181. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1182. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1183. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1184. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1185. BIND_ENUM_CONSTANT(FUNC_LOG);
  1186. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1187. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1188. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1189. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1190. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1191. BIND_ENUM_CONSTANT(FUNC_SIN);
  1192. BIND_ENUM_CONSTANT(FUNC_SINH);
  1193. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1194. BIND_ENUM_CONSTANT(FUNC_TAN);
  1195. BIND_ENUM_CONSTANT(FUNC_TANH);
  1196. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1197. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1198. }
  1199. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  1200. func = FUNC_NORMALIZE;
  1201. set_input_port_default_value(0, Vector3());
  1202. }
  1203. ////////////// ColorFunc
  1204. String VisualShaderNodeColorFunc::get_caption() const {
  1205. return "ColorFunc";
  1206. }
  1207. int VisualShaderNodeColorFunc::get_input_port_count() const {
  1208. return 1;
  1209. }
  1210. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  1211. return PORT_TYPE_VECTOR;
  1212. }
  1213. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  1214. return "";
  1215. }
  1216. int VisualShaderNodeColorFunc::get_output_port_count() const {
  1217. return 1;
  1218. }
  1219. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  1220. return PORT_TYPE_VECTOR;
  1221. }
  1222. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  1223. return "";
  1224. }
  1225. 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 {
  1226. String code;
  1227. switch (func) {
  1228. case FUNC_GRAYSCALE:
  1229. code += "\t{\n";
  1230. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1231. code += "\t\tfloat max1 = max(c.r, c.g);\n";
  1232. code += "\t\tfloat max2 = max(max1, c.b);\n";
  1233. code += "\t\tfloat max3 = max(max1, max2);\n";
  1234. code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
  1235. code += "\t}\n";
  1236. break;
  1237. case FUNC_SEPIA:
  1238. code += "\t{\n";
  1239. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1240. code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  1241. code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  1242. code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  1243. code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
  1244. code += "\t}\n";
  1245. break;
  1246. }
  1247. return code;
  1248. }
  1249. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  1250. func = p_func;
  1251. emit_changed();
  1252. }
  1253. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  1254. return func;
  1255. }
  1256. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  1257. Vector<StringName> props;
  1258. props.push_back("function");
  1259. return props;
  1260. }
  1261. void VisualShaderNodeColorFunc::_bind_methods() {
  1262. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  1263. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  1264. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  1265. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  1266. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  1267. }
  1268. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  1269. func = FUNC_GRAYSCALE;
  1270. set_input_port_default_value(0, Vector3());
  1271. }
  1272. ////////////// Transform Func
  1273. String VisualShaderNodeTransformFunc::get_caption() const {
  1274. return "TransformFunc";
  1275. }
  1276. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  1277. return 1;
  1278. }
  1279. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  1280. return PORT_TYPE_TRANSFORM;
  1281. }
  1282. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  1283. return "";
  1284. }
  1285. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  1286. return 1;
  1287. }
  1288. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  1289. return PORT_TYPE_TRANSFORM;
  1290. }
  1291. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  1292. return "";
  1293. }
  1294. 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 {
  1295. static const char *funcs[FUNC_TRANSPOSE + 1] = {
  1296. "inverse($)",
  1297. "transpose($)"
  1298. };
  1299. String code;
  1300. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1301. return code;
  1302. }
  1303. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  1304. func = p_func;
  1305. emit_changed();
  1306. }
  1307. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  1308. return func;
  1309. }
  1310. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  1311. Vector<StringName> props;
  1312. props.push_back("function");
  1313. return props;
  1314. }
  1315. void VisualShaderNodeTransformFunc::_bind_methods() {
  1316. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  1317. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  1318. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  1319. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  1320. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  1321. }
  1322. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  1323. func = FUNC_INVERSE;
  1324. set_input_port_default_value(0, Transform());
  1325. }
  1326. ////////////// Dot Product
  1327. String VisualShaderNodeDotProduct::get_caption() const {
  1328. return "DotProduct";
  1329. }
  1330. int VisualShaderNodeDotProduct::get_input_port_count() const {
  1331. return 2;
  1332. }
  1333. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  1334. return PORT_TYPE_VECTOR;
  1335. }
  1336. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  1337. return p_port == 0 ? "a" : "b";
  1338. }
  1339. int VisualShaderNodeDotProduct::get_output_port_count() const {
  1340. return 1;
  1341. }
  1342. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  1343. return PORT_TYPE_SCALAR;
  1344. }
  1345. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  1346. return "dot";
  1347. }
  1348. 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 {
  1349. return "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  1350. }
  1351. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  1352. set_input_port_default_value(0, Vector3());
  1353. set_input_port_default_value(1, Vector3());
  1354. }
  1355. ////////////// Vector Len
  1356. String VisualShaderNodeVectorLen::get_caption() const {
  1357. return "VectorLen";
  1358. }
  1359. int VisualShaderNodeVectorLen::get_input_port_count() const {
  1360. return 1;
  1361. }
  1362. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
  1363. return PORT_TYPE_VECTOR;
  1364. }
  1365. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  1366. return "";
  1367. }
  1368. int VisualShaderNodeVectorLen::get_output_port_count() const {
  1369. return 1;
  1370. }
  1371. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  1372. return PORT_TYPE_SCALAR;
  1373. }
  1374. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  1375. return "length";
  1376. }
  1377. 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 {
  1378. return "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n";
  1379. }
  1380. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  1381. set_input_port_default_value(0, Vector3());
  1382. }
  1383. ////////////// Determinant
  1384. String VisualShaderNodeDeterminant::get_caption() const {
  1385. return "Determinant";
  1386. }
  1387. int VisualShaderNodeDeterminant::get_input_port_count() const {
  1388. return 1;
  1389. }
  1390. VisualShaderNodeScalarClamp::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  1391. return PORT_TYPE_TRANSFORM;
  1392. }
