visual_shader_nodes.cpp 120 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 3;
  270. }
  271. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  272. switch (p_port) {
  273. case 0:
  274. return PORT_TYPE_VECTOR;
  275. case 1:
  276. return PORT_TYPE_SCALAR;
  277. case 2:
  278. return PORT_TYPE_SAMPLER;
  279. default:
  280. return PORT_TYPE_SCALAR;
  281. }
  282. }
  283. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  284. switch (p_port) {
  285. case 0:
  286. return "uv";
  287. case 1:
  288. return "lod";
  289. case 2:
  290. return "sampler2D";
  291. default:
  292. return "";
  293. }
  294. }
  295. int VisualShaderNodeTexture::get_output_port_count() const {
  296. return 2;
  297. }
  298. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  299. if (p_port == 0 && source == SOURCE_DEPTH)
  300. return PORT_TYPE_SCALAR;
  301. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  302. }
  303. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  304. if (p_port == 0 && source == SOURCE_DEPTH)
  305. return "depth";
  306. return p_port == 0 ? "rgb" : "alpha";
  307. }
  308. String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
  309. if (p_port == 0) {
  310. return "UV.xy";
  311. }
  312. return "";
  313. }
  314. static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  315. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
  316. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  317. }
  318. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  319. VisualShader::DefaultTextureParam dtp;
  320. dtp.name = make_unique_id(p_type, p_id, "tex");
  321. dtp.param = texture;
  322. Vector<VisualShader::DefaultTextureParam> ret;
  323. ret.push_back(dtp);
  324. return ret;
  325. }
  326. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  327. if (source == SOURCE_TEXTURE) {
  328. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  329. switch (texture_type) {
  330. case TYPE_DATA: break;
  331. case TYPE_COLOR: u += " : hint_albedo"; break;
  332. case TYPE_NORMALMAP: u += " : hint_normal"; break;
  333. }
  334. return u + ";";
  335. }
  336. return String();
  337. }
  338. 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 {
  339. if (source == SOURCE_TEXTURE) {
  340. String id = make_unique_id(p_type, p_id, "tex");
  341. String code;
  342. if (p_input_vars[0] == String()) { // Use UV by default.
  343. if (p_input_vars[1] == String()) {
  344. code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
  345. } else {
  346. code += "\tvec4 " + id + "_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
  347. }
  348. } else if (p_input_vars[1] == String()) {
  349. //no lod
  350. code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  351. } else {
  352. code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  353. }
  354. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  355. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  356. return code;
  357. }
  358. if (source == SOURCE_PORT) {
  359. String id = p_input_vars[2];
  360. String code;
  361. if (id == String()) {
  362. code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
  363. } else {
  364. if (p_input_vars[0] == String()) { // Use UV by default.
  365. if (p_input_vars[1] == String()) {
  366. code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
  367. } else {
  368. code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
  369. }
  370. } else if (p_input_vars[1] == String()) {
  371. //no lod
  372. code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  373. } else {
  374. code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  375. }
  376. code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  377. code += "\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  378. }
  379. return code;
  380. }
  381. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  382. String code = "\t{\n";
  383. if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
  384. if (p_input_vars[1] == String()) {
  385. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , 0.0 );\n";
  386. } else {
  387. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , " + p_input_vars[1] + ");\n";
  388. }
  389. } else if (p_input_vars[1] == String()) {
  390. //no lod
  391. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , 0.0 );\n";
  392. } else {
  393. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  394. }
  395. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  396. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  397. code += "\t}\n";
  398. return code;
  399. }
  400. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  401. String code = "\t{\n";
  402. if (p_input_vars[0] == String()) { // Use UV by default.
  403. if (p_input_vars[1] == String()) {
  404. code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
  405. } else {
  406. code += "\t\tvec4 _tex_read = textureLod( TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
  407. }
  408. } else if (p_input_vars[1] == String()) {
  409. //no lod
  410. code += "\t\tvec4 _tex_read = texture( TEXTURE , " + p_input_vars[0] + ".xy );\n";
  411. } else {
  412. code += "\t\tvec4 _tex_read = textureLod( TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  413. }
  414. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  415. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  416. code += "\t}\n";
  417. return code;
  418. }
  419. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  420. String code = "\t{\n";
  421. if (p_input_vars[0] == String()) { // Use UV by default.
  422. if (p_input_vars[1] == String()) {
  423. code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
  424. } else {
  425. code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
  426. }
  427. } else if (p_input_vars[1] == String()) {
  428. //no lod
  429. code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy );\n";
  430. } else {
  431. code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  432. }
  433. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  434. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  435. code += "\t}\n";
  436. return code;
  437. }
  438. if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  439. {
  440. if (source == SOURCE_DEPTH) {
  441. String code;
  442. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  443. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  444. return code;
  445. }
  446. }
  447. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  448. String code = "\t{\n";
  449. if (p_input_vars[0] == String()) { // Use UV by default.
  450. if (p_input_vars[1] == String()) {
  451. code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
  452. } else {
  453. code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , UV.xy , " + p_input_vars[1] + " ).r;\n";
  454. }
  455. } else if (p_input_vars[1] == String()) {
  456. //no lod
  457. code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy ).r;\n";
  458. } else {
  459. code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " ).r;\n";
  460. }
  461. code += "\t\t" + p_output_vars[0] + " = _depth;\n";
  462. code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
  463. code += "\t}\n";
  464. return code;
  465. } else if (source == SOURCE_DEPTH) {
  466. String code;
  467. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  468. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  469. return code;
  470. }
  471. //none
  472. String code;
  473. code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  474. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  475. return code;
  476. }
  477. void VisualShaderNodeTexture::set_source(Source p_source) {
  478. source = p_source;
  479. emit_changed();
  480. emit_signal("editor_refresh_request");
  481. }
  482. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  483. return source;
  484. }
  485. void VisualShaderNodeTexture::set_texture(Ref<Texture> p_value) {
  486. texture = p_value;
  487. emit_changed();
  488. }
  489. Ref<Texture> VisualShaderNodeTexture::get_texture() const {
  490. return texture;
  491. }
  492. void VisualShaderNodeTexture::set_texture_type(TextureType p_type) {
  493. texture_type = p_type;
  494. emit_changed();
  495. }
  496. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  497. return texture_type;
  498. }
  499. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  500. Vector<StringName> props;
  501. props.push_back("source");
  502. if (source == SOURCE_TEXTURE) {
  503. props.push_back("texture");
  504. props.push_back("texture_type");
  505. }
  506. return props;
  507. }
  508. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  509. if (source == SOURCE_TEXTURE) {
  510. return String(); // all good
  511. }
  512. if (source == SOURCE_PORT) {
  513. return String(); // all good
  514. }
  515. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  516. return String(); // all good
  517. }
  518. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  519. return String(); // all good
  520. }
  521. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  522. return String(); // all good
  523. }
  524. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  525. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  526. return TTR("Invalid source for preview.");
  527. }
  528. return String(); // all good
  529. }
  530. return TTR("Invalid source for shader.");
  531. }
  532. void VisualShaderNodeTexture::_bind_methods() {
  533. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  534. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  535. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  536. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  537. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  538. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  539. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  540. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
  541. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  542. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  543. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  544. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  545. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  546. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  547. BIND_ENUM_CONSTANT(TYPE_DATA);
  548. BIND_ENUM_CONSTANT(TYPE_COLOR);
  549. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  550. }
  551. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  552. texture_type = TYPE_DATA;
  553. source = SOURCE_TEXTURE;
  554. }
  555. ////////////// CubeMap
  556. String VisualShaderNodeCubeMap::get_caption() const {
  557. return "CubeMap";
  558. }
  559. int VisualShaderNodeCubeMap::get_input_port_count() const {
  560. return 3;
  561. }
  562. VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const {
  563. switch (p_port) {
  564. case 0:
  565. return PORT_TYPE_VECTOR;
  566. case 1:
  567. return PORT_TYPE_SCALAR;
  568. case 2:
  569. return PORT_TYPE_SAMPLER;
  570. default:
  571. return PORT_TYPE_SCALAR;
  572. }
  573. }
  574. String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
  575. switch (p_port) {
  576. case 0:
  577. return "uv";
  578. case 1:
  579. return "lod";
  580. case 2:
  581. return "samplerCube";
  582. default:
  583. return "";
  584. }
  585. }
  586. int VisualShaderNodeCubeMap::get_output_port_count() const {
  587. return 2;
  588. }
  589. VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_output_port_type(int p_port) const {
  590. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  591. }
  592. String VisualShaderNodeCubeMap::get_output_port_name(int p_port) const {
  593. return p_port == 0 ? "rgb" : "alpha";
  594. }
  595. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  596. VisualShader::DefaultTextureParam dtp;
  597. dtp.name = make_unique_id(p_type, p_id, "cube");
  598. dtp.param = cube_map;
  599. Vector<VisualShader::DefaultTextureParam> ret;
  600. ret.push_back(dtp);
  601. return ret;
  602. }
  603. String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  604. if (source == SOURCE_TEXTURE) {
  605. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  606. switch (texture_type) {
  607. case TYPE_DATA: break;
  608. case TYPE_COLOR: u += " : hint_albedo"; break;
  609. case TYPE_NORMALMAP: u += " : hint_normal"; break;
  610. }
  611. return u + ";";
  612. }
  613. return String();
  614. }
  615. 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 {
  616. String code;
  617. String id;
  618. if (source == SOURCE_TEXTURE) {
  619. id = make_unique_id(p_type, p_id, "cube");
  620. } else if (source == SOURCE_PORT) {
  621. id = p_input_vars[2];
  622. } else {
  623. return String();
  624. }
  625. if (id == String()) {
  626. code += "\tvec4 " + id + "_read = vec4(0.0);\n";
  627. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  628. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  629. return code;
  630. }
  631. if (p_input_vars[0] == String()) { // Use UV by default.