  1393. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  1394. return "";
  1395. }
  1396. int VisualShaderNodeDeterminant::get_output_port_count() const {
  1397. return 1;
  1398. }
  1399. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  1400. return PORT_TYPE_SCALAR;
  1401. }
  1402. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  1403. return "";
  1404. }
  1405. 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 {
  1406. return "\t" + p_output_vars[0] + " = determinant( " + p_input_vars[0] + " );\n";
  1407. }
  1408. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  1409. set_input_port_default_value(0, Transform());
  1410. }
  1411. ////////////// Scalar Derivative Function
  1412. String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
  1413. return "ScalarDerivativeFunc";
  1414. }
  1415. int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
  1416. return 1;
  1417. }
  1418. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
  1419. return PORT_TYPE_SCALAR;
  1420. }
  1421. String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
  1422. return "";
  1423. }
  1424. int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
  1425. return 1;
  1426. }
  1427. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
  1428. return PORT_TYPE_SCALAR;
  1429. }
  1430. String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
  1431. return "";
  1432. }
  1433. 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 {
  1434. static const char *funcs[FUNC_Y + 1] = {
  1435. "fwidth($)",
  1436. "dFdx($)",
  1437. "dFdy($)"
  1438. };
  1439. String code;
  1440. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1441. return code;
  1442. }
  1443. void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
  1444. func = p_func;
  1445. emit_changed();
  1446. }
  1447. VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
  1448. return func;
  1449. }
  1450. Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
  1451. Vector<StringName> props;
  1452. props.push_back("function");
  1453. return props;
  1454. }
  1455. void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
  1456. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
  1457. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
  1458. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  1459. BIND_ENUM_CONSTANT(FUNC_SUM);
  1460. BIND_ENUM_CONSTANT(FUNC_X);
  1461. BIND_ENUM_CONSTANT(FUNC_Y);
  1462. }
  1463. VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
  1464. func = FUNC_SUM;
  1465. set_input_port_default_value(0, 0.0);
  1466. }
  1467. ////////////// Vector Derivative Function
  1468. String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
  1469. return "VectorDerivativeFunc";
  1470. }
  1471. int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
  1472. return 1;
  1473. }
  1474. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
  1475. return PORT_TYPE_VECTOR;
  1476. }
  1477. String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
  1478. return "";
  1479. }
  1480. int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
  1481. return 1;
  1482. }
  1483. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
  1484. return PORT_TYPE_VECTOR;
  1485. }
  1486. String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
  1487. return "";
  1488. }
  1489. 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 {
  1490. static const char *funcs[FUNC_Y + 1] = {
  1491. "fwidth($)",
  1492. "dFdx($)",
  1493. "dFdy($)"
  1494. };
  1495. String code;
  1496. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1497. return code;
  1498. }
  1499. void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
  1500. func = p_func;
  1501. emit_changed();
  1502. }
  1503. VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
  1504. return func;
  1505. }
  1506. Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
  1507. Vector<StringName> props;
  1508. props.push_back("function");
  1509. return props;
  1510. }
  1511. void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
  1512. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
  1513. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
  1514. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  1515. BIND_ENUM_CONSTANT(FUNC_SUM);
  1516. BIND_ENUM_CONSTANT(FUNC_X);
  1517. BIND_ENUM_CONSTANT(FUNC_Y);
  1518. }
  1519. VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
  1520. func = FUNC_SUM;
  1521. set_input_port_default_value(0, Vector3());
  1522. }
  1523. ////////////// Scalar Clamp
  1524. String VisualShaderNodeScalarClamp::get_caption() const {
  1525. return "ScalarClamp";
  1526. }
  1527. int VisualShaderNodeScalarClamp::get_input_port_count() const {
  1528. return 3;
  1529. }
  1530. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const {
  1531. return PORT_TYPE_SCALAR;
  1532. }
  1533. String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const {
  1534. if (p_port == 0)
  1535. return "";
  1536. else if (p_port == 1)
  1537. return "min";
  1538. else if (p_port == 2)
  1539. return "max";
  1540. return "";
  1541. }
  1542. int VisualShaderNodeScalarClamp::get_output_port_count() const {
  1543. return 1;
  1544. }
  1545. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const {
  1546. return PORT_TYPE_SCALAR;
  1547. }
  1548. String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
  1549. return "";
  1550. }
  1551. String VisualShaderNodeScalarClamp::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 {
  1552. return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1553. }
  1554. VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() {
  1555. set_input_port_default_value(0, 0.0);
  1556. set_input_port_default_value(1, 0.0);
  1557. set_input_port_default_value(2, 1.0);
  1558. }
  1559. ////////////// Vector Clamp
  1560. String VisualShaderNodeVectorClamp::get_caption() const {
  1561. return "VectorClamp";
  1562. }
  1563. int VisualShaderNodeVectorClamp::get_input_port_count() const {
  1564. return 3;
  1565. }
  1566. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_input_port_type(int p_port) const {
  1567. return PORT_TYPE_VECTOR;
  1568. }
  1569. String VisualShaderNodeVectorClamp::get_input_port_name(int p_port) const {
  1570. if (p_port == 0)
  1571. return "";
  1572. else if (p_port == 1)
  1573. return "min";
  1574. else if (p_port == 2)
  1575. return "max";
  1576. return "";
  1577. }
  1578. int VisualShaderNodeVectorClamp::get_output_port_count() const {
  1579. return 1;
  1580. }
  1581. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const {
  1582. return PORT_TYPE_VECTOR;
  1583. }
  1584. String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
  1585. return "";
  1586. }
  1587. String VisualShaderNodeVectorClamp::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 {
  1588. return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1589. }
  1590. VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
  1591. set_input_port_default_value(0, Vector3(0, 0, 0));
  1592. set_input_port_default_value(1, Vector3(0, 0, 0));
  1593. set_input_port_default_value(2, Vector3(1, 1, 1));
  1594. }
  1595. ////////////// FaceForward
  1596. String VisualShaderNodeFaceForward::get_caption() const {
  1597. return "FaceForward";
  1598. }
  1599. int VisualShaderNodeFaceForward::get_input_port_count() const {
  1600. return 3;
  1601. }
  1602. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
  1603. return PORT_TYPE_VECTOR;
  1604. }
  1605. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  1606. switch (p_port) {
  1607. case 0:
  1608. return "N";
  1609. case 1:
  1610. return "I";
  1611. case 2:
  1612. return "Nref";
  1613. default:
  1614. return "";
  1615. }
  1616. }
  1617. int VisualShaderNodeFaceForward::get_output_port_count() const {
  1618. return 1;
  1619. }
  1620. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