  632. if (p_input_vars[1] == String()) {
  633. code += "\tvec4 " + id + "_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
  634. } else {
  635. code += "\tvec4 " + id + "_read = textureLod( " + id + " , vec3( UV, 0.0 )" + " , " + p_input_vars[1] + " );\n";
  636. }
  637. } else if (p_input_vars[1] == String()) {
  638. //no lod
  639. code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
  640. } else {
  641. code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  642. }
  643. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  644. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  645. return code;
  646. }
  647. String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
  648. if (p_port == 0) {
  649. return "vec3(UV, 0.0)";
  650. }
  651. return "";
  652. }
  653. void VisualShaderNodeCubeMap::set_source(Source p_source) {
  654. source = p_source;
  655. emit_changed();
  656. emit_signal("editor_refresh_request");
  657. }
  658. VisualShaderNodeCubeMap::Source VisualShaderNodeCubeMap::get_source() const {
  659. return source;
  660. }
  661. void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
  662. cube_map = p_value;
  663. emit_changed();
  664. }
  665. Ref<CubeMap> VisualShaderNodeCubeMap::get_cube_map() const {
  666. return cube_map;
  667. }
  668. void VisualShaderNodeCubeMap::set_texture_type(TextureType p_type) {
  669. texture_type = p_type;
  670. emit_changed();
  671. }
  672. VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type() const {
  673. return texture_type;
  674. }
  675. Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
  676. Vector<StringName> props;
  677. props.push_back("source");
  678. if (source == SOURCE_TEXTURE) {
  679. props.push_back("cube_map");
  680. props.push_back("texture_type");
  681. }
  682. return props;
  683. }
  684. void VisualShaderNodeCubeMap::_bind_methods() {
  685. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubeMap::set_source);
  686. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubeMap::get_source);
  687. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map);
  688. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map);
  689. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type);
  690. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type);
  691. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  692. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map");
  693. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  694. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  695. BIND_ENUM_CONSTANT(SOURCE_PORT);
  696. BIND_ENUM_CONSTANT(TYPE_DATA);
  697. BIND_ENUM_CONSTANT(TYPE_COLOR);
  698. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  699. }
  700. VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() {
  701. texture_type = TYPE_DATA;
  702. source = SOURCE_TEXTURE;
  703. }
  704. ////////////// Scalar Op
  705. String VisualShaderNodeScalarOp::get_caption() const {
  706. return "ScalarOp";
  707. }
  708. int VisualShaderNodeScalarOp::get_input_port_count() const {
  709. return 2;
  710. }
  711. VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_input_port_type(int p_port) const {
  712. return PORT_TYPE_SCALAR;
  713. }
  714. String VisualShaderNodeScalarOp::get_input_port_name(int p_port) const {
  715. return p_port == 0 ? "a" : "b";
  716. }
  717. int VisualShaderNodeScalarOp::get_output_port_count() const {
  718. return 1;
  719. }
  720. VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_output_port_type(int p_port) const {
  721. return PORT_TYPE_SCALAR;
  722. }
  723. String VisualShaderNodeScalarOp::get_output_port_name(int p_port) const {
  724. return "op"; //no output port means the editor will be used as port
  725. }
  726. 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 {
  727. String code = "\t" + p_output_vars[0] + " = ";
  728. switch (op) {
  729. case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
  730. case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
  731. case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
  732. case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
  733. case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  734. case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  735. case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  736. case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  737. case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  738. case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  739. }
  740. return code;
  741. }
  742. void VisualShaderNodeScalarOp::set_operator(Operator p_op) {
  743. op = p_op;
  744. emit_changed();
  745. }
  746. VisualShaderNodeScalarOp::Operator VisualShaderNodeScalarOp::get_operator() const {
  747. return op;
  748. }
  749. Vector<StringName> VisualShaderNodeScalarOp::get_editable_properties() const {
  750. Vector<StringName> props;
  751. props.push_back("operator");
  752. return props;
  753. }
  754. void VisualShaderNodeScalarOp::_bind_methods() {
  755. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeScalarOp::set_operator);
  756. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeScalarOp::get_operator);
  757. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
  758. BIND_ENUM_CONSTANT(OP_ADD);
  759. BIND_ENUM_CONSTANT(OP_SUB);
  760. BIND_ENUM_CONSTANT(OP_MUL);
  761. BIND_ENUM_CONSTANT(OP_DIV);
  762. BIND_ENUM_CONSTANT(OP_MOD);
  763. BIND_ENUM_CONSTANT(OP_POW);
  764. BIND_ENUM_CONSTANT(OP_MAX);
  765. BIND_ENUM_CONSTANT(OP_MIN);
  766. BIND_ENUM_CONSTANT(OP_ATAN2);
  767. BIND_ENUM_CONSTANT(OP_STEP);
  768. }
  769. VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() {
  770. op = OP_ADD;
  771. set_input_port_default_value(0, 0.0);
  772. set_input_port_default_value(1, 0.0);
  773. }
  774. ////////////// Vector Op
  775. String VisualShaderNodeVectorOp::get_caption() const {
  776. return "VectorOp";
  777. }
  778. int VisualShaderNodeVectorOp::get_input_port_count() const {
  779. return 2;
  780. }
  781. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
  782. return PORT_TYPE_VECTOR;
  783. }
  784. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  785. return p_port == 0 ? "a" : "b";
  786. }
  787. int VisualShaderNodeVectorOp::get_output_port_count() const {
  788. return 1;
  789. }
  790. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
  791. return PORT_TYPE_VECTOR;
  792. }
  793. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  794. return "op"; //no output port means the editor will be used as port
  795. }
  796. 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 {
  797. String code = "\t" + p_output_vars[0] + " = ";
  798. switch (op) {
  799. case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
  800. case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
  801. case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
  802. case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
  803. case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  804. case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  805. case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  806. case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  807. case OP_CROSS: code += "cross( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  808. case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  809. case OP_REFLECT: code += "reflect( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  810. case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  811. }
  812. return code;
  813. }
  814. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  815. op = p_op;
  816. emit_changed();
  817. }
  818. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  819. return op;
  820. }
  821. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  822. Vector<StringName> props;
  823. props.push_back("operator");
  824. return props;
  825. }
  826. void VisualShaderNodeVectorOp::_bind_methods() {
  827. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  828. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  829. 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");
  830. BIND_ENUM_CONSTANT(OP_ADD);
  831. BIND_ENUM_CONSTANT(OP_SUB);
  832. BIND_ENUM_CONSTANT(OP_MUL);
  833. BIND_ENUM_CONSTANT(OP_DIV);
  834. BIND_ENUM_CONSTANT(OP_MOD);
  835. BIND_ENUM_CONSTANT(OP_POW);
  836. BIND_ENUM_CONSTANT(OP_MAX);
  837. BIND_ENUM_CONSTANT(OP_MIN);
  838. BIND_ENUM_CONSTANT(OP_CROSS);
  839. BIND_ENUM_CONSTANT(OP_ATAN2);
  840. BIND_ENUM_CONSTANT(OP_REFLECT);
  841. BIND_ENUM_CONSTANT(OP_STEP);
  842. }
  843. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  844. op = OP_ADD;
  845. set_input_port_default_value(0, Vector3());
  846. set_input_port_default_value(1, Vector3());
  847. }
  848. ////////////// Color Op
  849. String VisualShaderNodeColorOp::get_caption() const {
  850. return "ColorOp";
  851. }
  852. int VisualShaderNodeColorOp::get_input_port_count() const {
  853. return 2;
  854. }
  855. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  856. return PORT_TYPE_VECTOR;
  857. }
  858. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  859. return p_port == 0 ? "a" : "b";
  860. }
  861. int VisualShaderNodeColorOp::get_output_port_count() const {
  862. return 1;
  863. }
  864. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  865. return PORT_TYPE_VECTOR;
  866. }
  867. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  868. return "op"; //no output port means the editor will be used as port
  869. }
  870. 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 {
  871. String code;
  872. static const char *axisn[3] = { "x", "y", "z" };
  873. switch (op) {
  874. case OP_SCREEN: {
  875. code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")*(vec3(1.0)-" + p_input_vars[1] + ");\n";
  876. } break;
  877. case OP_DIFFERENCE: {
  878. code += "\t" + p_output_vars[0] + "=abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ");\n";
  879. } break;
  880. case OP_DARKEN: {
  881. code += "\t" + p_output_vars[0] + "=min(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
  882. } break;
  883. case OP_LIGHTEN: {
  884. code += "\t" + p_output_vars[0] + "=max(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
  885. } break;
  886. case OP_OVERLAY: {
  887. for (int i = 0; i < 3; i++) {
  888. code += "\t{\n";
  889. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  890. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  891. code += "\t\tif (base < 0.5) {\n";
  892. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  893. code += "\t\t} else {\n";
  894. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  895. code += "\t\t}\n";
  896. code += "\t}\n";
  897. }
  898. } break;
  899. case OP_DODGE: {
  900. code += "\t" + p_output_vars[0] + "=(" + p_input_vars[0] + ")/(vec3(1.0)-" + p_input_vars[1] + ");\n";
  901. } break;
  902. case OP_BURN: {
  903. code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")/(" + p_input_vars[1] + ");\n";
  904. } break;
  905. case OP_SOFT_LIGHT: {
  906. for (int i = 0; i < 3; i++) {
  907. code += "\t{\n";
  908. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  909. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  910. code += "\t\tif (base < 0.5) {\n";
  911. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend+0.5));\n";
  912. code += "\t\t} else {\n";
  913. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-(blend-0.5)));\n";
  914. code += "\t\t}\n";
  915. code += "\t}\n";
  916. }
  917. } break;
  918. case OP_HARD_LIGHT: {
  919. for (int i = 0; i < 3; i++) {
  920. code += "\t{\n";
  921. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  922. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  923. code += "\t\tif (base < 0.5) {\n";
  924. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0*blend));\n";
  925. code += "\t\t} else {\n";
  926. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-2.0*(blend-0.5)));\n";
  927. code += "\t\t}\n";
  928. code += "\t}\n";
  929. }
  930. } break;
  931. }
  932. return code;
  933. }
  934. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  935. op = p_op;
  936. emit_changed();
  937. }
  938. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  939. return op;
  940. }
  941. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  942. Vector<StringName> props;
  943. props.push_back("operator");
  944. return props;
  945. }
  946. void VisualShaderNodeColorOp::_bind_methods() {
  947. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  948. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  949. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator");
  950. BIND_ENUM_CONSTANT(OP_SCREEN);
  951. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  952. BIND_ENUM_CONSTANT(OP_DARKEN);
  953. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  954. BIND_ENUM_CONSTANT(OP_OVERLAY);
  955. BIND_ENUM_CONSTANT(OP_DODGE);
  956. BIND_ENUM_CONSTANT(OP_BURN);
  957. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  958. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  959. }
  960. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  961. op = OP_SCREEN;
  962. set_input_port_default_value(0, Vector3());
  963. set_input_port_default_value(1, Vector3());
  964. }
  965. ////////////// Transform Mult
  966. String VisualShaderNodeTransformMult::get_caption() const {
  967. return "TransformMult";
  968. }
  969. int VisualShaderNodeTransformMult::get_input_port_count() const {
  970. return 2;
  971. }
  972. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
  973. return PORT_TYPE_TRANSFORM;
  974. }
  975. String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
  976. return p_port == 0 ? "a" : "b";