  1621. return PORT_TYPE_VECTOR;
  1622. }
  1623. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  1624. return "";
  1625. }
  1626. 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 {
  1627. return "\t" + p_output_vars[0] + " = faceforward( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1628. }
  1629. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  1630. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1631. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1632. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1633. }
  1634. ////////////// Outer Product
  1635. String VisualShaderNodeOuterProduct::get_caption() const {
  1636. return "OuterProduct";
  1637. }
  1638. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  1639. return 2;
  1640. }
  1641. VisualShaderNodeFaceForward::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  1642. return PORT_TYPE_VECTOR;
  1643. }
  1644. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  1645. switch (p_port) {
  1646. case 0:
  1647. return "c";
  1648. case 1:
  1649. return "r";
  1650. default:
  1651. return "";
  1652. }
  1653. }
  1654. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  1655. return 1;
  1656. }
  1657. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  1658. return PORT_TYPE_TRANSFORM;
  1659. }
  1660. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  1661. return "";
  1662. }
  1663. 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 {
  1664. return "\t" + p_output_vars[0] + " = outerProduct( vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0) );\n";
  1665. }
  1666. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  1667. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1668. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1669. }
  1670. ////////////// Vector-Scalar Step
  1671. String VisualShaderNodeVectorScalarStep::get_caption() const {
  1672. return "VectorScalarStep";
  1673. }
  1674. int VisualShaderNodeVectorScalarStep::get_input_port_count() const {
  1675. return 2;
  1676. }
  1677. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const {
  1678. if (p_port == 0) {
  1679. return PORT_TYPE_SCALAR;
  1680. }
  1681. return PORT_TYPE_VECTOR;
  1682. }
  1683. String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const {
  1684. if (p_port == 0)
  1685. return "edge";
  1686. else if (p_port == 1)
  1687. return "x";
  1688. return "";
  1689. }
  1690. int VisualShaderNodeVectorScalarStep::get_output_port_count() const {
  1691. return 1;
  1692. }
  1693. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const {
  1694. return PORT_TYPE_VECTOR;
  1695. }
  1696. String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const {
  1697. return "";
  1698. }
  1699. String VisualShaderNodeVectorScalarStep::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 {
  1700. return "\t" + p_output_vars[0] + " = step( " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
  1701. }
  1702. VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
  1703. set_input_port_default_value(0, 0.0);
  1704. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1705. }
  1706. ////////////// Scalar SmoothStep
  1707. String VisualShaderNodeScalarSmoothStep::get_caption() const {
  1708. return "ScalarSmoothStep";
  1709. }
  1710. int VisualShaderNodeScalarSmoothStep::get_input_port_count() const {
  1711. return 3;
  1712. }
  1713. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const {
  1714. return PORT_TYPE_SCALAR;
  1715. }
  1716. String VisualShaderNodeScalarSmoothStep::get_input_port_name(int p_port) const {
  1717. if (p_port == 0)
  1718. return "edge0";
  1719. else if (p_port == 1)
  1720. return "edge1";
  1721. else if (p_port == 2)
  1722. return "x";
  1723. return "";
  1724. }
  1725. int VisualShaderNodeScalarSmoothStep::get_output_port_count() const {
  1726. return 1;
  1727. }
  1728. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const {
  1729. return PORT_TYPE_SCALAR;
  1730. }
  1731. String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const {
  1732. return "";
  1733. }
  1734. String VisualShaderNodeScalarSmoothStep::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 {
  1735. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1736. }
  1737. VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
  1738. set_input_port_default_value(0, 0.0);
  1739. set_input_port_default_value(1, 0.0);
  1740. set_input_port_default_value(2, 0.0);
  1741. }
  1742. ////////////// Vector SmoothStep
  1743. String VisualShaderNodeVectorSmoothStep::get_caption() const {
  1744. return "VectorSmoothStep";
  1745. }
  1746. int VisualShaderNodeVectorSmoothStep::get_input_port_count() const {
  1747. return 3;
  1748. }
  1749. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const {
  1750. return PORT_TYPE_VECTOR;
  1751. }
  1752. String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const {
  1753. if (p_port == 0)
  1754. return "edge0";
  1755. else if (p_port == 1)
  1756. return "edge1";
  1757. else if (p_port == 2)
  1758. return "x";
  1759. return "";
  1760. }
  1761. int VisualShaderNodeVectorSmoothStep::get_output_port_count() const {
  1762. return 1;
  1763. }
  1764. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const {
  1765. return PORT_TYPE_VECTOR;
  1766. }
  1767. String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const {
  1768. return "";
  1769. }
  1770. String VisualShaderNodeVectorSmoothStep::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 {
  1771. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1772. }
  1773. VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
  1774. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1775. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1776. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1777. }
  1778. ////////////// Vector-Scalar SmoothStep
  1779. String VisualShaderNodeVectorScalarSmoothStep::get_caption() const {
  1780. return "VectorScalarSmoothStep";
  1781. }
  1782. int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const {
  1783. return 3;
  1784. }
  1785. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const {
  1786. if (p_port == 0) {
  1787. return PORT_TYPE_SCALAR;
  1788. } else if (p_port == 1) {
  1789. return PORT_TYPE_SCALAR;
  1790. }
  1791. return PORT_TYPE_VECTOR;
  1792. }
  1793. String VisualShaderNodeVectorScalarSmoothStep::get_input_port_name(int p_port) const {
  1794. if (p_port == 0)
  1795. return "edge0";
  1796. else if (p_port == 1)
  1797. return "edge1";
  1798. else if (p_port == 2)
  1799. return "x";
  1800. return "";
  1801. }
  1802. int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const {
  1803. return 1;
  1804. }
  1805. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const {
  1806. return PORT_TYPE_VECTOR;
  1807. }
  1808. String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const {
  1809. return "";
  1810. }
  1811. String VisualShaderNodeVectorScalarSmoothStep::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 {
  1812. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1813. }
  1814. VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
  1815. set_input_port_default_value(0, 0.0);
  1816. set_input_port_default_value(1, 0.0);
  1817. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1818. }
  1819. ////////////// Distance
  1820. String VisualShaderNodeVectorDistance::get_caption() const {
  1821. return "Distance";
  1822. }
  1823. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  1824. return 2;
  1825. }
  1826. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
  1827. return PORT_TYPE_VECTOR;
  1828. }
  1829. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  1830. if (p_port == 0) {
  1831. return "p0";
  1832. } else if (p_port == 1) {
  1833. return "p1";
  1834. }
  1835. return "";
  1836. }
  1837. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  1838. return 1;
  1839. }
  1840. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  1841. return PORT_TYPE_SCALAR;
  1842. }
  1843. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  1844. return "";
  1845. }
  1846. 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 {
  1847. return "\t" + p_output_vars[0] + " = distance( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  1848. }
  1849. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  1850. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1851. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1852. }
  1853. ////////////// Refract Vector
  1854. String VisualShaderNodeVectorRefract::get_caption() const {
  1855. return "Refract";
  1856. }
  1857. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  1858. return 3;
  1859. }
  1860. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  1861. if (p_port == 2) {
  1862. return PORT_TYPE_SCALAR;
  1863. }
  1864. return PORT_TYPE_VECTOR;
  1865. }
  1866. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  1867. if (p_port == 0) {
  1868. return "I";
  1869. } else if (p_port == 1) {
  1870. return "N";
  1871. } else if (p_port == 2) {
  1872. return "eta";
  1873. }
  1874. return "";
  1875. }
  1876. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  1877. return 1;
  1878. }
  1879. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  1880. return PORT_TYPE_VECTOR;
  1881. }
  1882. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  1883. return "";
  1884. }
  1885. 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 {
  1886. return "\t" + p_output_vars[0] + " = refract( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1887. }
  1888. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  1889. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1890. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1891. set_input_port_default_value(2, 0.0);
  1892. }
  1893. ////////////// Scalar Mix
  1894. String VisualShaderNodeScalarInterp::get_caption() const {
  1895. return "ScalarMix";
  1896. }
  1897. int VisualShaderNodeScalarInterp::get_input_port_count() const {
  1898. return 3;
  1899. }
  1900. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const {
  1901. return PORT_TYPE_SCALAR;
  1902. }
  1903. String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const {
  1904. if (p_port == 0) {
  1905. return "a";
  1906. } else if (p_port == 1) {
  1907. return "b";
  1908. } else {
  1909. return "weight";
  1910. }
  1911. }
  1912. int VisualShaderNodeScalarInterp::get_output_port_count() const {
  1913. return 1;
  1914. }
  1915. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const {
  1916. return PORT_TYPE_SCALAR;
  1917. }
  1918. String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
  1919. return "mix";
  1920. }
  1921. String VisualShaderNodeScalarInterp::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 {
  1922. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  1923. }
  1924. VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
  1925. set_input_port_default_value(0, 0.0);
  1926. set_input_port_default_value(1, 1.0);
  1927. set_input_port_default_value(2, 0.5);
  1928. }
  1929. ////////////// Vector Mix
  1930. String VisualShaderNodeVectorInterp::get_caption() const {
  1931. return "VectorMix";
  1932. }
  1933. int VisualShaderNodeVectorInterp::get_input_port_count() const {
  1934. return 3;
  1935. }
  1936. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const {
  1937. return PORT_TYPE_VECTOR;
  1938. }
  1939. String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const {
  1940. if (p_port == 0) {
  1941. return "a";
  1942. } else if (p_port == 1) {
  1943. return "b";
  1944. } else {
  1945. return "weight";
  1946. }
  1947. }
  1948. int VisualShaderNodeVectorInterp::get_output_port_count() const {
  1949. return 1;
  1950. }
  1951. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const {
  1952. return PORT_TYPE_VECTOR;
  1953. }
  1954. String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
  1955. return "mix";
  1956. }
  1957. String VisualShaderNodeVectorInterp::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 {
  1958. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  1959. }
  1960. VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
  1961. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1962. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  1963. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5));
  1964. }
  1965. ////////////// Vector Mix (by scalar)
  1966. String VisualShaderNodeVectorScalarMix::get_caption() const {
  1967. return "VectorScalarMix";
  1968. }
  1969. int VisualShaderNodeVectorScalarMix::get_input_port_count() const {
  1970. return 3;
  1971. }
  1972. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_input_port_type(int p_port) const {
  1973. if (p_port == 2)
  1974. return PORT_TYPE_SCALAR;
  1975. return PORT_TYPE_VECTOR;
  1976. }
  1977. String VisualShaderNodeVectorScalarMix::get_input_port_name(int p_port) const {
  1978. if (p_port == 0) {
  1979. return "a";
  1980. } else if (p_port == 1) {
  1981. return "b";
  1982. } else {
  1983. return "weight";
  1984. }
  1985. }
  1986. int VisualShaderNodeVectorScalarMix::get_output_port_count() const {
  1987. return 1;
  1988. }
  1989. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_output_port_type(int p_port) const {
  1990. return PORT_TYPE_VECTOR;
  1991. }
  1992. String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const {
  1993. return "mix";
  1994. }
  1995. String VisualShaderNodeVectorScalarMix::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 {
  1996. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  1997. }
  1998. VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() {
  1999. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2000. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2001. set_input_port_default_value(2, 0.5);
  2002. }
  2003. ////////////// Vector Compose
  2004. String VisualShaderNodeVectorCompose::get_caption() const {
  2005. return "VectorCompose";
  2006. }
  2007. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  2008. return 3;
  2009. }
  2010. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  2011. return PORT_TYPE_SCALAR;
  2012. }
  2013. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  2014. if (p_port == 0) {
  2015. return "x";
  2016. } else if (p_port == 1) {
  2017. return "y";
  2018. } else {
  2019. return "z";
  2020. }
  2021. }
  2022. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  2023. return 1;
  2024. }
  2025. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
  2026. return PORT_TYPE_VECTOR;
  2027. }
  2028. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  2029. return "vec";
  2030. }
  2031. 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 {
  2032. return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2033. }
  2034. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  2035. set_input_port_default_value(0, 0.0);
  2036. set_input_port_default_value(1, 0.0);
  2037. set_input_port_default_value(2, 0.0);
  2038. }
  2039. ////////////// Transform Compose
  2040. String VisualShaderNodeTransformCompose::get_caption() const {
  2041. return "TransformCompose";
  2042. }
  2043. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  2044. return 4;
  2045. }
  2046. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  2047. return PORT_TYPE_VECTOR;
  2048. }
  2049. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  2050. if (p_port == 0) {
  2051. return "x";
  2052. } else if (p_port == 1) {
  2053. return "y";
  2054. } else if (p_port == 2) {
  2055. return "z";
  2056. } else {
  2057. return "origin";
  2058. }
  2059. }
  2060. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  2061. return 1;