  977. }
  978. int VisualShaderNodeTransformMult::get_output_port_count() const {
  979. return 1;
  980. }
  981. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
  982. return PORT_TYPE_TRANSFORM;
  983. }
  984. String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
  985. return "mult"; //no output port means the editor will be used as port
  986. }
  987. 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 {
  988. if (op == OP_AxB) {
  989. return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  990. } else if (op == OP_BxA) {
  991. return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  992. } else if (op == OP_AxB_COMP) {
  993. return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  994. } else {
  995. return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[1] + " , " + p_input_vars[0] + " );\n";
  996. }
  997. }
  998. void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
  999. op = p_op;
  1000. emit_changed();
  1001. }
  1002. VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
  1003. return op;
  1004. }
  1005. Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
  1006. Vector<StringName> props;
  1007. props.push_back("operator");
  1008. return props;
  1009. }
  1010. void VisualShaderNodeTransformMult::_bind_methods() {
  1011. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
  1012. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
  1013. 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");
  1014. BIND_ENUM_CONSTANT(OP_AxB);
  1015. BIND_ENUM_CONSTANT(OP_BxA);
  1016. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1017. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1018. }
  1019. VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
  1020. op = OP_AxB;
  1021. set_input_port_default_value(0, Transform());
  1022. set_input_port_default_value(1, Transform());
  1023. }
  1024. ////////////// TransformVec Mult
  1025. String VisualShaderNodeTransformVecMult::get_caption() const {
  1026. return "TransformVectorMult";
  1027. }
  1028. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1029. return 2;
  1030. }
  1031. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1032. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
  1033. }
  1034. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1035. return p_port == 0 ? "a" : "b";
  1036. }
  1037. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1038. return 1;
  1039. }
  1040. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1041. return PORT_TYPE_VECTOR;
  1042. }
  1043. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1044. return ""; //no output port means the editor will be used as port
  1045. }
  1046. 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 {
  1047. if (op == OP_AxB) {
  1048. return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n";
  1049. } else if (op == OP_BxA) {
  1050. return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + " ).xyz;\n";
  1051. } else if (op == OP_3x3_AxB) {
  1052. return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0) ).xyz;\n";
  1053. } else {
  1054. return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + " ).xyz;\n";
  1055. }
  1056. }
  1057. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1058. op = p_op;
  1059. emit_changed();
  1060. }
  1061. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1062. return op;
  1063. }
  1064. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1065. Vector<StringName> props;
  1066. props.push_back("operator");
  1067. return props;
  1068. }
  1069. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1070. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1071. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1072. 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");
  1073. BIND_ENUM_CONSTANT(OP_AxB);
  1074. BIND_ENUM_CONSTANT(OP_BxA);
  1075. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1076. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1077. }
  1078. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1079. op = OP_AxB;
  1080. set_input_port_default_value(0, Transform());
  1081. set_input_port_default_value(1, Vector3());
  1082. }
  1083. ////////////// Scalar Func
  1084. String VisualShaderNodeScalarFunc::get_caption() const {
  1085. return "ScalarFunc";
  1086. }
  1087. int VisualShaderNodeScalarFunc::get_input_port_count() const {
  1088. return 1;
  1089. }
  1090. VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_input_port_type(int p_port) const {
  1091. return PORT_TYPE_SCALAR;
  1092. }
  1093. String VisualShaderNodeScalarFunc::get_input_port_name(int p_port) const {
  1094. return "";
  1095. }
  1096. int VisualShaderNodeScalarFunc::get_output_port_count() const {
  1097. return 1;
  1098. }
  1099. VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_output_port_type(int p_port) const {
  1100. return PORT_TYPE_SCALAR;
  1101. }
  1102. String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const {
  1103. return ""; //no output port means the editor will be used as port
  1104. }
  1105. 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 {
  1106. static const char *scalar_func_id[FUNC_ONEMINUS + 1] = {
  1107. "sin($)",
  1108. "cos($)",
  1109. "tan($)",
  1110. "asin($)",
  1111. "acos($)",
  1112. "atan($)",
  1113. "sinh($)",
  1114. "cosh($)",
  1115. "tanh($)",
  1116. "log($)",
  1117. "exp($)",
  1118. "sqrt($)",
  1119. "abs($)",
  1120. "sign($)",
  1121. "floor($)",
  1122. "round($)",
  1123. "ceil($)",
  1124. "fract($)",
  1125. "min(max($,0.0),1.0)",
  1126. "-($)",
  1127. "acosh($)",
  1128. "asinh($)",
  1129. "atanh($)",
  1130. "degrees($)",
  1131. "exp2($)",
  1132. "inversesqrt($)",
  1133. "log2($)",
  1134. "radians($)",
  1135. "1.0/($)",
  1136. "roundEven($)",
  1137. "trunc($)",
  1138. "1.0-$"
  1139. };
  1140. return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1141. }
  1142. void VisualShaderNodeScalarFunc::set_function(Function p_func) {
  1143. func = p_func;
  1144. emit_changed();
  1145. }
  1146. VisualShaderNodeScalarFunc::Function VisualShaderNodeScalarFunc::get_function() const {
  1147. return func;
  1148. }
  1149. Vector<StringName> VisualShaderNodeScalarFunc::get_editable_properties() const {
  1150. Vector<StringName> props;
  1151. props.push_back("function");
  1152. return props;
  1153. }
  1154. void VisualShaderNodeScalarFunc::_bind_methods() {
  1155. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarFunc::set_function);
  1156. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarFunc::get_function);
  1157. 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");
  1158. BIND_ENUM_CONSTANT(FUNC_SIN);
  1159. BIND_ENUM_CONSTANT(FUNC_COS);
  1160. BIND_ENUM_CONSTANT(FUNC_TAN);
  1161. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1162. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1163. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1164. BIND_ENUM_CONSTANT(FUNC_SINH);
  1165. BIND_ENUM_CONSTANT(FUNC_COSH);
  1166. BIND_ENUM_CONSTANT(FUNC_TANH);
  1167. BIND_ENUM_CONSTANT(FUNC_LOG);
  1168. BIND_ENUM_CONSTANT(FUNC_EXP);
  1169. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1170. BIND_ENUM_CONSTANT(FUNC_ABS);
  1171. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1172. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1173. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1174. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1175. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1176. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1177. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1178. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1179. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1180. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1181. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1182. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1183. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1184. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1185. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1186. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1187. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1188. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1189. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1190. }
  1191. VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() {
  1192. func = FUNC_SIGN;
  1193. set_input_port_default_value(0, 0.0);
  1194. }
  1195. ////////////// Vector Func
  1196. String VisualShaderNodeVectorFunc::get_caption() const {
  1197. return "VectorFunc";
  1198. }
  1199. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  1200. return 1;
  1201. }
  1202. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
  1203. return PORT_TYPE_VECTOR;
  1204. }
  1205. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  1206. return "";
  1207. }
  1208. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  1209. return 1;
  1210. }
  1211. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
  1212. return PORT_TYPE_VECTOR;
  1213. }
  1214. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  1215. return ""; //no output port means the editor will be used as port
  1216. }
  1217. 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 {
  1218. static const char *vec_func_id[FUNC_ONEMINUS + 1] = {
  1219. "normalize($)",
  1220. "max(min($,vec3(1.0)),vec3(0.0))",
  1221. "-($)",
  1222. "1.0/($)",
  1223. "",
  1224. "",
  1225. "abs($)",
  1226. "acos($)",
  1227. "acosh($)",
  1228. "asin($)",
  1229. "asinh($)",
  1230. "atan($)",
  1231. "atanh($)",
  1232. "ceil($)",
  1233. "cos($)",
  1234. "cosh($)",
  1235. "degrees($)",
  1236. "exp($)",
  1237. "exp2($)",
  1238. "floor($)",
  1239. "fract($)",
  1240. "inversesqrt($)",
  1241. "log($)",
  1242. "log2($)",
  1243. "radians($)",
  1244. "round($)",
  1245. "roundEven($)",
  1246. "sign($)",
  1247. "sin($)",
  1248. "sinh($)",
  1249. "sqrt($)",
  1250. "tan($)",
  1251. "tanh($)",
  1252. "trunc($)",
  1253. "vec3(1.0, 1.0, 1.0)-$"
  1254. };
  1255. String code;
  1256. if (func == FUNC_RGB2HSV) {
  1257. code += "\t{\n";
  1258. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1259. code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  1260. code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  1261. code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  1262. code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
  1263. code += "\t\tfloat e = 1.0e-10;\n";
  1264. 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";
  1265. code += "\t}\n";
  1266. } else if (func == FUNC_HSV2RGB) {
  1267. code += "\t{\n";
  1268. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1269. code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  1270. code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  1271. code += "\t\t" + p_output_vars[0] + "=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  1272. code += "\t}\n";
  1273. } else {
  1274. code += "\t" + p_output_vars[0] + "=" + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1275. }
  1276. return code;
  1277. }
  1278. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  1279. func = p_func;
  1280. emit_changed();
  1281. }
  1282. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  1283. return func;
  1284. }
  1285. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  1286. Vector<StringName> props;
  1287. props.push_back("function");
  1288. return props;
  1289. }
  1290. void VisualShaderNodeVectorFunc::_bind_methods() {
  1291. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  1292. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  1293. 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");
  1294. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  1295. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1296. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1297. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1298. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  1299. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  1300. BIND_ENUM_CONSTANT(FUNC_ABS);
  1301. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1302. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1303. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1304. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1305. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1306. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1307. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1308. BIND_ENUM_CONSTANT(FUNC_COS);
  1309. BIND_ENUM_CONSTANT(FUNC_COSH);
  1310. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1311. BIND_ENUM_CONSTANT(FUNC_EXP);
  1312. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1313. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1314. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1315. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1316. BIND_ENUM_CONSTANT(FUNC_LOG);
  1317. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1318. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1319. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1320. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1321. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1322. BIND_ENUM_CONSTANT(FUNC_SIN);
  1323. BIND_ENUM_CONSTANT(FUNC_SINH);
  1324. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1325. BIND_ENUM_CONSTANT(FUNC_TAN);
  1326. BIND_ENUM_CONSTANT(FUNC_TANH);
  1327. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1328. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1329. }
  1330. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  1331. func = FUNC_NORMALIZE;
  1332. set_input_port_default_value(0, Vector3());
  1333. }
  1334. ////////////// ColorFunc
  1335. String VisualShaderNodeColorFunc::get_caption() const {
  1336. return "ColorFunc";
  1337. }
  1338. int VisualShaderNodeColorFunc::get_input_port_count() const {
  1339. return 1;
  1340. }
  1341. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  1342. return PORT_TYPE_VECTOR;
  1343. }
  1344. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  1345. return "";
  1346. }
  1347. int VisualShaderNodeColorFunc::get_output_port_count() const {
  1348. return 1;
  1349. }
  1350. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  1351. return PORT_TYPE_VECTOR;
  1352. }
  1353. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  1354. return "";
  1355. }
  1356. 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 {
  1357. String code;
  1358. switch (func) {
  1359. case FUNC_GRAYSCALE:
  1360. code += "\t{\n";
  1361. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1362. code += "\t\tfloat max1 = max(c.r, c.g);\n";
  1363. code += "\t\tfloat max2 = max(max1, c.b);\n";
  1364. code += "\t\tfloat max3 = max(max1, max2);\n";
  1365. code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
  1366. code += "\t}\n";
  1367. break;
  1368. case FUNC_SEPIA:
  1369. code += "\t{\n";
  1370. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1371. code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  1372. code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  1373. code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  1374. code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
  1375. code += "\t}\n";
  1376. break;
  1377. }
  1378. return code;
  1379. }
  1380. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  1381. func = p_func;
  1382. emit_changed();
  1383. }
  1384. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  1385. return func;
  1386. }
  1387. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  1388. Vector<StringName> props;
  1389. props.push_back("function");
  1390. return props;
  1391. }
  1392. void VisualShaderNodeColorFunc::_bind_methods() {
  1393. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  1394. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  1395. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  1396. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  1397. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  1398. }
  1399. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  1400. func = FUNC_GRAYSCALE;
  1401. set_input_port_default_value(0, Vector3());
  1402. }
  1403. ////////////// Transform Func
  1404. String VisualShaderNodeTransformFunc::get_caption() const {
  1405. return "TransformFunc";
  1406. }
  1407. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  1408. return 1;
  1409. }
  1410. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  1411. return PORT_TYPE_TRANSFORM;
  1412. }
  1413. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  1414. return "";
  1415. }
  1416. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  1417. return 1;
  1418. }
  1419. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  1420. return PORT_TYPE_TRANSFORM;
  1421. }
  1422. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  1423. return "";
  1424. }
  1425. 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 {
  1426. static const char *funcs[FUNC_TRANSPOSE + 1] = {
  1427. "inverse($)",
  1428. "transpose($)"
  1429. };
  1430. String code;
  1431. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1432. return code;
  1433. }
  1434. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  1435. func = p_func;
  1436. emit_changed();
  1437. }
  1438. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  1439. return func;
  1440. }
  1441. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  1442. Vector<StringName> props;
  1443. props.push_back("function");
  1444. return props;
  1445. }
  1446. void VisualShaderNodeTransformFunc::_bind_methods() {
  1447. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  1448. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  1449. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  1450. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  1451. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  1452. }
  1453. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  1454. func = FUNC_INVERSE;
  1455. set_input_port_default_value(0, Transform());
  1456. }
  1457. ////////////// Dot Product
  1458. String VisualShaderNodeDotProduct::get_caption() const {
  1459. return "DotProduct";
  1460. }
  1461. int VisualShaderNodeDotProduct::get_input_port_count() const {
  1462. return 2;
  1463. }
  1464. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  1465. return PORT_TYPE_VECTOR;
  1466. }
  1467. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  1468. return p_port == 0 ? "a" : "b";
  1469. }
  1470. int VisualShaderNodeDotProduct::get_output_port_count() const {
  1471. return 1;
  1472. }
  1473. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  1474. return PORT_TYPE_SCALAR;
  1475. }
  1476. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  1477. return "dot";
  1478. }
  1479. 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 {
  1480. return "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  1481. }
  1482. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  1483. set_input_port_default_value(0, Vector3());
  1484. set_input_port_default_value(1, Vector3());
  1485. }
  1486. ////////////// Vector Len
  1487. String VisualShaderNodeVectorLen::get_caption() const {
  1488. return "VectorLen";
  1489. }
  1490. int VisualShaderNodeVectorLen::get_input_port_count() const {
  1491. return 1;
  1492. }
  1493. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
  1494. return PORT_TYPE_VECTOR;
  1495. }
  1496. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  1497. return "";
  1498. }
  1499. int VisualShaderNodeVectorLen::get_output_port_count() const {
  1500. return 1;
  1501. }
  1502. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  1503. return PORT_TYPE_SCALAR;
  1504. }
  1505. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  1506. return "length";
  1507. }
  1508. 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 {
  1509. return "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n";
  1510. }
  1511. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  1512. set_input_port_default_value(0, Vector3());
  1513. }
  1514. ////////////// Determinant
  1515. String VisualShaderNodeDeterminant::get_caption() const {
  1516. return "Determinant";
  1517. }
  1518. int VisualShaderNodeDeterminant::get_input_port_count() const {
  1519. return 1;
  1520. }
  1521. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  1522. return PORT_TYPE_TRANSFORM;
  1523. }
  1524. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  1525. return "";
  1526. }
  1527. int VisualShaderNodeDeterminant::get_output_port_count() const {
  1528. return 1;
  1529. }
  1530. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  1531. return PORT_TYPE_SCALAR;
  1532. }
  1533. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  1534. return "";
  1535. }
  1536. 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 {
  1537. return "\t" + p_output_vars[0] + " = determinant( " + p_input_vars[0] + " );\n";
  1538. }
  1539. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  1540. set_input_port_default_value(0, Transform());
  1541. }
  1542. ////////////// Scalar Derivative Function
  1543. String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
  1544. return "ScalarDerivativeFunc";
  1545. }
  1546. int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
  1547. return 1;
  1548. }
  1549. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
  1550. return PORT_TYPE_SCALAR;
  1551. }
  1552. String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
  1553. return "";
  1554. }
  1555. int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
  1556. return 1;
  1557. }
  1558. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
  1559. return PORT_TYPE_SCALAR;
  1560. }
  1561. String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
  1562. return "";
  1563. }
  1564. 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 {
  1565. static const char *funcs[FUNC_Y + 1] = {
  1566. "fwidth($)",
  1567. "dFdx($)",
  1568. "dFdy($)"
  1569. };
  1570. String code;
  1571. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1572. return code;
  1573. }
  1574. void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
  1575. func = p_func;
  1576. emit_changed();
  1577. }
  1578. VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
  1579. return func;
  1580. }
  1581. Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
  1582. Vector<StringName> props;
  1583. props.push_back("function");
  1584. return props;
  1585. }
  1586. void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
  1587. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
  1588. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
  1589. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  1590. BIND_ENUM_CONSTANT(FUNC_SUM);
  1591. BIND_ENUM_CONSTANT(FUNC_X);
  1592. BIND_ENUM_CONSTANT(FUNC_Y);
  1593. }
  1594. VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
  1595. func = FUNC_SUM;
  1596. set_input_port_default_value(0, 0.0);
  1597. }
  1598. ////////////// Vector Derivative Function
  1599. String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
  1600. return "VectorDerivativeFunc";
  1601. }
  1602. int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
  1603. return 1;
  1604. }
  1605. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
  1606. return PORT_TYPE_VECTOR;
  1607. }
  1608. String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
  1609. return "";
  1610. }
  1611. int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
  1612. return 1;
  1613. }
  1614. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
  1615. return PORT_TYPE_VECTOR;
  1616. }
  1617. String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
  1618. return "";
  1619. }
  1620. 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 {
  1621. static const char *funcs[FUNC_Y + 1] = {
  1622. "fwidth($)",
  1623. "dFdx($)",
  1624. "dFdy($)"
  1625. };
  1626. String code;
  1627. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1628. return code;
  1629. }
  1630. void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
  1631. func = p_func;
  1632. emit_changed();
  1633. }
  1634. VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
  1635. return func;
  1636. }
  1637. Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
  1638. Vector<StringName> props;
  1639. props.push_back("function");
  1640. return props;
  1641. }
  1642. void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
  1643. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
  1644. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
  1645. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  1646. BIND_ENUM_CONSTANT(FUNC_SUM);
  1647. BIND_ENUM_CONSTANT(FUNC_X);
  1648. BIND_ENUM_CONSTANT(FUNC_Y);
  1649. }
  1650. VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
  1651. func = FUNC_SUM;
  1652. set_input_port_default_value(0, Vector3());
  1653. }
  1654. ////////////// Scalar Clamp
  1655. String VisualShaderNodeScalarClamp::get_caption() const {
  1656. return "ScalarClamp";
  1657. }
  1658. int VisualShaderNodeScalarClamp::get_input_port_count() const {
  1659. return 3;
  1660. }
  1661. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const {
  1662. return PORT_TYPE_SCALAR;
  1663. }
  1664. String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const {
  1665. if (p_port == 0)
  1666. return "";
  1667. else if (p_port == 1)
  1668. return "min";
  1669. else if (p_port == 2)
  1670. return "max";
  1671. return "";
  1672. }
  1673. int VisualShaderNodeScalarClamp::get_output_port_count() const {
  1674. return 1;
  1675. }
  1676. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const {
  1677. return PORT_TYPE_SCALAR;
  1678. }
  1679. String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
  1680. return "";
  1681. }
  1682. 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 {
  1683. return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1684. }
  1685. VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() {
  1686. set_input_port_default_value(0, 0.0);
  1687. set_input_port_default_value(1, 0.0);
  1688. set_input_port_default_value(2, 1.0);
  1689. }
  1690. ////////////// Vector Clamp
  1691. String VisualShaderNodeVectorClamp::get_caption() const {
  1692. return "VectorClamp";
  1693. }
  1694. int VisualShaderNodeVectorClamp::get_input_port_count() const {
  1695. return 3;
  1696. }
  1697. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_input_port_type(int p_port) const {
  1698. return PORT_TYPE_VECTOR;
  1699. }
  1700. String VisualShaderNodeVectorClamp::get_input_port_name(int p_port) const {
  1701. if (p_port == 0)
  1702. return "";
  1703. else if (p_port == 1)
  1704. return "min";
  1705. else if (p_port == 2)
  1706. return "max";
  1707. return "";
  1708. }
  1709. int VisualShaderNodeVectorClamp::get_output_port_count() const {
  1710. return 1;
  1711. }
  1712. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const {
  1713. return PORT_TYPE_VECTOR;
  1714. }
  1715. String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
  1716. return "";
  1717. }
  1718. 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 {
  1719. return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1720. }
  1721. VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