  2062. }
  2063. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  2064. return PORT_TYPE_TRANSFORM;
  2065. }
  2066. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  2067. return "xform";
  2068. }
  2069. 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 {
  2070. return "\t" + 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";
  2071. }
  2072. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  2073. set_input_port_default_value(0, Vector3());
  2074. set_input_port_default_value(1, Vector3());
  2075. set_input_port_default_value(2, Vector3());
  2076. set_input_port_default_value(3, Vector3());
  2077. }
  2078. ////////////// Vector Decompose
  2079. String VisualShaderNodeVectorDecompose::get_caption() const {
  2080. return "VectorDecompose";
  2081. }
  2082. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  2083. return 1;
  2084. }
  2085. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
  2086. return PORT_TYPE_VECTOR;
  2087. }
  2088. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  2089. return "vec";
  2090. }
  2091. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  2092. return 3;
  2093. }
  2094. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  2095. return PORT_TYPE_SCALAR;
  2096. }
  2097. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  2098. if (p_port == 0) {
  2099. return "x";
  2100. } else if (p_port == 1) {
  2101. return "y";
  2102. } else {
  2103. return "z";
  2104. }
  2105. }
  2106. 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 {
  2107. String code;
  2108. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  2109. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  2110. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  2111. return code;
  2112. }
  2113. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  2114. set_input_port_default_value(0, Vector3());
  2115. }
  2116. ////////////// Transform Decompose
  2117. String VisualShaderNodeTransformDecompose::get_caption() const {
  2118. return "TransformDecompose";
  2119. }
  2120. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  2121. return 1;
  2122. }
  2123. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  2124. return PORT_TYPE_TRANSFORM;
  2125. }
  2126. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  2127. return "xform";
  2128. }
  2129. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  2130. return 4;
  2131. }
  2132. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  2133. return PORT_TYPE_VECTOR;
  2134. }
  2135. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  2136. if (p_port == 0) {
  2137. return "x";
  2138. } else if (p_port == 1) {
  2139. return "y";
  2140. } else if (p_port == 2) {
  2141. return "z";
  2142. } else {
  2143. return "origin";
  2144. }
  2145. }
  2146. 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 {
  2147. String code;
  2148. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  2149. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  2150. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  2151. code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  2152. return code;
  2153. }
  2154. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  2155. set_input_port_default_value(0, Transform());
  2156. }
  2157. ////////////// Scalar Uniform
  2158. String VisualShaderNodeScalarUniform::get_caption() const {
  2159. return "ScalarUniform";
  2160. }
  2161. int VisualShaderNodeScalarUniform::get_input_port_count() const {
  2162. return 0;
  2163. }
  2164. VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_input_port_type(int p_port) const {
  2165. return PORT_TYPE_SCALAR;
  2166. }
  2167. String VisualShaderNodeScalarUniform::get_input_port_name(int p_port) const {
  2168. return String();
  2169. }
  2170. int VisualShaderNodeScalarUniform::get_output_port_count() const {
  2171. return 1;
  2172. }
  2173. VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_output_port_type(int p_port) const {
  2174. return PORT_TYPE_SCALAR;
  2175. }
  2176. String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const {
  2177. return ""; //no output port means the editor will be used as port
  2178. }
  2179. String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2180. return "uniform float " + get_uniform_name() + ";\n";
  2181. }
  2182. String VisualShaderNodeScalarUniform::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 {
  2183. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2184. }
  2185. VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() {
  2186. }
  2187. ////////////// Boolean Uniform
  2188. String VisualShaderNodeBooleanUniform::get_caption() const {
  2189. return "BooleanUniform";
  2190. }
  2191. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  2192. return 0;
  2193. }
  2194. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  2195. return PORT_TYPE_BOOLEAN;
  2196. }
  2197. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  2198. return String();
  2199. }
  2200. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  2201. return 1;
  2202. }
  2203. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  2204. return PORT_TYPE_BOOLEAN;
  2205. }
  2206. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  2207. return ""; //no output port means the editor will be used as port
  2208. }
  2209. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2210. return "uniform bool " + get_uniform_name() + ";\n";
  2211. }
  2212. 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 {
  2213. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2214. }
  2215. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  2216. }
  2217. ////////////// Color Uniform
  2218. String VisualShaderNodeColorUniform::get_caption() const {
  2219. return "ColorUniform";
  2220. }
  2221. int VisualShaderNodeColorUniform::get_input_port_count() const {
  2222. return 0;
  2223. }
  2224. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  2225. return PORT_TYPE_VECTOR;
  2226. }
  2227. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  2228. return String();
  2229. }
  2230. int VisualShaderNodeColorUniform::get_output_port_count() const {
  2231. return 2;
  2232. }
  2233. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  2234. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2235. }
  2236. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  2237. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  2238. }
  2239. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2240. return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
  2241. }
  2242. 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 {
  2243. String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  2244. code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  2245. return code;
  2246. }
  2247. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  2248. }
  2249. ////////////// Vector Uniform
  2250. String VisualShaderNodeVec3Uniform::get_caption() const {
  2251. return "VectorUniform";
  2252. }
  2253. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  2254. return 0;
  2255. }
  2256. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  2257. return PORT_TYPE_VECTOR;
  2258. }
  2259. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  2260. return String();
  2261. }
  2262. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  2263. return 1;
  2264. }
  2265. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  2266. return PORT_TYPE_VECTOR;
  2267. }
  2268. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  2269. return ""; //no output port means the editor will be used as port
  2270. }
  2271. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2272. return "uniform vec3 " + get_uniform_name() + ";\n";
  2273. }
  2274. 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 {