  1722. set_input_port_default_value(0, Vector3(0, 0, 0));
  1723. set_input_port_default_value(1, Vector3(0, 0, 0));
  1724. set_input_port_default_value(2, Vector3(1, 1, 1));
  1725. }
  1726. ////////////// FaceForward
  1727. String VisualShaderNodeFaceForward::get_caption() const {
  1728. return "FaceForward";
  1729. }
  1730. int VisualShaderNodeFaceForward::get_input_port_count() const {
  1731. return 3;
  1732. }
  1733. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
  1734. return PORT_TYPE_VECTOR;
  1735. }
  1736. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  1737. switch (p_port) {
  1738. case 0:
  1739. return "N";
  1740. case 1:
  1741. return "I";
  1742. case 2:
  1743. return "Nref";
  1744. default:
  1745. return "";
  1746. }
  1747. }
  1748. int VisualShaderNodeFaceForward::get_output_port_count() const {
  1749. return 1;
  1750. }
  1751. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
  1752. return PORT_TYPE_VECTOR;
  1753. }
  1754. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  1755. return "";
  1756. }
  1757. 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 {
  1758. return "\t" + p_output_vars[0] + " = faceforward( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1759. }
  1760. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  1761. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1762. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1763. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1764. }
  1765. ////////////// Outer Product
  1766. String VisualShaderNodeOuterProduct::get_caption() const {
  1767. return "OuterProduct";
  1768. }
  1769. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  1770. return 2;
  1771. }
  1772. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  1773. return PORT_TYPE_VECTOR;
  1774. }
  1775. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  1776. switch (p_port) {
  1777. case 0:
  1778. return "c";
  1779. case 1:
  1780. return "r";
  1781. default:
  1782. return "";
  1783. }
  1784. }
  1785. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  1786. return 1;
  1787. }
  1788. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  1789. return PORT_TYPE_TRANSFORM;
  1790. }
  1791. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  1792. return "";
  1793. }
  1794. 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 {
  1795. return "\t" + p_output_vars[0] + " = outerProduct( vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0) );\n";
  1796. }
  1797. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  1798. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1799. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1800. }
  1801. ////////////// Vector-Scalar Step
  1802. String VisualShaderNodeVectorScalarStep::get_caption() const {
  1803. return "VectorScalarStep";
  1804. }
  1805. int VisualShaderNodeVectorScalarStep::get_input_port_count() const {
  1806. return 2;
  1807. }
  1808. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const {
  1809. if (p_port == 0) {
  1810. return PORT_TYPE_SCALAR;
  1811. }
  1812. return PORT_TYPE_VECTOR;
  1813. }
  1814. String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const {
  1815. if (p_port == 0)
  1816. return "edge";
  1817. else if (p_port == 1)
  1818. return "x";
  1819. return "";
  1820. }
  1821. int VisualShaderNodeVectorScalarStep::get_output_port_count() const {
  1822. return 1;
  1823. }
  1824. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const {
  1825. return PORT_TYPE_VECTOR;
  1826. }
  1827. String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const {
  1828. return "";
  1829. }
  1830. 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 {
  1831. return "\t" + p_output_vars[0] + " = step( " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
  1832. }
  1833. VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
  1834. set_input_port_default_value(0, 0.0);
  1835. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1836. }
  1837. ////////////// Scalar SmoothStep
  1838. String VisualShaderNodeScalarSmoothStep::get_caption() const {
  1839. return "ScalarSmoothStep";
  1840. }
  1841. int VisualShaderNodeScalarSmoothStep::get_input_port_count() const {
  1842. return 3;
  1843. }
  1844. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const {
  1845. return PORT_TYPE_SCALAR;
  1846. }
  1847. String VisualShaderNodeScalarSmoothStep::get_input_port_name(int p_port) const {
  1848. if (p_port == 0)
  1849. return "edge0";
  1850. else if (p_port == 1)
  1851. return "edge1";
  1852. else if (p_port == 2)
  1853. return "x";
  1854. return "";
  1855. }
  1856. int VisualShaderNodeScalarSmoothStep::get_output_port_count() const {
  1857. return 1;
  1858. }
  1859. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const {
  1860. return PORT_TYPE_SCALAR;
  1861. }
  1862. String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const {
  1863. return "";
  1864. }
  1865. 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 {
  1866. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1867. }
  1868. VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
  1869. set_input_port_default_value(0, 0.0);
  1870. set_input_port_default_value(1, 0.0);
  1871. set_input_port_default_value(2, 0.0);
  1872. }
  1873. ////////////// Vector SmoothStep
  1874. String VisualShaderNodeVectorSmoothStep::get_caption() const {
  1875. return "VectorSmoothStep";
  1876. }
  1877. int VisualShaderNodeVectorSmoothStep::get_input_port_count() const {
  1878. return 3;
  1879. }
  1880. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const {
  1881. return PORT_TYPE_VECTOR;
  1882. }
  1883. String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const {
  1884. if (p_port == 0)
  1885. return "edge0";
  1886. else if (p_port == 1)
  1887. return "edge1";
  1888. else if (p_port == 2)
  1889. return "x";
  1890. return "";
  1891. }
  1892. int VisualShaderNodeVectorSmoothStep::get_output_port_count() const {
  1893. return 1;
  1894. }
  1895. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const {
  1896. return PORT_TYPE_VECTOR;
  1897. }
  1898. String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const {
  1899. return "";
  1900. }
  1901. 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 {
  1902. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1903. }
  1904. VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
  1905. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1906. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1907. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1908. }
  1909. ////////////// Vector-Scalar SmoothStep
  1910. String VisualShaderNodeVectorScalarSmoothStep::get_caption() const {
  1911. return "VectorScalarSmoothStep";
  1912. }
  1913. int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const {
  1914. return 3;
  1915. }
  1916. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const {
  1917. if (p_port == 0) {
  1918. return PORT_TYPE_SCALAR;
  1919. } else if (p_port == 1) {
  1920. return PORT_TYPE_SCALAR;
  1921. }
  1922. return PORT_TYPE_VECTOR;
  1923. }
  1924. String VisualShaderNodeVectorScalarSmoothStep::get_input_port_name(int p_port) const {
  1925. if (p_port == 0)
  1926. return "edge0";
  1927. else if (p_port == 1)
  1928. return "edge1";
  1929. else if (p_port == 2)
  1930. return "x";
  1931. return "";
  1932. }
  1933. int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const {
  1934. return 1;
  1935. }
  1936. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const {
  1937. return PORT_TYPE_VECTOR;
  1938. }
  1939. String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const {
  1940. return "";
  1941. }
  1942. 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 {
  1943. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1944. }
  1945. VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
  1946. set_input_port_default_value(0, 0.0);
  1947. set_input_port_default_value(1, 0.0);
  1948. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1949. }
  1950. ////////////// Distance
  1951. String VisualShaderNodeVectorDistance::get_caption() const {
  1952. return "Distance";
  1953. }
  1954. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  1955. return 2;
  1956. }
  1957. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
  1958. return PORT_TYPE_VECTOR;
  1959. }
  1960. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  1961. if (p_port == 0) {
  1962. return "p0";
  1963. } else if (p_port == 1) {
  1964. return "p1";
  1965. }
  1966. return "";
  1967. }
  1968. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  1969. return 1;
  1970. }
  1971. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  1972. return PORT_TYPE_SCALAR;
  1973. }
  1974. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  1975. return "";
  1976. }
  1977. 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 {
  1978. return "\t" + p_output_vars[0] + " = distance( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  1979. }
  1980. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  1981. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1982. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1983. }
  1984. ////////////// Refract Vector
  1985. String VisualShaderNodeVectorRefract::get_caption() const {
  1986. return "Refract";
  1987. }
  1988. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  1989. return 3;
  1990. }
  1991. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  1992. if (p_port == 2) {
  1993. return PORT_TYPE_SCALAR;
  1994. }
  1995. return PORT_TYPE_VECTOR;
  1996. }
  1997. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  1998. if (p_port == 0) {
  1999. return "I";
  2000. } else if (p_port == 1) {
  2001. return "N";
  2002. } else if (p_port == 2) {
  2003. return "eta";
  2004. }
  2005. return "";
  2006. }
  2007. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  2008. return 1;
  2009. }
  2010. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  2011. return PORT_TYPE_VECTOR;
  2012. }
  2013. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  2014. return "";
  2015. }
  2016. 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 {
  2017. return "\t" + p_output_vars[0] + " = refract( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  2018. }
  2019. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  2020. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2021. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2022. set_input_port_default_value(2, 0.0);
  2023. }
  2024. ////////////// Scalar Mix
  2025. String VisualShaderNodeScalarInterp::get_caption() const {
  2026. return "ScalarMix";
  2027. }
  2028. int VisualShaderNodeScalarInterp::get_input_port_count() const {
  2029. return 3;
  2030. }
  2031. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const {
  2032. return PORT_TYPE_SCALAR;
  2033. }
  2034. String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const {
  2035. if (p_port == 0) {
  2036. return "a";
  2037. } else if (p_port == 1) {
  2038. return "b";
  2039. } else {
  2040. return "weight";
  2041. }
  2042. }
  2043. int VisualShaderNodeScalarInterp::get_output_port_count() const {
  2044. return 1;
  2045. }
  2046. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const {
  2047. return PORT_TYPE_SCALAR;
  2048. }
  2049. String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
  2050. return "mix";
  2051. }
  2052. 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 {
  2053. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2054. }
  2055. VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
  2056. set_input_port_default_value(0, 0.0);
  2057. set_input_port_default_value(1, 1.0);
  2058. set_input_port_default_value(2, 0.5);
  2059. }
  2060. ////////////// Vector Mix
  2061. String VisualShaderNodeVectorInterp::get_caption() const {
  2062. return "VectorMix";
  2063. }
  2064. int VisualShaderNodeVectorInterp::get_input_port_count() const {
  2065. return 3;
  2066. }
  2067. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const {
  2068. return PORT_TYPE_VECTOR;
  2069. }
  2070. String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const {
  2071. if (p_port == 0) {
  2072. return "a";
  2073. } else if (p_port == 1) {
  2074. return "b";
  2075. } else {
  2076. return "weight";
  2077. }
  2078. }
  2079. int VisualShaderNodeVectorInterp::get_output_port_count() const {
  2080. return 1;
  2081. }
  2082. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const {
  2083. return PORT_TYPE_VECTOR;
  2084. }
  2085. String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
  2086. return "mix";
  2087. }
  2088. 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 {
  2089. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2090. }
  2091. VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
  2092. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2093. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2094. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5));
  2095. }
  2096. ////////////// Vector Mix (by scalar)
  2097. String VisualShaderNodeVectorScalarMix::get_caption() const {
  2098. return "VectorScalarMix";
  2099. }
  2100. int VisualShaderNodeVectorScalarMix::get_input_port_count() const {
  2101. return 3;
  2102. }
  2103. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_input_port_type(int p_port) const {
  2104. if (p_port == 2)
  2105. return PORT_TYPE_SCALAR;
  2106. return PORT_TYPE_VECTOR;
  2107. }
  2108. String VisualShaderNodeVectorScalarMix::get_input_port_name(int p_port) const {
  2109. if (p_port == 0) {
  2110. return "a";