  2275. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2276. }
  2277. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  2278. }
  2279. ////////////// Transform Uniform
  2280. String VisualShaderNodeTransformUniform::get_caption() const {
  2281. return "TransformUniform";
  2282. }
  2283. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  2284. return 0;
  2285. }
  2286. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  2287. return PORT_TYPE_VECTOR;
  2288. }
  2289. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  2290. return String();
  2291. }
  2292. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  2293. return 1;
  2294. }
  2295. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  2296. return PORT_TYPE_TRANSFORM;
  2297. }
  2298. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  2299. return ""; //no output port means the editor will be used as port
  2300. }
  2301. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2302. return "uniform mat4 " + get_uniform_name() + ";\n";
  2303. }
  2304. 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 {
  2305. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2306. }
  2307. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  2308. }
  2309. ////////////// Texture Uniform
  2310. String VisualShaderNodeTextureUniform::get_caption() const {
  2311. return "TextureUniform";
  2312. }
  2313. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  2314. return 2;
  2315. }
  2316. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  2317. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2318. }
  2319. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  2320. return p_port == 0 ? "uv" : "lod";
  2321. }
  2322. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  2323. return 2;
  2324. }
  2325. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  2326. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2327. }
  2328. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  2329. return p_port == 0 ? "rgb" : "alpha";
  2330. }
  2331. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2332. String code = "uniform sampler2D " + get_uniform_name();
  2333. switch (texture_type) {
  2334. case TYPE_DATA:
  2335. if (color_default == COLOR_DEFAULT_BLACK)
  2336. code += " : hint_black;\n";
  2337. else
  2338. code += ";\n";
  2339. break;
  2340. case TYPE_COLOR:
  2341. if (color_default == COLOR_DEFAULT_BLACK)
  2342. code += " : hint_black_albedo;\n";
  2343. else
  2344. code += " : hint_albedo;\n";
  2345. break;
  2346. case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
  2347. case TYPE_ANISO: code += " : hint_aniso;\n"; break;
  2348. }
  2349. return code;
  2350. }
  2351. 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 {
  2352. String id = get_uniform_name();
  2353. String code = "\t{\n";
  2354. if (p_input_vars[0] == String()) { //none bound, do nothing
  2355. code += "\t\tvec4 n_tex_read = vec4(0.0);\n";
  2356. } else if (p_input_vars[1] == String()) {
  2357. //no lod
  2358. code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  2359. } else {
  2360. code += "\t\tvec4 n_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  2361. }
  2362. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  2363. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  2364. code += "\t}\n";
  2365. return code;
  2366. }
  2367. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) {
  2368. texture_type = p_type;
  2369. emit_changed();
  2370. }
  2371. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  2372. return texture_type;
  2373. }
  2374. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
  2375. color_default = p_default;
  2376. emit_changed();
  2377. }
  2378. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  2379. return color_default;
  2380. }
  2381. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  2382. Vector<StringName> props;
  2383. props.push_back("texture_type");
  2384. props.push_back("color_default");
  2385. return props;
  2386. }
  2387. void VisualShaderNodeTextureUniform::_bind_methods() {
  2388. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  2389. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  2390. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  2391. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  2392. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type");
  2393. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
  2394. BIND_ENUM_CONSTANT(TYPE_DATA);
  2395. BIND_ENUM_CONSTANT(TYPE_COLOR);
  2396. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  2397. BIND_ENUM_CONSTANT(TYPE_ANISO);
  2398. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  2399. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  2400. }
  2401. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  2402. texture_type = TYPE_DATA;
  2403. color_default = COLOR_DEFAULT_WHITE;
  2404. }
  2405. ////////////// Texture Uniform (Triplanar)
  2406. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  2407. return "TextureUniformTriplanar";
  2408. }
  2409. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  2410. return 2;
  2411. }
  2412. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  2413. if (p_port == 0) {
  2414. return PORT_TYPE_VECTOR;
  2415. } else if (p_port == 1) {
  2416. return PORT_TYPE_VECTOR;
  2417. }
  2418. return PORT_TYPE_SCALAR;
  2419. }
  2420. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  2421. if (p_port == 0) {
  2422. return "weights";
  2423. } else if (p_port == 1) {
  2424. return "pos";
  2425. }
  2426. return "";
  2427. }
  2428. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2429. String code;
  2430. code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
  2431. code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  2432. code += "\t\tvec4 samp = vec4(0.0);\n";
  2433. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  2434. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  2435. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  2436. code += "\t\treturn samp;\n";
  2437. code += "\t}\n";
  2438. code += "\n";
  2439. code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  2440. code += "\tuniform vec3 triplanar_offset;\n";
  2441. code += "\tuniform float triplanar_sharpness = 0.5;\n";
  2442. code += "\n";
  2443. code += "\tvarying vec3 triplanar_power_normal;\n";
  2444. code += "\tvarying vec3 triplanar_pos;\n";
  2445. return code;
  2446. }
  2447. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2448. String code;
  2449. if (p_type == VisualShader::TYPE_VERTEX) {
  2450. code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n";
  2451. code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  2452. code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  2453. code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  2454. code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  2455. }
  2456. return code;
  2457. }
  2458. 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 {
  2459. String id = get_uniform_name();
  2460. String code = "\t{\n";
  2461. if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
  2462. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal, triplanar_pos );\n";
  2463. } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
  2464. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", triplanar_pos );\n";
  2465. } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
  2466. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal," + p_input_vars[1] + " );\n";
  2467. } else {
  2468. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
  2469. }
  2470. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  2471. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  2472. code += "\t}\n";
  2473. return code;
  2474. }
  2475. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  2476. }