  2111. } else if (p_port == 1) {
  2112. return "b";
  2113. } else {
  2114. return "weight";
  2115. }
  2116. }
  2117. int VisualShaderNodeVectorScalarMix::get_output_port_count() const {
  2118. return 1;
  2119. }
  2120. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_output_port_type(int p_port) const {
  2121. return PORT_TYPE_VECTOR;
  2122. }
  2123. String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const {
  2124. return "mix";
  2125. }
  2126. 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 {
  2127. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2128. }
  2129. VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() {
  2130. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2131. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2132. set_input_port_default_value(2, 0.5);
  2133. }
  2134. ////////////// Vector Compose
  2135. String VisualShaderNodeVectorCompose::get_caption() const {
  2136. return "VectorCompose";
  2137. }
  2138. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  2139. return 3;
  2140. }
  2141. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  2142. return PORT_TYPE_SCALAR;
  2143. }
  2144. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  2145. if (p_port == 0) {
  2146. return "x";
  2147. } else if (p_port == 1) {
  2148. return "y";
  2149. } else {
  2150. return "z";
  2151. }
  2152. }
  2153. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  2154. return 1;
  2155. }
  2156. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
  2157. return PORT_TYPE_VECTOR;
  2158. }
  2159. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  2160. return "vec";
  2161. }
  2162. 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 {
  2163. return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2164. }
  2165. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  2166. set_input_port_default_value(0, 0.0);
  2167. set_input_port_default_value(1, 0.0);
  2168. set_input_port_default_value(2, 0.0);
  2169. }
  2170. ////////////// Transform Compose
  2171. String VisualShaderNodeTransformCompose::get_caption() const {
  2172. return "TransformCompose";
  2173. }
  2174. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  2175. return 4;
  2176. }
  2177. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  2178. return PORT_TYPE_VECTOR;
  2179. }
  2180. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  2181. if (p_port == 0) {
  2182. return "x";
  2183. } else if (p_port == 1) {
  2184. return "y";
  2185. } else if (p_port == 2) {
  2186. return "z";
  2187. } else {
  2188. return "origin";
  2189. }
  2190. }
  2191. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  2192. return 1;
  2193. }
  2194. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  2195. return PORT_TYPE_TRANSFORM;
  2196. }
  2197. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  2198. return "xform";
  2199. }
  2200. 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 {
  2201. 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";
  2202. }
  2203. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  2204. set_input_port_default_value(0, Vector3());
  2205. set_input_port_default_value(1, Vector3());
  2206. set_input_port_default_value(2, Vector3());
  2207. set_input_port_default_value(3, Vector3());
  2208. }
  2209. ////////////// Vector Decompose
  2210. String VisualShaderNodeVectorDecompose::get_caption() const {
  2211. return "VectorDecompose";
  2212. }
  2213. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  2214. return 1;
  2215. }
  2216. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
  2217. return PORT_TYPE_VECTOR;
  2218. }
  2219. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  2220. return "vec";
  2221. }
  2222. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  2223. return 3;
  2224. }
  2225. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  2226. return PORT_TYPE_SCALAR;
  2227. }
  2228. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  2229. if (p_port == 0) {
  2230. return "x";
  2231. } else if (p_port == 1) {
  2232. return "y";
  2233. } else {
  2234. return "z";
  2235. }
  2236. }
  2237. 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 {
  2238. String code;
  2239. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  2240. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  2241. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  2242. return code;
  2243. }
  2244. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  2245. set_input_port_default_value(0, Vector3());
  2246. }
  2247. ////////////// Transform Decompose
  2248. String VisualShaderNodeTransformDecompose::get_caption() const {
  2249. return "TransformDecompose";
  2250. }
  2251. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  2252. return 1;
  2253. }
  2254. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  2255. return PORT_TYPE_TRANSFORM;
  2256. }
  2257. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  2258. return "xform";
  2259. }
  2260. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  2261. return 4;
  2262. }
  2263. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  2264. return PORT_TYPE_VECTOR;
  2265. }
  2266. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  2267. if (p_port == 0) {
  2268. return "x";
  2269. } else if (p_port == 1) {
  2270. return "y";
  2271. } else if (p_port == 2) {
  2272. return "z";
  2273. } else {
  2274. return "origin";
  2275. }
  2276. }
  2277. 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 {
  2278. String code;
  2279. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  2280. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  2281. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  2282. code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  2283. return code;
  2284. }
  2285. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  2286. set_input_port_default_value(0, Transform());
  2287. }
  2288. ////////////// Scalar Uniform
  2289. String VisualShaderNodeScalarUniform::get_caption() const {
  2290. return "ScalarUniform";
  2291. }
  2292. int VisualShaderNodeScalarUniform::get_input_port_count() const {
  2293. return 0;
  2294. }
  2295. VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_input_port_type(int p_port) const {
  2296. return PORT_TYPE_SCALAR;
  2297. }
  2298. String VisualShaderNodeScalarUniform::get_input_port_name(int p_port) const {
  2299. return String();
  2300. }
  2301. int VisualShaderNodeScalarUniform::get_output_port_count() const {
  2302. return 1;
  2303. }
  2304. VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_output_port_type(int p_port) const {
  2305. return PORT_TYPE_SCALAR;
  2306. }
  2307. String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const {
  2308. return ""; //no output port means the editor will be used as port
  2309. }
  2310. String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2311. return "uniform float " + get_uniform_name() + ";\n";
  2312. }
  2313. 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 {
  2314. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2315. }
  2316. VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() {
  2317. }
  2318. ////////////// Boolean Uniform
  2319. String VisualShaderNodeBooleanUniform::get_caption() const {
  2320. return "BooleanUniform";
  2321. }
  2322. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  2323. return 0;
  2324. }
  2325. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  2326. return PORT_TYPE_BOOLEAN;
  2327. }
  2328. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  2329. return String();
  2330. }
  2331. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  2332. return 1;
  2333. }
  2334. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  2335. return PORT_TYPE_BOOLEAN;
  2336. }
  2337. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  2338. return ""; //no output port means the editor will be used as port
  2339. }
  2340. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2341. return "uniform bool " + get_uniform_name() + ";\n";
  2342. }
  2343. 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 {
  2344. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2345. }
  2346. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  2347. }
  2348. ////////////// Color Uniform
  2349. String VisualShaderNodeColorUniform::get_caption() const {
  2350. return "ColorUniform";
  2351. }
  2352. int VisualShaderNodeColorUniform::get_input_port_count() const {
  2353. return 0;
  2354. }
  2355. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  2356. return PORT_TYPE_VECTOR;
  2357. }
  2358. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  2359. return String();
  2360. }
  2361. int VisualShaderNodeColorUniform::get_output_port_count() const {
  2362. return 2;
  2363. }
  2364. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  2365. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2366. }
  2367. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  2368. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  2369. }
  2370. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2371. return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
  2372. }
  2373. 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 {
  2374. String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  2375. code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  2376. return code;
  2377. }
  2378. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  2379. }
  2380. ////////////// Vector Uniform
  2381. String VisualShaderNodeVec3Uniform::get_caption() const {
  2382. return "VectorUniform";
  2383. }
  2384. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  2385. return 0;
  2386. }
  2387. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  2388. return PORT_TYPE_VECTOR;
  2389. }
  2390. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  2391. return String();
  2392. }
  2393. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  2394. return 1;
  2395. }
  2396. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  2397. return PORT_TYPE_VECTOR;
  2398. }
  2399. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  2400. return ""; //no output port means the editor will be used as port
  2401. }
  2402. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2403. return "uniform vec3 " + get_uniform_name() + ";\n";
  2404. }
  2405. 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 {
  2406. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2407. }
  2408. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  2409. }
  2410. ////////////// Transform Uniform
  2411. String VisualShaderNodeTransformUniform::get_caption() const {
  2412. return "TransformUniform";
  2413. }
  2414. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  2415. return 0;
  2416. }
  2417. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  2418. return PORT_TYPE_VECTOR;
  2419. }
  2420. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  2421. return String();
  2422. }
  2423. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  2424. return 1;
  2425. }
  2426. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  2427. return PORT_TYPE_TRANSFORM;
  2428. }
  2429. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  2430. return ""; //no output port means the editor will be used as port
  2431. }
  2432. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2433. return "uniform mat4 " + get_uniform_name() + ";\n";
  2434. }
  2435. 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 {
  2436. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2437. }
  2438. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  2439. }
  2440. ////////////// Texture Uniform
  2441. String VisualShaderNodeTextureUniform::get_caption() const {
  2442. return "TextureUniform";
  2443. }
  2444. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  2445. return 2;
  2446. }
  2447. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  2448. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2449. }
  2450. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  2451. return p_port == 0 ? "uv" : "lod";
  2452. }
  2453. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  2454. return 3;
  2455. }
  2456. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  2457. switch (p_port) {
  2458. case 0:
  2459. return PORT_TYPE_VECTOR;
  2460. case 1:
  2461. return PORT_TYPE_SCALAR;
  2462. case 2:
  2463. return PORT_TYPE_SAMPLER;
  2464. default:
  2465. return PORT_TYPE_SCALAR;
  2466. }
  2467. }
  2468. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  2469. switch (p_port) {
  2470. case 0:
  2471. return "rgb";
  2472. case 1:
  2473. return "alpha";
  2474. case 2:
  2475. return "sampler2D";
  2476. default:
  2477. return "";
  2478. }
  2479. }
  2480. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2481. String code = "uniform sampler2D " + get_uniform_name();
  2482. switch (texture_type) {
  2483. case TYPE_DATA:
  2484. if (color_default == COLOR_DEFAULT_BLACK)
  2485. code += " : hint_black;\n";
  2486. else
  2487. code += ";\n";
  2488. break;
  2489. case TYPE_COLOR:
  2490. if (color_default == COLOR_DEFAULT_BLACK)
  2491. code += " : hint_black_albedo;\n";
  2492. else
  2493. code += " : hint_albedo;\n";
  2494. break;
  2495. case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
  2496. case TYPE_ANISO: code += " : hint_aniso;\n"; break;
  2497. }
  2498. return code;
  2499. }
  2500. 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 {
  2501. String id = get_uniform_name();
  2502. String code = "\t{\n";
  2503. if (p_input_vars[0] == String()) { // Use UV by default.