  2477. ////////////// CubeMap Uniform
  2478. String VisualShaderNodeCubeMapUniform::get_caption() const {
  2479. return "CubeMapUniform";
  2480. }
  2481. int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
  2482. return 2;
  2483. }
  2484. VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
  2485. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2486. }
  2487. String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
  2488. return p_port == 0 ? "normal" : "lod";
  2489. }
  2490. int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
  2491. return 2;
  2492. }
  2493. VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
  2494. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2495. }
  2496. String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
  2497. return p_port == 0 ? "rgb" : "alpha";
  2498. }
  2499. 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 {
  2500. return String();
  2501. }
  2502. VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
  2503. }
  2504. ////////////// If
  2505. String VisualShaderNodeIf::get_caption() const {
  2506. return "If";
  2507. }
  2508. int VisualShaderNodeIf::get_input_port_count() const {
  2509. return 6;
  2510. }
  2511. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  2512. if (p_port == 0 || p_port == 1 || p_port == 2) {
  2513. return PORT_TYPE_SCALAR;
  2514. }
  2515. return PORT_TYPE_VECTOR;
  2516. }
  2517. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  2518. switch (p_port) {
  2519. case 0:
  2520. return "a";
  2521. case 1:
  2522. return "b";
  2523. case 2:
  2524. return "tolerance";
  2525. case 3:
  2526. return "a == b";
  2527. case 4:
  2528. return "a > b";
  2529. case 5:
  2530. return "a < b";
  2531. default:
  2532. return "";
  2533. }
  2534. }
  2535. int VisualShaderNodeIf::get_output_port_count() const {
  2536. return 1;
  2537. }
  2538. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  2539. return PORT_TYPE_VECTOR;
  2540. }
  2541. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  2542. return "result";
  2543. }
  2544. 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 {
  2545. String code;
  2546. code += "\tif(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  2547. code += "\t{\n";
  2548. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[3] + ";\n";
  2549. code += "\t}\n";
  2550. code += "\telse if(" + p_input_vars[0] + "<" + p_input_vars[1] + ")\n"; // a < b
  2551. code += "\t{\n";
  2552. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[5] + ";\n";
  2553. code += "\t}\n";
  2554. code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  2555. code += "\t{\n";
  2556. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[4] + ";\n";
  2557. code += "\t}\n";
  2558. return code;
  2559. }
  2560. VisualShaderNodeIf::VisualShaderNodeIf() {
  2561. set_input_port_default_value(0, 0.0);
  2562. set_input_port_default_value(1, 0.0);
  2563. set_input_port_default_value(2, CMP_EPSILON);
  2564. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  2565. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  2566. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  2567. }
  2568. ////////////// Switch
  2569. String VisualShaderNodeSwitch::get_caption() const {
  2570. return "VectorSwitch";
  2571. }
  2572. int VisualShaderNodeSwitch::get_input_port_count() const {
  2573. return 3;
  2574. }
  2575. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  2576. if (p_port == 0) {
  2577. return PORT_TYPE_BOOLEAN;
  2578. }
  2579. return PORT_TYPE_VECTOR;
  2580. }
  2581. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  2582. switch (p_port) {
  2583. case 0:
  2584. return "value";
  2585. case 1:
  2586. return "true";
  2587. case 2:
  2588. return "false";
  2589. default:
  2590. return "";
  2591. }
  2592. }
  2593. int VisualShaderNodeSwitch::get_output_port_count() const {
  2594. return 1;
  2595. }
  2596. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  2597. return PORT_TYPE_VECTOR;
  2598. }
  2599. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  2600. return "result";
  2601. }
  2602. 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 {
  2603. String code;
  2604. if (p_input_vars[0] == String()) {
  2605. if ((bool)get_input_port_default_value(0)) {
  2606. code += "\tif(true)\n";
  2607. } else {
  2608. code += "\tif(false)\n";
  2609. }
  2610. } else {
  2611. code += "\tif(" + p_input_vars[0] + ")\n";
  2612. }
  2613. code += "\t{\n";
  2614. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[1] + ";\n";
  2615. code += "\t}\n";
  2616. code += "\telse\n";
  2617. code += "\t{\n";
  2618. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[2] + ";\n";
  2619. code += "\t}\n";
  2620. return code;
  2621. }
  2622. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  2623. set_input_port_default_value(0, false);
  2624. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2625. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2626. }
  2627. ////////////// Switch(scalar)
  2628. String VisualShaderNodeScalarSwitch::get_caption() const {
  2629. return "ScalarSwitch";
  2630. }
  2631. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_input_port_type(int p_port) const {
  2632. if (p_port == 0) {
  2633. return PORT_TYPE_BOOLEAN;
  2634. }
  2635. return PORT_TYPE_SCALAR;
  2636. }
  2637. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_output_port_type(int p_port) const {
  2638. return PORT_TYPE_SCALAR;
  2639. }
  2640. VisualShaderNodeScalarSwitch::VisualShaderNodeScalarSwitch() {
  2641. set_input_port_default_value(0, false);
  2642. set_input_port_default_value(1, 1.0);
  2643. set_input_port_default_value(2, 0.0);
  2644. }
  2645. ////////////// Fresnel
  2646. String VisualShaderNodeFresnel::get_caption() const {
  2647. return "Fresnel";
  2648. }
  2649. int VisualShaderNodeFresnel::get_input_port_count() const {
  2650. return 4;
  2651. }
  2652. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  2653. switch (p_port) {
  2654. case 0:
  2655. return PORT_TYPE_VECTOR;
  2656. case 1:
  2657. return PORT_TYPE_VECTOR;
  2658. case 2:
  2659. return PORT_TYPE_BOOLEAN;
  2660. case 3:
  2661. return PORT_TYPE_SCALAR;
  2662. default:
  2663. return PORT_TYPE_VECTOR;
  2664. }
  2665. }
  2666. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  2667. switch (p_port) {
  2668. case 0:
  2669. return "normal";
  2670. case 1:
  2671. return "view";
  2672. case 2:
  2673. return "invert";
  2674. case 3:
  2675. return "power";
  2676. default:
  2677. return "";
  2678. }
  2679. }
  2680. int VisualShaderNodeFresnel::get_output_port_count() const {
  2681. return 1;
  2682. }
  2683. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  2684. return PORT_TYPE_SCALAR;
  2685. }
  2686. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  2687. return "result";
  2688. }
  2689. 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 {
  2690. return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + "));";
  2691. }
  2692. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  2693. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2694. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2695. set_input_port_default_value(2, false);
  2696. set_input_port_default_value(3, 1.0);
  2697. }
  2698. ////////////// Is
  2699. String VisualShaderNodeIs::get_caption() const {
  2700. return "Is";
  2701. }
  2702. int VisualShaderNodeIs::get_input_port_count() const {
  2703. return 1;
  2704. }
  2705. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  2706. return PORT_TYPE_SCALAR;
  2707. }
  2708. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  2709. return "";
  2710. }
  2711. int VisualShaderNodeIs::get_output_port_count() const {
  2712. return 1;
  2713. }
  2714. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  2715. return PORT_TYPE_BOOLEAN;
  2716. }
  2717. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  2718. return "";
  2719. }
  2720. 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 {
  2721. static const char *funcs[FUNC_IS_NAN + 1] = {
  2722. "isinf($)",
  2723. "isnan($)"
  2724. };
  2725. String code;
  2726. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2727. return code;
  2728. }
  2729. void VisualShaderNodeIs::set_function(Function p_func) {
  2730. func = p_func;
  2731. emit_changed();
  2732. }
  2733. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  2734. return func;
  2735. }
  2736. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  2737. Vector<StringName> props;
  2738. props.push_back("function");
  2739. return props;
  2740. }
  2741. void VisualShaderNodeIs::_bind_methods() {
  2742. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  2743. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  2744. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  2745. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  2746. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  2747. }
  2748. VisualShaderNodeIs::VisualShaderNodeIs() {
  2749. func = FUNC_IS_INF;
  2750. set_input_port_default_value(0, 0.0);
  2751. }
  2752. ////////////// Compare
  2753. String VisualShaderNodeCompare::get_caption() const {
  2754. return "Compare";
  2755. }
  2756. int VisualShaderNodeCompare::get_input_port_count() const {
  2757. if (ctype == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  2758. return 3;
  2759. }
  2760. return 2;
  2761. }
  2762. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  2763. if (p_port == 2)
  2764. return PORT_TYPE_SCALAR;
  2765. switch (ctype) {
  2766. case CTYPE_SCALAR:
  2767. return PORT_TYPE_SCALAR;
  2768. case CTYPE_VECTOR:
  2769. return PORT_TYPE_VECTOR;
  2770. case CTYPE_BOOLEAN:
  2771. return PORT_TYPE_BOOLEAN;
  2772. case CTYPE_TRANSFORM:
  2773. return PORT_TYPE_TRANSFORM;
  2774. }
  2775. return PORT_TYPE_VECTOR;
  2776. }
  2777. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  2778. if (p_port == 0)
  2779. return "a";
  2780. else if (p_port == 1)
  2781. return "b";
  2782. else if (p_port == 2)
  2783. return "tolerance";
  2784. return "";
  2785. }
  2786. int VisualShaderNodeCompare::get_output_port_count() const {
  2787. return 1;
  2788. }
  2789. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  2790. return PORT_TYPE_BOOLEAN;
  2791. }
  2792. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  2793. if (p_port == 0)
  2794. return "result";
  2795. return "";
  2796. }
  2797. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  2798. if (ctype == CTYPE_BOOLEAN || ctype == CTYPE_TRANSFORM) {
  2799. if (func > FUNC_NOT_EQUAL) {
  2800. return TTR("Invalid comparison function for that type.");
  2801. }
  2802. }
  2803. return "";
  2804. }
  2805. 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 {
  2806. static const char *ops[FUNC_LESS_THAN_EQUAL + 1] = {
  2807. "==",
  2808. "!=",
  2809. ">",
  2810. ">=",
  2811. "<",
  2812. "<=",
  2813. };
  2814. static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = {
  2815. "equal($)",
  2816. "notEqual($)",
  2817. "greaterThan($)",
  2818. "greaterThanEqual($)",
  2819. "lessThan($)",
  2820. "lessThanEqual($)",
  2821. };
  2822. static const char *conds[COND_ANY + 1] = {
  2823. "all($)",
  2824. "any($)",
  2825. };
  2826. String code;
  2827. switch (ctype) {
  2828. case CTYPE_SCALAR:
  2829. if (func == FUNC_EQUAL) {
  2830. code += "\t" + p_output_vars[0] + "=(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
  2831. } else if (func == FUNC_NOT_EQUAL) {
  2832. code += "\t" + p_output_vars[0] + "=!(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
  2833. } else {
  2834. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  2835. }
  2836. break;
  2837. case CTYPE_VECTOR:
  2838. code += "\t{\n";
  2839. code += "\t\tbvec3 _bv=" + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  2840. code += "\t\t" + p_output_vars[0] + "=" + String(conds[condition]).replace("$", "_bv") + ";\n";
  2841. code += "\t}\n";
  2842. break;
  2843. case CTYPE_BOOLEAN:
  2844. if (func > FUNC_NOT_EQUAL)
  2845. return "\t" + p_output_vars[0] + "=false;\n";
  2846. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  2847. break;
  2848. case CTYPE_TRANSFORM:
  2849. if (func > FUNC_NOT_EQUAL)
  2850. return "\t" + p_output_vars[0] + "=false;\n";
  2851. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  2852. break;
  2853. default:
  2854. break;
  2855. }
  2856. return code;
  2857. }
  2858. void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
  2859. ctype = p_type;
  2860. switch (ctype) {
  2861. case CTYPE_SCALAR:
  2862. set_input_port_default_value(0, 0.0);
  2863. set_input_port_default_value(1, 0.0);
  2864. break;
  2865. case CTYPE_VECTOR:
  2866. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2867. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2868. break;
  2869. case CTYPE_BOOLEAN:
  2870. set_input_port_default_value(0, false);
  2871. set_input_port_default_value(1, false);
  2872. break;
  2873. case CTYPE_TRANSFORM:
  2874. set_input_port_default_value(0, Transform());
  2875. set_input_port_default_value(1, Transform());
  2876. break;
  2877. }
  2878. emit_changed();
  2879. }
  2880. VisualShaderNodeCompare::ComparsionType VisualShaderNodeCompare::get_comparsion_type() const {
  2881. return ctype;
  2882. }
  2883. void VisualShaderNodeCompare::set_function(Function p_func) {
  2884. func = p_func;
  2885. emit_changed();
  2886. }
  2887. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  2888. return func;
  2889. }
  2890. void VisualShaderNodeCompare::set_condition(Condition p_cond) {
  2891. condition = p_cond;
  2892. emit_changed();
  2893. }
  2894. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  2895. return condition;
  2896. }
  2897. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  2898. Vector<StringName> props;
  2899. props.push_back("type");
  2900. props.push_back("function");
  2901. if (ctype == CTYPE_VECTOR)
  2902. props.push_back("condition");
  2903. return props;
  2904. }
  2905. void VisualShaderNodeCompare::_bind_methods() {
  2906. ClassDB::bind_method(D_METHOD("set_comparsion_type", "type"), &VisualShaderNodeCompare::set_comparsion_type);
  2907. ClassDB::bind_method(D_METHOD("get_comparsion_type"), &VisualShaderNodeCompare::get_comparsion_type);
  2908. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  2909. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  2910. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  2911. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  2912. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector,Boolean,Transform"), "set_comparsion_type", "get_comparsion_type");
  2913. 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");
  2914. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  2915. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  2916. BIND_ENUM_CONSTANT(CTYPE_VECTOR);
  2917. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  2918. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  2919. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  2920. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  2921. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  2922. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  2923. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  2924. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  2925. BIND_ENUM_CONSTANT(COND_ALL);
  2926. BIND_ENUM_CONSTANT(COND_ANY);
  2927. }
  2928. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  2929. ctype = CTYPE_SCALAR;
  2930. func = FUNC_EQUAL;
  2931. condition = COND_ALL;
  2932. set_input_port_default_value(0, 0.0);
  2933. set_input_port_default_value(1, 0.0);
  2934. set_input_port_default_value(2, CMP_EPSILON);
  2935. }