  2504. if (p_input_vars[1] == String()) {
  2505. code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
  2506. } else {
  2507. code += "\t\tvec4 n_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
  2508. }
  2509. } else if (p_input_vars[1] == String()) {
  2510. //no lod
  2511. code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  2512. } else {
  2513. code += "\t\tvec4 n_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  2514. }
  2515. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  2516. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  2517. code += "\t}\n";
  2518. return code;
  2519. }
  2520. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) {
  2521. texture_type = p_type;
  2522. emit_changed();
  2523. }
  2524. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  2525. return texture_type;
  2526. }
  2527. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
  2528. color_default = p_default;
  2529. emit_changed();
  2530. }
  2531. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  2532. return color_default;
  2533. }
  2534. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  2535. Vector<StringName> props;
  2536. props.push_back("texture_type");
  2537. props.push_back("color_default");
  2538. return props;
  2539. }
  2540. void VisualShaderNodeTextureUniform::_bind_methods() {
  2541. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  2542. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  2543. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  2544. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  2545. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type");
  2546. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
  2547. BIND_ENUM_CONSTANT(TYPE_DATA);
  2548. BIND_ENUM_CONSTANT(TYPE_COLOR);
  2549. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  2550. BIND_ENUM_CONSTANT(TYPE_ANISO);
  2551. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  2552. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  2553. }
  2554. String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
  2555. if (p_port == 0) {
  2556. return "UV.xy";
  2557. }
  2558. return "";
  2559. }
  2560. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  2561. texture_type = TYPE_DATA;
  2562. color_default = COLOR_DEFAULT_WHITE;
  2563. }
  2564. ////////////// Texture Uniform (Triplanar)
  2565. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  2566. return "TextureUniformTriplanar";
  2567. }
  2568. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  2569. return 2;
  2570. }
  2571. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  2572. if (p_port == 0) {
  2573. return PORT_TYPE_VECTOR;
  2574. } else if (p_port == 1) {
  2575. return PORT_TYPE_VECTOR;
  2576. }
  2577. return PORT_TYPE_SCALAR;
  2578. }
  2579. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  2580. if (p_port == 0) {
  2581. return "weights";
  2582. } else if (p_port == 1) {
  2583. return "pos";
  2584. }
  2585. return "";
  2586. }
  2587. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2588. String code;
  2589. code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
  2590. code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  2591. code += "\t\tvec4 samp = vec4(0.0);\n";
  2592. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  2593. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  2594. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  2595. code += "\t\treturn samp;\n";
  2596. code += "\t}\n";
  2597. code += "\n";
  2598. code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  2599. code += "\tuniform vec3 triplanar_offset;\n";
  2600. code += "\tuniform float triplanar_sharpness = 0.5;\n";
  2601. code += "\n";
  2602. code += "\tvarying vec3 triplanar_power_normal;\n";
  2603. code += "\tvarying vec3 triplanar_pos;\n";
  2604. return code;
  2605. }
  2606. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2607. String code;
  2608. if (p_type == VisualShader::TYPE_VERTEX) {
  2609. code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n";
  2610. code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  2611. code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  2612. code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  2613. code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  2614. }
  2615. return code;
  2616. }
  2617. 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 {
  2618. String id = get_uniform_name();
  2619. String code = "\t{\n";
  2620. if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
  2621. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal, triplanar_pos );\n";
  2622. } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
  2623. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", triplanar_pos );\n";
  2624. } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
  2625. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal," + p_input_vars[1] + " );\n";
  2626. } else {
  2627. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
  2628. }
  2629. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  2630. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  2631. code += "\t}\n";
  2632. return code;
  2633. }
  2634. String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
  2635. if (p_port == 0) {
  2636. return "default";
  2637. } else if (p_port == 1) {
  2638. return "default";
  2639. }
  2640. return "";
  2641. }
  2642. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  2643. }
  2644. ////////////// CubeMap Uniform
  2645. String VisualShaderNodeCubeMapUniform::get_caption() const {
  2646. return "CubeMapUniform";
  2647. }
  2648. int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
  2649. return 1;
  2650. }
  2651. VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
  2652. return PORT_TYPE_SAMPLER;
  2653. }
  2654. String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
  2655. return "samplerCube";
  2656. }
  2657. int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
  2658. return 0;
  2659. }
  2660. VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
  2661. return PORT_TYPE_SCALAR;
  2662. }
  2663. String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
  2664. return "";
  2665. }
  2666. String VisualShaderNodeCubeMapUniform::get_input_port_default_hint(int p_port) const {
  2667. return "";
  2668. }
  2669. String VisualShaderNodeCubeMapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2670. String code = "uniform samplerCube " + get_uniform_name();
  2671. switch (texture_type) {
  2672. case TYPE_DATA:
  2673. if (color_default == COLOR_DEFAULT_BLACK)
  2674. code += " : hint_black;\n";
  2675. else
  2676. code += ";\n";
  2677. break;
  2678. case TYPE_COLOR:
  2679. if (color_default == COLOR_DEFAULT_BLACK)
  2680. code += " : hint_black_albedo;\n";
  2681. else
  2682. code += " : hint_albedo;\n";
  2683. break;
  2684. case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
  2685. case TYPE_ANISO: code += " : hint_aniso;\n"; break;
  2686. }
  2687. return code;
  2688. }
  2689. 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 {
  2690. return String();
  2691. }
  2692. VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
  2693. }
  2694. ////////////// If
  2695. String VisualShaderNodeIf::get_caption() const {
  2696. return "If";
  2697. }
  2698. int VisualShaderNodeIf::get_input_port_count() const {
  2699. return 6;
  2700. }
  2701. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  2702. if (p_port == 0 || p_port == 1 || p_port == 2) {
  2703. return PORT_TYPE_SCALAR;
  2704. }
  2705. return PORT_TYPE_VECTOR;
  2706. }
  2707. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  2708. switch (p_port) {
  2709. case 0:
  2710. return "a";
  2711. case 1:
  2712. return "b";
  2713. case 2:
  2714. return "tolerance";
  2715. case 3:
  2716. return "a == b";
  2717. case 4:
  2718. return "a > b";
  2719. case 5:
  2720. return "a < b";
  2721. default:
  2722. return "";
  2723. }
  2724. }
  2725. int VisualShaderNodeIf::get_output_port_count() const {
  2726. return 1;
  2727. }
  2728. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  2729. return PORT_TYPE_VECTOR;
  2730. }
  2731. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  2732. return "result";
  2733. }
  2734. 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 {
  2735. String code;
  2736. code += "\tif(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  2737. code += "\t{\n";
  2738. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[3] + ";\n";
  2739. code += "\t}\n";
  2740. code += "\telse if(" + p_input_vars[0] + "<" + p_input_vars[1] + ")\n"; // a < b
  2741. code += "\t{\n";
  2742. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[5] + ";\n";
  2743. code += "\t}\n";
  2744. code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  2745. code += "\t{\n";
  2746. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[4] + ";\n";
  2747. code += "\t}\n";
  2748. return code;
  2749. }
  2750. VisualShaderNodeIf::VisualShaderNodeIf() {
  2751. set_input_port_default_value(0, 0.0);
  2752. set_input_port_default_value(1, 0.0);
  2753. set_input_port_default_value(2, CMP_EPSILON);
  2754. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  2755. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  2756. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  2757. }
  2758. ////////////// Switch
  2759. String VisualShaderNodeSwitch::get_caption() const {
  2760. return "VectorSwitch";
  2761. }
  2762. int VisualShaderNodeSwitch::get_input_port_count() const {
  2763. return 3;
  2764. }
  2765. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  2766. if (p_port == 0) {
  2767. return PORT_TYPE_BOOLEAN;
  2768. }
  2769. return PORT_TYPE_VECTOR;
  2770. }
  2771. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  2772. switch (p_port) {
  2773. case 0:
  2774. return "value";
  2775. case 1:
  2776. return "true";
  2777. case 2:
  2778. return "false";
  2779. default:
  2780. return "";
  2781. }
  2782. }
  2783. int VisualShaderNodeSwitch::get_output_port_count() const {
  2784. return 1;
  2785. }
  2786. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  2787. return PORT_TYPE_VECTOR;
  2788. }
  2789. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  2790. return "result";
  2791. }
  2792. 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 {
  2793. String code;
  2794. code += "\tif(" + p_input_vars[0] + ")\n";
  2795. code += "\t{\n";
  2796. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[1] + ";\n";
  2797. code += "\t}\n";
  2798. code += "\telse\n";
  2799. code += "\t{\n";
  2800. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[2] + ";\n";
  2801. code += "\t}\n";
  2802. return code;
  2803. }
  2804. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  2805. set_input_port_default_value(0, false);
  2806. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2807. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2808. }
  2809. ////////////// Switch(scalar)
  2810. String VisualShaderNodeScalarSwitch::get_caption() const {
  2811. return "ScalarSwitch";
  2812. }
  2813. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_input_port_type(int p_port) const {
  2814. if (p_port == 0) {
  2815. return PORT_TYPE_BOOLEAN;
  2816. }
  2817. return PORT_TYPE_SCALAR;
  2818. }
  2819. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_output_port_type(int p_port) const {
  2820. return PORT_TYPE_SCALAR;
  2821. }
  2822. VisualShaderNodeScalarSwitch::VisualShaderNodeScalarSwitch() {
  2823. set_input_port_default_value(0, false);
  2824. set_input_port_default_value(1, 1.0);
  2825. set_input_port_default_value(2, 0.0);
  2826. }
  2827. ////////////// Fresnel
  2828. String VisualShaderNodeFresnel::get_caption() const {
  2829. return "Fresnel";
  2830. }
  2831. int VisualShaderNodeFresnel::get_input_port_count() const {
  2832. return 4;
  2833. }
  2834. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  2835. switch (p_port) {
  2836. case 0:
  2837. return PORT_TYPE_VECTOR;
  2838. case 1:
  2839. return PORT_TYPE_VECTOR;
  2840. case 2:
  2841. return PORT_TYPE_BOOLEAN;
  2842. case 3:
  2843. return PORT_TYPE_SCALAR;
  2844. default:
  2845. return PORT_TYPE_VECTOR;
  2846. }
  2847. }
  2848. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  2849. switch (p_port) {
  2850. case 0:
  2851. return "normal";
  2852. case 1:
  2853. return "view";
  2854. case 2:
  2855. return "invert";
  2856. case 3:
  2857. return "power";
  2858. default:
  2859. return "";
  2860. }
  2861. }
  2862. int VisualShaderNodeFresnel::get_output_port_count() const {
  2863. return 1;
  2864. }
  2865. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  2866. return PORT_TYPE_SCALAR;
  2867. }
  2868. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  2869. return "result";
  2870. }
  2871. 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 {
  2872. 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] + "));";
  2873. }
  2874. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  2875. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2876. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2877. set_input_port_default_value(2, false);
  2878. set_input_port_default_value(3, 1.0);
  2879. }
  2880. ////////////// Is
  2881. String VisualShaderNodeIs::get_caption() const {
  2882. return "Is";
  2883. }
  2884. int VisualShaderNodeIs::get_input_port_count() const {
  2885. return 1;
  2886. }
  2887. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  2888. return PORT_TYPE_SCALAR;
  2889. }
  2890. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  2891. return "";
  2892. }
  2893. int VisualShaderNodeIs::get_output_port_count() const {
  2894. return 1;
  2895. }
  2896. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  2897. return PORT_TYPE_BOOLEAN;
  2898. }
  2899. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  2900. return "";
  2901. }
  2902. 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 {
  2903. static const char *funcs[FUNC_IS_NAN + 1] = {
  2904. "isinf($)",
  2905. "isnan($)"
  2906. };
  2907. String code;
  2908. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2909. return code;
  2910. }
  2911. void VisualShaderNodeIs::set_function(Function p_func) {
  2912. func = p_func;
  2913. emit_changed();
  2914. }
  2915. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  2916. return func;
  2917. }
  2918. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  2919. Vector<StringName> props;
  2920. props.push_back("function");
  2921. return props;
  2922. }
  2923. void VisualShaderNodeIs::_bind_methods() {
  2924. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  2925. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  2926. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  2927. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  2928. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  2929. }
  2930. VisualShaderNodeIs::VisualShaderNodeIs() {
  2931. func = FUNC_IS_INF;
  2932. set_input_port_default_value(0, 0.0);
  2933. }
  2934. ////////////// Compare
  2935. String VisualShaderNodeCompare::get_caption() const {
  2936. return "Compare";
  2937. }
  2938. int VisualShaderNodeCompare::get_input_port_count() const {
  2939. if (ctype == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  2940. return 3;
  2941. }
  2942. return 2;
  2943. }
  2944. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  2945. if (p_port == 2)
  2946. return PORT_TYPE_SCALAR;
  2947. switch (ctype) {
  2948. case CTYPE_SCALAR:
  2949. return PORT_TYPE_SCALAR;
  2950. case CTYPE_VECTOR:
  2951. return PORT_TYPE_VECTOR;
  2952. case CTYPE_BOOLEAN:
  2953. return PORT_TYPE_BOOLEAN;
  2954. case CTYPE_TRANSFORM:
  2955. return PORT_TYPE_TRANSFORM;
  2956. }
  2957. return PORT_TYPE_VECTOR;
  2958. }
  2959. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  2960. if (p_port == 0)
  2961. return "a";
  2962. else if (p_port == 1)
  2963. return "b";
  2964. else if (p_port == 2)
  2965. return "tolerance";
  2966. return "";
  2967. }
  2968. int VisualShaderNodeCompare::get_output_port_count() const {
  2969. return 1;
  2970. }
  2971. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  2972. return PORT_TYPE_BOOLEAN;
  2973. }
  2974. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  2975. if (p_port == 0)
  2976. return "result";
  2977. return "";
  2978. }
  2979. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  2980. if (ctype == CTYPE_BOOLEAN || ctype == CTYPE_TRANSFORM) {
  2981. if (func > FUNC_NOT_EQUAL) {
  2982. return TTR("Invalid comparison function for that type.");
  2983. }
  2984. }
  2985. return "";
  2986. }
  2987. 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 {
  2988. static const char *ops[FUNC_LESS_THAN_EQUAL + 1] = {
  2989. "==",
  2990. "!=",
  2991. ">",
  2992. ">=",
  2993. "<",
  2994. "<=",
  2995. };
  2996. static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = {
  2997. "equal($)",
  2998. "notEqual($)",
  2999. "greaterThan($)",
  3000. "greaterThanEqual($)",
  3001. "lessThan($)",
  3002. "lessThanEqual($)",
  3003. };
  3004. static const char *conds[COND_ANY + 1] = {
  3005. "all($)",
  3006. "any($)",
  3007. };
  3008. String code;
  3009. switch (ctype) {
  3010. case CTYPE_SCALAR:
  3011. if (func == FUNC_EQUAL) {
  3012. code += "\t" + p_output_vars[0] + "=(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
  3013. } else if (func == FUNC_NOT_EQUAL) {
  3014. code += "\t" + p_output_vars[0] + "=!(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
  3015. } else {
  3016. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  3017. }
  3018. break;
  3019. case CTYPE_VECTOR:
  3020. code += "\t{\n";
  3021. code += "\t\tbvec3 _bv=" + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  3022. code += "\t\t" + p_output_vars[0] + "=" + String(conds[condition]).replace("$", "_bv") + ";\n";
  3023. code += "\t}\n";
  3024. break;
  3025. case CTYPE_BOOLEAN:
  3026. if (func > FUNC_NOT_EQUAL)
  3027. return "\t" + p_output_vars[0] + "=false;\n";
  3028. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  3029. break;
  3030. case CTYPE_TRANSFORM:
  3031. if (func > FUNC_NOT_EQUAL)
  3032. return "\t" + p_output_vars[0] + "=false;\n";
  3033. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  3034. break;
  3035. default:
  3036. break;
  3037. }
  3038. return code;
  3039. }
  3040. void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
  3041. ctype = p_type;
  3042. switch (ctype) {
  3043. case CTYPE_SCALAR:
  3044. set_input_port_default_value(0, 0.0);
  3045. set_input_port_default_value(1, 0.0);
  3046. break;
  3047. case CTYPE_VECTOR:
  3048. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3049. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3050. break;
  3051. case CTYPE_BOOLEAN:
  3052. set_input_port_default_value(0, false);
  3053. set_input_port_default_value(1, false);
  3054. break;
  3055. case CTYPE_TRANSFORM:
  3056. set_input_port_default_value(0, Transform());
  3057. set_input_port_default_value(1, Transform());
  3058. break;
  3059. }
  3060. emit_changed();
  3061. }
  3062. VisualShaderNodeCompare::ComparsionType VisualShaderNodeCompare::get_comparsion_type() const {
  3063. return ctype;
  3064. }
  3065. void VisualShaderNodeCompare::set_function(Function p_func) {
  3066. func = p_func;
  3067. emit_changed();
  3068. }
  3069. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  3070. return func;
  3071. }
  3072. void VisualShaderNodeCompare::set_condition(Condition p_cond) {
  3073. condition = p_cond;
  3074. emit_changed();
  3075. }
  3076. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  3077. return condition;
  3078. }
  3079. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  3080. Vector<StringName> props;
  3081. props.push_back("type");
  3082. props.push_back("function");
  3083. if (ctype == CTYPE_VECTOR)
  3084. props.push_back("condition");
  3085. return props;
  3086. }
  3087. void VisualShaderNodeCompare::_bind_methods() {
  3088. ClassDB::bind_method(D_METHOD("set_comparsion_type", "type"), &VisualShaderNodeCompare::set_comparsion_type);
  3089. ClassDB::bind_method(D_METHOD("get_comparsion_type"), &VisualShaderNodeCompare::get_comparsion_type);
  3090. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  3091. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  3092. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  3093. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  3094. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector,Boolean,Transform"), "set_comparsion_type", "get_comparsion_type");
  3095. 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");
  3096. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  3097. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  3098. BIND_ENUM_CONSTANT(CTYPE_VECTOR);
  3099. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  3100. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  3101. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  3102. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  3103. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  3104. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  3105. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  3106. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  3107. BIND_ENUM_CONSTANT(COND_ALL);
  3108. BIND_ENUM_CONSTANT(COND_ANY);
  3109. }
  3110. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  3111. ctype = CTYPE_SCALAR;
  3112. func = FUNC_EQUAL;
  3113. condition = COND_ALL;
  3114. set_input_port_default_value(0, 0.0);
  3115. set_input_port_default_value(1, 0.0);
  3116. set_input_port_default_value(2, CMP_EPSILON);
  3117. }